View Full Version : [3.5 Class, Template, Equipment and Special Rules] The Witcher

2011-09-02, 01:37 AM
Alright. Time to get rid of this lurker status I've had for a while.
Been writing a campaign for the past week based in the same world as the Witcher games occur- And I figured I'd post some of the work I've done in adapting the world to D&D for all to see. Things I still need to get done are:

Equipment: Witcher's Medallion, Silver Swords, Potions.
Feats: Feats that deal with Toxicity tolerance and such.
Rules: Figure out what to do about magic in-general.
Races: Which races will be allowed and what changes (if any) need to be made to them.

That being said, there are a few things that should be noted when reading what I post here:
I am using the Strain variant rule (http://www.dandwiki.com/wiki/Mana-Based_Spellcasting_(3.5e_Variant_Rule)), as well as the variant rule in Unearthed Arcana which uses Armor to give wearers DR instead of AC.
As for what's being done with Toxicity, it will probably be something like this:
Toxicity Tolerance is equal to your Fort. Save modifier. You recover 1 point of Toxicity every minute. At 1/2 of your maximum Toxicity you take a -2 penalty to all physical stats. At 3/4 Toxicity you take a -4 penalty to all physical stats, and at maximum Toxicity you must make a Fort. Save every minute or take 1 point of Con. damage, and if your Con. score is reduced below 8 by your Toxicity you must make a Fort. save every minute or die from system failure.

In addition to these, I've toyed with the idea of allowing players to, in response to being attacked in melee, make an attack roll of their own and use the result as their AC for that attack (be it better or worse than the original). This uses their reaction for the round, so no AoO's unless they have Combat Reflexes (which would also give them additional times they may dodge in this way). Yes, I realize this is giving everyone access to Melee Evasion for free, but to not make that feat useless I've re-written it to give anyone with it a +2 bonus on this attack roll, and 1 additional reaction per round which can be used to dodge a melee blow.

Now then, without further adieu,

Mutant (Template)
Creating a Mutant.
"Mutant" is an acquired template that can be added to any human (referred to hereafter as the "base creature").
Size and Type: The Creature's type changes to Monstrous Humanoid. Size is unchanged.
Armor Class: A Mutant gains +2 natural armor, their bodies have been altered and parts compacted to minimize the damage they take as well as to toughen their skin to deflect blows.
Special Attacks: N/A
Special Qualities: A Mutant retains all the character's special qualities and gains those listed below, as well as the Monstrous Humanoid type.
Lightning Reflexes (Ex): A Mutant gains Lightning Reflexes as a Bonus Feat.

Mutant Physiology (Ex): A Mutant gains Low-Light vision, and regain their constitution modifier in hit points every 10 minutes, Mutants are also highly resistant to toxic substances, and as such count their Constitution modifier twice when determining their maximum Toxicity. A Mutant may also consume raw potion ingredients in order to accelerate their healing while increasing their toxicity (2 points of toxicity for each point of fast healing gained). A Mutant gains Fast Healing X for 1 minute after consuming raw potion ingrediants whose price is equal to 10gp times X.

Meditation (Ex): Rather than sleep, a Mutant may go into a meditative state. In this state, the Mutant remains aware of their surroundings, and requires only 3 hours of meditation to gain the benefits of an extended rest. While meditating you may create both Alchemical Potions and Mutagenic Potions, but any other action cancels the meditation.
Keen Senses (Ex): Mutant senses are enhanced to peak performance, and as such they gain a +5 bonus on all Listen, Spot, Search, and Survival checks.

Immunities: Mutants are immune to all magical and non-magical diseases, yet not poisons.

Predatory Instinct (Ex): Mutants are conditioned as well as altered so that they react to danger with split-second decisions which occur faster than thought. Mutants gain the Combat Reflexes feat as a bonus feat, as well as the Improved Initiative feat as a bonus feat.

Witcher School: Mutants are created and trained in the arts of monster-slaying by their individual Witcher School, and each of these schools provide specific bonuses to the potential Witchers.

School of the Viper: Gain the Quick Draw feat for free, and in addition, you may add your Dexterity Modifier to attack rolls made against your Favored Enemy.
School of the Owl: Gain the Alchemist feat as a bonus feat, even if you do not meet the prerequisites. You may apply Metamagic feats to your Witcher Signs (provided you have at least 1 level in the Witcher class).
School of the Wolf: Gain the Alertness feat as a bonus feat. You may switch Combat Styles as a free action once per round (provided you have at least 1 level in the Witcher class).

Pariah (Ex): Mutants are abominations in the eyes of most humans, and are viewed through the haze of hatred and disdain by the masses of humanity. All humans begin 1 step closer to Hostile towards a Mutant, and the Mutant recieves a -4 penalty on all Charisma-Based skills when dealing with normal Humans.

Abilities: Modify the base creature as follows: Str +2, Dex +2, Con +4, Cha +2.
Level Adjustment: Same as base creature +3.

