This document provides level progression and ability details for a Witcher character class. It summarizes:
1) Witchers gain hit dice, improved THAC0 and saving throws as they level up to a maximum of 10th level.
2) They can use various weapons and armor. Their senses are sharp and they gain bonuses from silver and steel swords corresponding to their school.
3) Witchers have limited arcane ability through signs and potions that function similarly to spells but have different mechanics and limitations.
4) A list of available signs and potions is provided for each level, functioning as the Witcher's spell list.
This document provides level progression and ability details for a Witcher character class. It summarizes:
1) Witchers gain hit dice, improved THAC0 and saving throws as they level up to a maximum of 10th level.
2) They can use various weapons and armor. Their senses are sharp and they gain bonuses from silver and steel swords corresponding to their school.
3) Witchers have limited arcane ability through signs and potions that function similarly to spells but have different mechanics and limitations.
4) A list of available signs and potions is provided for each level, functioning as the Witcher's spell list.
This document provides level progression and ability details for a Witcher character class. It summarizes:
1) Witchers gain hit dice, improved THAC0 and saving throws as they level up to a maximum of 10th level.
2) They can use various weapons and armor. Their senses are sharp and they gain bonuses from silver and steel swords corresponding to their school.
3) Witchers have limited arcane ability through signs and potions that function similarly to spells but have different mechanics and limitations.
4) A list of available signs and potions is provided for each level, functioning as the Witcher's spell list.
This document provides level progression and ability details for a Witcher character class. It summarizes:
1) Witchers gain hit dice, improved THAC0 and saving throws as they level up to a maximum of 10th level.
2) They can use various weapons and armor. Their senses are sharp and they gain bonuses from silver and steel swords corresponding to their school.
3) Witchers have limited arcane ability through signs and potions that function similarly to spells but have different mechanics and limitations.
4) A list of available signs and potions is provided for each level, functioning as the Witcher's spell list.
Saving Throws Spells Level XP HD THACO D W P B S 1 2 3 4 1 0 1d8 19[0] 8 9 10 13 12 1 - - - 2 4.000 2d8 19[0] 8 9 10 13 12 2 - - - 3 8.000 3d8 19[0] 8 9 10 13 12 2 1 - - 4 16.000 4d8 17[+2] 6 7 8 10 10 2 2 - - 5 32.000 5d8 17[+2] 6 7 8 10 10 2 2 1 - 6 64.000 6d8 17[+2] 6 7 8 10 10 2 2 2 - 7 120.000 7d8 14[+5] 4 5 6 7 8 3 2 2 1 8 250.000 8d8 14[+5] 4 5 6 7 8 3 3 2 2 9 400.00 9d8 14[+5] 4 5 6 7 8 3 3 3 2 10 600.000 9d8+3* 12[+7] 2 3 4 4 6 3 3 3 3 * Modifiers from CON no longer apply D: Death/poison; W: Wands; P: Paralysis/petrify; B: Breath attaccks S: Spells/rods/staves Requirements: Minimum CON 12 Due to the side-effects of the process Prime Requisite: INT and STR of transormation, Witcher are almo- Hit Dice: 1d8 st emotionless individuals and they Maximum Level: 10 can only be of Neutral Alignment. Armour: Leather, Chainmail, no Prime Requisite: A Witcher with at shields least 13 in INT and STR gains a 5% Weapon: Any bonus to experience. A Witcher Languages: Common, any other with an INT of at least 16 and a STR monster language allowed by the of at least 13 receives a +10% XP bo- Referee nus. Witchers are a rare breed of humans Combat created through painful arcane Witchers can use all types of wea- practices and alchemy. Due to the pons and can use leather armour, ordeals they withstood, and their chainmail but no shields. extensive knowledge, they are able to efficently hunt down the mon- Awareness sters that dwells in the dark corners The trials they’ve been through of the world … for the right price of sharpened the Witchers senses so course! they can only be surprised with a provides are left for the Referee to chance of 1-in-6. decide, but only if the party use the informations to develop some kind Steel and Silver of strategy. All Witchers carries a couple of swords, one made from meteoric Signs and Potions iron and one made from the finest Witchers are able to use a kind of silver, specially crafted for their pro- rudimentary arcane knowledge that fession. While fighting with one of manifest through the use of Signs these weapons, a Witcher gains cer- and Potions to somehow replicate tain benefits according to the school the effect of certain spells. he follows: In Game terms the use of both of ▶ School of the Bear: +1 AC bonus. them works in the same way as the ▶ School of the Cat: +1 Initiative Arcane Magic with the following bonus. differences: ▶ School of the Wolf: +1 Damage ▶ A Witcher doesn’t need a Spell- bonus. book but he knows all the Signs and Starting at 6th level, the swords are Potion availables for each level he considered magical for the purpose can Cast. of overcoming a monster special de- ▶ To memorize them, he simply fense. have to meditate for an hour or so In case a Witcher lose one of these after an 8-hours rest. swords, he could replace it at a cost ▶ Due to their training in withstan- varying from ten to twelve times the ding various types of drugs and to- normal cost of a common two-han- xines, only Witchers can use the po- ded sword and this will equire an tions brewed with this method. amount of time at the Referee di- Anyone else who will try to drink screction. one of them must succeed a ST ver- sus poison or suffer some kind of Witcher’s Lore bad collateral effect at the Referee Starting at 1st level, a Witcher has a discrection. 2-in-6 chance of knowing some- ▶ Lastly, due to the unstable and vo- thing about the specific nature of a latile nature of the components used monster, a sorcery or a curse. The to brew these potions, they only last exact nature of this informations for a day before losing their effecti- and the eventual advantages they veness. Witcher Spell List 1st Level 3rd Level 1. Detect Evil (P) 1. Cure Disease (P) 2. Hold Portal (S) 2. Dispel Magic (S) 3. Protection from Evil (S) 3. Haste (P) 4. Resist Cold (P) 4. Infravision (P) 5. Shield (S) 5. Striking (S) 6. Sleep (S) 6. Water Breathing (P) 2nd Level 4th Levelc 1. Bless (S) 1. Neutralize Poison (P) 2. Cure Light Wounds (P) 2. Confusion (S) 3. Detect Invisible (P) 3. Remove Curse *(S) 4. Knock (S) 4. Wall of Fire (S) 5. Resist Fire (P) (S) = Sign; (P) = Potion; * = Specific conditions must be met for this to work 6. Wizard Lock (S)