Help in Making the Witcher (Fighter / Alchemist hybrid?)


Conversions

Liberty's Edge

Been playing the Witcher 2, having a lot of fun, but wondering how I might make a witcher in Pathfinder. My particular choice is for the mix of swordfighting and alchemy that makes him more unique, rather than focusing on yet another gish variant.

First question: Should this be done with simple multiclassing, or perhaps with a specialty PrC as well (which might add the signs as special abilities?)

Second question: is being a witcher more about a race rather than the classes they choose, aka, race template that augments the standard human racial features?


I've been thinking about this as well. I'd personally roll a multi-classed Alchemist/Magus and possibly use the Words of Power sytem for the Magus spells to better simulate the Signs from Witcher (whilst leaving the alchemist spells as they are).

I also wouldn't worry about the race so much (it;s mostly cosmetic+potions in the game anyway) though you could take the internal alchemist archetype to get the cool meditation thing going.


It's hard to do right. You could go with alchemist - perfect for the potion-chugging and the bombs (with the right discoveries/feats, you can turn those into traps as well).

And magus is great for spells and combat.

However, combining the two would be problematic. You'll lose out on higher-level abilities AND BAB.

Maybe go alchemist all the way and work something out with re-flavoured class abilities and/or feats for the signs.

Or go magus and get some potions/Brew Potion. The spells can stand in as bombs and traps, and again, you can talk with your GM to work something out with feats, archetypes and the like for more specific effects.

Liberty's Edge

Good thoughts, though I can say for sure that I don't think trying to do all 3 main parts of the Witcher in one character will work. I would have to say a focus on 2 of them (sword/alchemy, sword/magic, alchemy/magic) would be the best way.

RPG Superstar 2013 Top 8

Wandslinger wrote:
Good thoughts, though I can say for sure that I don't think trying to do all 3 main parts of the Witcher in one character will work. I would have to say a focus on 2 of them (sword/alchemy, sword/magic, alchemy/magic) would be the best way.

Could you replace the Alchemist extract progression with Magus spell progression and go full-on Alchemist? Does that break anything I'm not aware of? You could also introduce some of the Magus's sword+magic features as discoveries, potentially.

Liberty's Edge

Hmm. It's a possibility, though a harder one for me given that I don't have Ultimate Magic yet. I'll have to look into it.

RPG Superstar 2013 Top 8

Wandslinger wrote:
Hmm. It's a possibility, though a harder one for me given that I don't have Ultimate Magic yet. I'll have to look into it.

What're you waiting for? ;)

Liberty's Edge

That would be money, my dear Flak! And, frankly, because I'm the one running my group's current Carrion Crown game (which is core+archetypes only to counter the customized splurg-fest that our Crimson Throne game was). So, my ideas about making a witcher won't really be realized until well into the future, probably around November when we'll be finishing this AP. He'd really fit well with this path though...

Dark Archive

Fighter/alchemist would be how I'd stat up Geralt; I haven't played the games, but based on how he's portrayed in the novels, I'd say that he's probably more of a fighter than an alchemist. A slightly modified magus might work as well (since I can't recall witchers casting any "real" spells in the books).

Scarab Sages

Considering that Geralt (and to a certain extent,any Witcher) is a pretty well-rounded guy, and studies the lore of monsters, I might go so far as to suggest that he be a Ranger/Alchemist with the Two-Handed Weapon combat style from the APG and Magical Beasts as his favored enemy.

Liberty's Edge

I can't believe I forgot about that! An excellent suggestion, and one I would likely follow up on.

Dark Archive

You know, that is indeed an excellent suggestion, FP! :)


If you go magus, do the hexcrafter archetype. The charm hex, for example, can stand in for Axii.

Face_P0lluti0n wrote:
Considering that Geralt (and to a certain extent,any Witcher) is a pretty well-rounded guy, and studies the lore of monsters, I might go so far as to suggest that he be a Ranger/Alchemist with the Two-Handed Weapon combat style from the APG and Magical Beasts as his favored enemy.

He usually doesn't fight with two weapons at once - unless he's finishing someone off.

Scarab Sages

fighter alchemist would be a good bet, but with a slight fluff modification, I actually think Alchemist/Master Chymst is a better fit. No one says you have to look bestial (like the hulk), when a monstrous appearance could match geralt from the books. Solid colored eyes, fangs, claws, and exaggerated musculature sound like a pretty close match to the Chymst's mutagen form.