The Witcher (Class)
The Witcher
Racial Restriction: Mutant Human only.
Hit Die: D8
Skill Points Per Level: 6+Int Mod (x4 at first level)
Skills: Balance (Dex), Climb (Str), Craft (Alchemy) (Int), Craft (Trapmaking) (Int), Craft (Runecarving) (Int), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Knowledge (Dungeoneering) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Speak Language (N/A), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Use Magic Device (Cha).
Base Attack Bonus: Full (As Fighter).
Saves: Good Fort, Good Ref, Poor Will.
Proficiencies: Proficient with Light Armor, all Simple and all Martial weapons.
Minor Code of Conduct: If a creature is sentient, the Witcher may not slay them unless they are evil.
Minor Restriction: Unable to deal Nonlethal Damage of any kind.

Brew Potion: Witchers gain Brew Potion at 1st level as a bonus feat.

Blade Training: At first level, the Witcher gains Weapon Focus (Long Sword), this applies to both their Steel and their Silver-plated sword. At 6th level, the Witcher gains Weapon Specialization (Long Sword), at 12th level Greater Weapon Focus (Long Sword) and at 20th level Greater Weapon Specialization (Long Sword).

Combat Style: A Witcher may choose to change their Combat Style once per round as a move action.
Strong Style: If the Witcher wields his blade in 1 hand, he deals 1+1/2 his strength bonus on each successful attack, and x2 his strength bonus if wielding his blade in 2 hands. In addition, the Witcher recieves a +1 bonus to all attack and damage rolls for each size catagory larger than him that his target is.
Fast Style: The Witcher uses his Dex instead of Str for attack rolls. In addition, if the Witcher's target attempts to evade his attacks the Witcher gains a +4 on his attack roll.
Group Style: The Witcher counts as having Whirlwind Attack while the style is active. In addition, the Witcher is not considered to be flanked while using this combat style.

Aard: Beginning at First level, the Witcher may make a bullrush attempt against any target within 10ft, using their Charisma instead of their Strength modifier and negating any size bonus the target has to such an attempt. At 6th level, the Witcher may make this attempt against either all targets within 5ft, or any 2 targets which are no further than 5ft apart within 15ft. At 12th level the Witcher may make this attempt against all targets within 10ft or any 3 targets which are no further than 5ft apart within 20ft. A target which fails their opposed check for this attempt is also pushed to the edge of this ability's range and takes the appropriate falling damage. This ability is a 1st level spell at 1st level, a 3rd level spell at 6th level, and a 5th level spell at 12th level for the purposes of calculating Strain cost.

Favored Enemy: Monster: At 1st level, a Witcher gains Favored Enemy: Monster. This covers all creatures of the Monstrous Humanoid, Magical Beast and Undead types. The Witcher gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of these types. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level these bonuses improve to +3, +4 at 10th, +5 at 15th, and +6 at 20th.

Battle Fortitude: At 2nd level a Witcher gains a +1 competence bonus on all Fortitude and Initiative checks. This bonus increases to +2 at 9th level, and +3 at 16th.

Axii: Beginning at 2nd level, the Witcher may use this to replicate a Charm Monster effect (DC based on Charisma). At 9th level they may use this to replicate a Suggestion effect. At 2nd level this ability counts as a 1st level spell and at 9th level counts as a 3rd level spell for the purposes of Strain cost.

Uncanny Dodge: Starting at 3rd level, a Witcher cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. The Witcher retains his Dexterity bonus to AC (if any) even if caught flat-footed or struck by and invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Witcher already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

Igni: At 3rd level the Witcher may use this ability as a ranged touch attack which deals 1d6/every other level fire damage to it's target. The target must succeed a reflex save (Based on Charisma) to avoid catching fire and taking half their original damage again every round for 1d4 rounds. This ability counts as a 2nd level spell for the purposes of strain cost.

Yrden: Starting at 5th level the Witcher may create an Yrden, a magical rune on the ground. If an enemy passes over or within 5ft of the space of the Yrden, they must immediately make a Reflex save (DC = 10 + 1/2 class level + Cha modifier), success indicates they are dazed for 2 rounds. Failure indicates they are paralyzed for 1d4 rounds and take 1d6 electricity damage. Creatures immune to electricity are immune to this power. This ability is considered a 3rd level spell for determining strain cost. This rune is invisible to all but the Witcher.

Mutagenic Consumption: Every 5th level the Witcher may consume a part of a monster (Note that this part must be heavy in genetic material (I.E. Gray Matter, Heart, Genetalia)) by mixing it in with a potion they create. The creature they consume must be either a Magical Beast or contain the Extraplanar subtype. Upon consuming a mutagenic potion, the Witcher must make a Fortitude save (DC 15 + 1/2 Creature's HD - The Witcher's level), if the character fails this save they suffer 1d4 permanent Constitution loss and 1 point of Charisma loss. Success, however, indicates that their body takes the mutation without damaging itself and the character may gain 1 Special Quality, Extraordinary Ability, or Feat that the creature possessed (This ability is subject to GM discretion.)

Quen: Beginning at 7th level the Witcher gains the ability to shield himself from damage. By using this power the Witcher creates a protective barrier around himself which lasts a number of rounds equal to his Witcher level + his Charisma score. This barrier deals 1d6 points of electrical damage to anything striking the Witcher in melee, and shields him from all damage for it's duration. At 7th level, for every 5 points of damage the Witcher takes the duration of this ability is reduced by 1 round, and at 15th level for every 10 points of damage the Witcher takes the duration of this ability is reduced by 1 round. This ability counts as a 4th level spell for determining Strain cost.

Please, feel free to give suggestions and comment as you like. Any help with this would be welcomed.