EDIT: the post went up before I was done. sorry

Anyway, the abilities seem a pretty good match as well. Bombs, mutagens, and the enhanced form are all in line with the Witcher.


KaeYoss wrote:

If you go magus, do the hexcrafter archetype. The charm hex, for example, can stand in for Axii.

Face_P0lluti0n wrote:
Considering that Geralt (and to a certain extent,any Witcher) is a pretty well-rounded guy, and studies the lore of monsters, I might go so far as to suggest that he be a Ranger/Alchemist with the Two-Handed Weapon combat style from the APG and Magical Beasts as his favored enemy.

He usually doesn't fight with two weapons at once - unless he's finishing someone off.

Thats two-handed. Two hands, one weapon.

Scarab Sages

Brambleman wrote:
KaeYoss wrote:

If you go magus, do the hexcrafter archetype. The charm hex, for example, can stand in for Axii.

Face_P0lluti0n wrote:
Considering that Geralt (and to a certain extent,any Witcher) is a pretty well-rounded guy, and studies the lore of monsters, I might go so far as to suggest that he be a Ranger/Alchemist with the Two-Handed Weapon combat style from the APG and Magical Beasts as his favored enemy.

He usually doesn't fight with two weapons at once - unless he's finishing someone off.

Thats two-handed. Two hands, one weapon.

That was the idea. If I remember right the APG has a Ranger combat style for wielding two-handers. Geralt's swords look more like bastard Swords than greatswords to me, and he does have a habit of switching between one and two hand grips, at least in Witcher 2.


Missed my reading check.

The "handed" threw me off track.


I've really not read most of the posts, but I too have been pondering what a Witcher would look like in Pathfinder.

My conclusion has been that it would be best mimicked by a Ranger alternate class that gets Alchemist formulas instead of nature spells, and dropping most of the nature-related abilities for... er, other stuff, no idea what at this point (bombs, probably, though at a far reduced progression than the Alchemist). (I've only been playing through the first Witcher, in preparation of Witcher 2.)


Archmage_Atrus wrote:

I've really not read most of the posts, but I too have been pondering what a Witcher would look like in Pathfinder.

My conclusion has been that it would be best mimicked by a Ranger alternate class that gets Alchemist formulas instead of nature spells, and dropping most of the nature-related abilities for... er, other stuff, no idea what at this point (bombs, probably, though at a far reduced progression than the Alchemist). (I've only been playing through the first Witcher, in preparation of Witcher 2.)

I'm playing The Witcher 2 right now (well, not RIGHT NOW, I'm posting right now). I'm in the last chapter, though I've slowed down - one of my graphics cards is having heat problems (the fan won't go past 1300 or so RPM, so it's shutting down the computer if things get too hot). Unless I can find out what it is, I might have an excuse to get new graphics cards.


Archmage_Atrus wrote:

I've really not read most of the posts, but I too have been pondering what a Witcher would look like in Pathfinder.

My conclusion has been that it would be best mimicked by a Ranger alternate class that gets Alchemist formulas instead of nature spells, and dropping most of the nature-related abilities for... er, other stuff, no idea what at this point (bombs, probably, though at a far reduced progression than the Alchemist). (I've only been playing through the first Witcher, in preparation of Witcher 2.)

that was my take as well

Scarab Sages

The Skirmisher Archetype wouldn't be bad as a replacement for the nature-y spellcasting, either.


Witchers (originally translated as "hexer") are sterile mutants with supernatural abilities, who receive special training at Kaer Morhen and preparation in order to become professional monster slayers for hire. It is believed (even amongst themselves) that they are unable to have emotions, although really this doesn't seem to be true. Witchers are monster-hunters who receive special training and have their bodies modified at an early age to provide them with supernatural abilities so they can battle extremely dangerous monsters and survive. "Witcher" is a derogatory term constructed from the word witch (wiedźma) and used by mages to describe males with what they consider to be limited or inferior magical ability

A witcher has 2 main tools:

Witcher's steel blade his Witcher's steel sword, and
Witcher's silver blade his Witcher's silver sword.

These are typically carried on his back. He also makes use of potions (or elixirs) and signs.

When an Witcher creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. A Witcher's potions are poisonous to anyone but another Witcher.

Witcher Template: To qualify to be a Witcher, one must be brought up as one from childhood near the human age of 10 so your first class must be Witcher and your race should change to Mutant Humanoid (preferably Human as base race). As mutants, Witchers are distinquished several physical traits such as glowing slanted yellow eyes like a cat. These changes are permanent and a Witcher can never be normal again.

+2 to Dexterity, +2 Intellegence, -2 Charisma, Witchers are cunning with supernatural reflexes, but their appearances often frighten or at least set apart them from the rest of humanity.

Use the Ranger primarily as a base. Use Ranger BAB and Saves. Remove all wilderness abilities such as Favored Terrain and Camouflage. Keep, but restrict to Favored Enemy (Magical Beasts), Evasion/Improved Evasion, and Ranger Spell-progression, but replace with Alchemist Formulae list.

Keep Brew Potion and Mutagens, but slow the progression of Bombs by doubling the level required I.E (normal Alchemist: 1st level 1d6, 3rd level 2d6...ect) to (Witcher: 3rd level 1d6, 5th level 2d6...ect). Keep Poison Resistance, but remove Poison Immunity or increase the level required to 15 since your Witcher is less skilled than an Alchemist at dealing with poisons.

Remove Throw Anything(EX) since you are primarily melee focused and Add the to Two-Handed Weapon combat style from the APG. Although one could justify Throw Anything(EX) in place of the starting ranged combat style feat should the Witcher go a throwing dagger route.

The Witcher's class skills are Climb (Str), Craft Alchemy(Int), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

The only detail I did not work out was the signs, but they could be gained at the same time as Bombs. You could be restricted to just the four basic Signs: Aard (knockback, slow), Igni (burning hands), Axii (charm person/animal), Quen (Mage Armor or Shield).

SPOILER Note: there is an NPC Witcher in the Witcher 2 that use Two-Weapon Fighting near the end of Chapter 2 if you assist Vernon Roche instead of Iorveth as far as I know (I am choosing Iorveth next to see how the alternative chapter 2 works out).


+2 to Dexterity, +2 Intellegence, -2 Charisma, Witchers are cunning with supernatural reflexes, but their appearances often frighten or at least set apart them from the rest of humanity.

Due to the magical herbs by which a child is subjected, Witchers are mutants who are immune to natural diseases, but are made sterile as well.

Due to their supernatural abilities, a Witcher gains Lighting Reflexes as a racial feat and +2 Perception to to keen eyesight and hearing.

A witcher obtains a +2 racial bonus to identifying herbs on survival checks.


The only problem Hatebreather is that you're creating Geralt, not a "Witcher" class. I agree with most of what you think (although I'd halve the bomb progression completely - 1d6 at 3rd, 2d6 at 7th, so on), but I would allow them to keep the full Ranger Combat Style choices - that way you can make a two-weapon fighting Witcher, a two-handed-weapon fighting Witcher, whatever you wish.


Greetings, fellow travellers.

Have you used the search tool? There are a couple of threads floating around in the archives - though they started well before Ultimate what-not - for further ideas.

Usually fighter or ranger (for the weapon proficiency and the ability to get toe-to-toe with his enemies and the knowledge) and some levels of sorc/wiz or alch to get to know some spells for brewing potions. Sorc fits kinda, esp. infernal bloodline with the poison resistance.

Ruyan.


I would go along with Ranger alternate class for Witchers, with either alchemical formula or witcher signs replacing nature spells. Problem with Witchers is that they are, story-wise, more than just a class as they are humans that were subjected to controlled mutations while growing up AND received deadly elite training.

A few words about Witchers that might or might not be included in the games (at least some of that can be learned in game from various books, but I am not sure if all - and I haven't played Witcher 2 yet).

Orginally they were experiment sponsored by royalty of the North to create alchemically enhanced warrior-mages that would fulfill role similar to modern special ops, however, the mutations involved in the process was discovered to diminish magical ability, limiting witchers to use Signs - very simple and weak spells, comparable in power to cantrips (note that in game signs are much more powerful than in stories, for playability reasons). The project was undermined by mages who were afraid of kings having access to such efficient weapon that could be potentially used against mages themselves. If my memory serves me right the orginal process was actually designed by renegade mage which was second reason for mages to disrupt the project: they wanted to get their hands on the research data (which can be seen in the begining of Witcher 1 when witchers' are reluctant to let Triss anywhere near their laboratory, despite it being her second visit to Kaer Morhen).
In fact, story wise, all witchers were males - the very process of mutating was tuned down to male puberty and growth (setting note: Witcher's world mages have great deal of biology, neurology and genetics, using magic instead of modern technology to manipulate genes and hormonal control but they do work with such modern concepts instead of four humours and other superstition).

Because of this witchers could be seen mechanically as a race, artifical hyrbid and that is what Hatebreather proposed. I would disagree with witchers getting Intelligence bonus, however. They should rather get Constitution and suffer extra penalties to social interaction rolls. Or Wisdom representing both their enhanced senses and willpower.

Also some informations from books
- while they used herbal potions and mutagens witchers originally didn't used bombs - it is one of the things added in game to spice it up.
- witchers were trained to fight with two weapons (usually sword and dagger), this would be reason for retaining ranger combat styles.
- witchers were trained in combat acrobatics. there are multiple references to this in stories and books, with training sequence at the begining of 1st book of series showing potentially deadly training.
- witchers are trained to fight with multiple monsters and are taught their abilities and weakness. They certainly know how to fight aberrations, fey, magical beasts, monstrous humanoids, shapechangers, undead and vermin. (note that there are planes and extraplanar beings in witcher's universe, but nothing tht would fit definition of Outsiders).

Sovereign Court

I had made a witcher class based on the ranger which can be found in another thread here.

I modified it since the APG came out, by adding some elements of the inquisitor, rogue and alechemist while keeping the ranger base.

so, revised version here : comments welcome.

I have built this class for a player leaving my group for work reasons, so the additions from the original have not been tested.

I have not yet played the Witcher 2 (replaying 1 first).

Comments welcome

So, here :

WITCHER
Alignment
Any non-chaotic
Race :
Human of Half-Human (Half-elf, Half-Orc …)
Hit Die
d10.
Class Skills
The Witcher’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Alchemy)(Int), Intimidate (Cha), Knowledge (Nature) (Int), knowledge (local) (int), Knowledge (Outer planes), Knowledge (Dungeoneering), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points
6 + Int modifier
Class Features
All of the following are class features of the Witcher.
No Multiclassing.
Witchers who multiclass lose all special abilities and cannot ever gain levels in the Witcher class. All penalties remain.
Sterile mutant (Human)
Due to chemicals taken early in their training process, all Witchers are sterile and cannot have children. As an additional side effect, all carry a distinct physical mark left from their training. As a side effect he has a +4 to all saves vs alcohol and ingested poisons.
Weapon and Armor Proficiency
A witcher is proficient with all simple and martial weapons and with light armor (no shields), as well as the Exotic Weapon Witcher Sword.
Favoured Enemy
A witcher can select a favoured enemy like the ranger from the following types of creatures only : aberration, fey, magical beast, Monstrous humanoid, outsider(evil), undead, vermin. More types of enemies can be added as witchers level up, much like rangers do.
Lightning reflexes
Witchers are known through the land for their amazing reflexes, they gain the lightning reflexes feat for free at first level
Silver sword
Witchers use a specialized style of fighting monsters using special silver longswords called Witcher Swords. These weapons do not suffer the usual -1 dmg from Alchemical Silver Weapons. At first level, their order supplies them with a silver masterwork Witcher longsword for free. This special weapon can be used with weapon finesse or power attack, though not at the same time. Most Witcher special combat powers are dependant upon the use of this sword.
A witcher is expected to upgrade it and have it enchanted as soon as he can. He is supposed to be fighting monsters using this sword, and fighting humanoids with a mundane longsword.
A witcher sword works as an ordinary silver longsword in the hands of someone not of the witcher class. These swords are not available for sale, but could in theory be reacquired from the Witcher order if lost. It is not known if the witcher order still know how to make them.
Monster lore :
The Witcher adds his Wisdom modifier on top of Intelligence modifier when using Knowledge checks to identify monsters
Witcher Feat
At some levels, witchers can choose bonus feats from the following list :
Agile Manoeuvers, Blind-Fight, Cleave, Combat Expertise, Combat reflexes, Brew Potion, Critical Focus, Dodge, Improved Critical (Witcher Sword only), Fleet, Improved Initiative, Lunge, Mobility, Nimble Moves, Power Attack, Spring Attack, Step Up, Weapon Finesse (Witcher sword only)Weapon focus (Witcher Sword only), Weapon Specialization (Witcher sword only).
Detect supernatural danger :
Witchers wear special wolf faced medallions with the always active passive ability to detect supernatural danger. It does not detect evil intent, or means that necessarily something bad is about to happen, just the presence of a potential magical/supernatural danger. The medallion becomes active at third level.
Cunning Initiative :
At 3rd level the Witcher adds it Wis modifier to initiative on top of his Dex modifier
Oath :
Witchers are part of a special order of monster hunters who train children from an early age through a mixture of physical training and chemical consumption. At character creation, a Witcher takes an oath to always defend humanity from monsters. He does not work for free, and is supposed to be paid for this though. The reward can be monetary or take some other form, such as oaths, or promises of future help.
Magic use :
Witchers can cast spells related to the elements chosen from a small restricted list.
To prepare or cast a spell, a Witcher Must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a witcher’s spell is 10 + Spell level + the witcher’s Intelligence modifier.
At fourth level, witchers can cast spell from the Aard (Air Sign). At later levels, he will choose to pick additional signs to add to his spell repertoire from the other Signs : (Fire, Water, Earth, and Necromancy). Bonus Spells from High intelligence apply.
Through 3rd level, the witcher has no caster level. Starting at 4th level, the witcher caster level is his witcher level -3.
Mutagen :
As the Alchemist Power of the same name
Evasion :
As the rogue 2nd level power, won at level 9.
Cold Iron Sword :
At 7th level, on top of its other powers, the Witcher’s Silver Sword is considered Cold Iron for the purposes of damage reduction.
Adamantine Sword :
At 13th level, on top of its other powers, the Witcher Silver Sword is considered to be made of Adamantium for the purposes of Damage reduction, it still looks like it is made of Alchemical Silver.
Master Slayer :
At 20th level,

Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special Spells per Day
1st
2nd
3rd
4th

1st +1 +0 +2 0 No Multiclassing, Sterile Mutant, 1st favored enemy, Lightning reflexes, silver sword, Oath — — — —
2nd +2 +1 +3 0 Witcher Feat, Monster Lore — — — —
3rd +3 +1 +3 Detect Danger, Cunning Initiative — — — —
4th +4 +2 +4 +1 1st sign (Aard), Magic use
0 — — —
5th +5 +2 +4 +1 2nd favored enemy, Mutagen
1 — — —
6th +6/+1 +3 +5 +1 Witcher Feat 1 — — —
7th +7/+2 +3 +5 +2 Cold Iron sword,
1 0 — —
8th +8/+3 +4 +6 +2 2nd sign (choice)Witcher Feat
1 1 — —
9th +9/+4 +4 +6 +2 Evasion 2 1 — —
10th +10/+5 +5 +7 +3 3rd favored enemy, Witcher Feat 2 1 0 —
11th +11/+6/+1 +5 +7 +3 3rd sign (choice) 2 1 1 —
12th +12/+7/+2 +6 +8 +4 Witcher Feat 2 2 1 —
13th +13/+8/+3 +6 +8 +4 Adamantine Sword
3 2 1 0
14th +14/+9/+4 +7 +9 +4 4th sign (choice), Witcher Feat 3 2 1 1
15th +15/+10/+5 +7 +9 +5 4th favored enemy
3 2 2 1
16th +16/+11/+6/+1 +8 +10 +5 Witcher Feat 3 3 2 1
17th +17/+12/+7/+2 +8 +10 +5 5th Sign
4 3 2 1
18th +18/+13/+8/+3 +9 +11 +6 Witcher Feat 4 3 2 2
19th +19/+14/+9/+4 +9 +11 +6 X 4 3 3 2
20th +20/+15/+10/+5 +10 +12 +6 5th favored enemy, Master slayer 4 4 3 3

Spell List by Sign :

Aard : 1st : Longstrider, 2nd : Gust of Wind, 3rd : Call Lightning, 4 th : Freedom of Movement

Fire : 1st : Burning Hands 2nd : darkvision 3rd : Fireball, 4th : Fire Shield

Water : 1st : Resist Energy (any), 2nd : Protection from Energy (any), 3rd : Water Breathing, 4th : dimensional Anchor

Earth : 2nd : Barkskin, 3rd : Heroism, 4th : Stoneskin

Necro : 1st : Ray of Enfeeblement, 2nd : False Life, 3rd : Darkvision, 4th : Enervation


Consider it yoinked for serious consideration, Stereofm - keep your fingers crossed my GM approves!

Ruyan.


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A bit different take on Witcher-as-Ranger archetype, designed while bathing yesterday after I posted. Now I see that I should post it immediately after designing it as now I have to compete with Stereofm work ;)

Witcher (Ranger Archetype)

Skills: Add Acrobatics (Dex) and Knowledge [arcane]. Remove Handle Animal (Cha) and all Crafts and Professions except Craft [alchemy] (Int) and Profession [herbalism] (Wis).
Weapon And Armor Proficiency: Witchers do not gain medium armor proficiency nor are they proficient with shields.
Dodge: Witchers gain Dodge as a bonus feat on first level. This ability replaces Wild Empthy feature.
Favored Enemy: Due to their focused training Witchers have to select Aberrations, Magical Beasts, Ooze, Plant, Undead or Vermin as their first favored enemy.
Monster Knowledge: Witchers add half their level to all Knowledge checks made to recognize monsters and identify their abilities and weaknesses (minimum bonus of +1). Witchers can make such Knowledge checks untrained and may take 10 on such checks even when distracted or hurried. This ability replaces Track.
Combat Style: Witchers are usually trained in Two Weapon Fighting or Two Handed Weapon style. Witchers cannot use their Combat Style feats while wearing medium or heavy armor.
Iron Will: Witchers gain Iron Will as a bonus feat after reaching third level. This ability replaces Endurance.
Mutation: Witchers gain low-light vision (or ability to see three times as normal in dim light if they already have low-light vision) and immunity to normal disease after reaching third level. They gain one additional mutation on 8th level and every five levels thereafter selected from the list below:
Darkvision with 60 feet range or 60 feet increase to range of existing darkvision.
Heartless: +4 bonus to saving throws against mind-affecting effects.
Immutable: +4 bonus to saving throws against petrification, polymorphy and other transmutation effects.
Poison Resistance: +4 bonus to saving throws against poisons.
This ability repliaces Favored Terrain.
Alchemy (Su): 4th level Witchers learn how to produce small amount of alchemical extracts. This works like Alchemist class feature of the same name except as noted otherwise. Witcher can create limited number of extracts every day using Ranger's spell per day slots with bonus extracts for high Wisdom score and their effects are calculated with caster level equal to Witcher level -3. Witchers learn extract formulae by heart and does not keep formula book. They learn two formulae at 4th level and two more formulae each level.
This ability replaces spells feature.
Bombs (Su): Together with extracts Witchers can learn to prepare alchemical bombs. This works like bomb alchemist feature except the Witcher has to sacrifice one extract for each bomb he wishes to produce and deals damage as if created by alchemist three levels lower.
Signs: 4th level Witchers learn how to use exotic form of cantrips known as signs. These are arcane spells that only use somatic components and focus (witcher's medalion) and do not suffer arcane spell failure chance for wearing light armor. Signs effects might be enhanced by using augment sign extracts. This ability replaces Hunter's Bond.
Signs List: Aard (mage hand), Axii (daze), Igni (spark), Quen (resistance)
Discoveries: On each of 7th, 12th and 17th level Witchers can select one of the following alchemist's discoveries: Acid Bomb, Blinding Bomb, Combine Extracts, Concussive Bomb, Delayed Bomb, Force Bomb, Frost Bomb, Grand Mutagen, Greater Mutagen, Inferno Bomb, Lingering Spirit, Mutagen, Shock Bomb, Smoke Bomb, Spontaneous Healing, Sticky Bomb, Stink Bomb, Sunlight Bomb. They work as alchemist discoveries of the same name. This ability replaces Woodland Stride, Camuflage and Hide In Plain Sight features.

1st level Witcher Formulae: augment sign I, cure light wounds, delay poison, darkvision, endure elements, expeditious retreat, jump, keen senses, lesser restoration, true strike
2nd level Witcher Formulae: augment sign II, barkskin, bear's endurance, bull's strength, cat's grace, cure moderate wounds, heroism, resist energy.
3rd level Witcher Formulae: augment sign III, cure serious wounds, haste, neutralize poison, protection from energy, remove blindness/deafness, remove disease, remove curse, restoration, spell resistance.
4th level Witcher Formulae: augment sign IV, break enchantment, cure critical wounds, death ward, freedom of movement, greater heroism, mind blank, transformation, true seeing.

Mutation list and extract list are not complete and might be updated in the future as will augment sign extracts.

Liberty's Edge

The Inquisitor is already a monster hunter of sorts and has a lot of abilities that really make it work as close to what you're looking for. Houseruling some of the spells as alchemist potions and I'd say there was a good starting point.


Misery wrote:
The Inquisitor is already a monster hunter of sorts and has a lot of abilities that really make it work as close to what you're looking for. Houseruling some of the spells as alchemist potions and I'd say there was a good starting point.

Witchers were itended as primary fighters with minor magical and alchemical backup (which would translate into high BAB, small arry of spells/extracts) while Inquisitors are less melee oriented nd more magical (medium BAB, medium spell progression). Also, Favored Enemy and Quarry are more in tune with Witchers than judgements and some other inquisitorial abilities.

Sovereign Court

Also, I thought I'd post why I thought that witchers would fit Golarion.

Contains spoilers for my RotRL campaign, so my players, ESPECIALLY the sneaky Black Raven don't read this

Spoiler:

Witchers are mutants that are created from humans through the use of alchemy and possibly magic.

The Runelords of Thassilon had several castes of slave warriors. Since there was the module "Seven Swords of Sin", I houseruled that each of the Runelords had a champion/assassin/executioner wielding one of these swords, and lording over a small caste of like minded.

However, when Earthfall came and Thassilon crumbled, the mighty were humbled, and maybe they were not included in the failsafe plans of theirs bosses.

So they ended up protecting what was left of Humanity, and became slowly the Witcher order, based in Ustalav in the ruined monastery of Kaer Morhen. (works fine as some of UStalav people are from Varisian descent).

What works well too, is the name similitude between Kaer Morhen and Kaer Maga.

Anyways, in my campaign, a lapsed player was playing Wulfgar, original champion of Alaznist the Runelord of Wrath (the way the player played her, Wrath was the best fit), waking up from a 10 KY sleep, and quite confused and clueless. And mostly amnesiac too.

In the second session or so, the player sold his antique-looking sword for what seemed a meagerly price, while the player playing the witcher PC did nothing, as he did not connect this sword with his standing orders to find one of his order missing "Legendary blades".

The scholar buying them promptly left town after that, and went straight to Kaer Maga ...

So you see including witchers in the Golarion storyline is not necessarily that difficult.


Some witch hexes can help simulate some of the Signs from the books. Personally, I'd see it more as an alternative class for the ranger rather than an archetype, or a brand new base class, because of all the changes that need to be made to simulate something similar. Extracts instead of spells, Signs (or hexes) instead of some of the more nature-y stuff, probably monster lore (inquisitor class ability). It's definitely doable. I'm currently musing on the question myself and will probably post something on the homebrew forums in the next few days.


Misery wrote:
The Inquisitor is already a monster hunter of sorts and has a lot of abilities that really make it work as close to what you're looking for. Houseruling some of the spells as alchemist potions and I'd say there was a good starting point.

I would have to agree with Inquisitor as a good base for a witcher archtype.

Possibly droping the Inq casting for the Magus Arcane list or the Alchemist list.

With Judgement and Bane an Inq has close to the same bonus to hit as a Full BAB class so that doesnt hurt nearly as bad as say a rogue or magus.


Drejk wrote:

A bit different take on Witcher-as-Ranger archetype, designed while bathing yesterday after I posted. Now I see that I should post it immediately after designing it as now I have to compete with Stereofm work ;)

Witcher (Ranger Archetype)

Skills: Add Acrobatics (Dex) and Knowledge [arcane]. Remove Handle Animal (Cha) and all Crafts and Professions except Craft [alchemy] (Int) and Profession [herbalism] (Wis).
Weapon And Armor Proficiency: Witchers do not gain medium armor proficiency nor are they proficient with shields.
Dodge: Witchers gain Dodge as a bonus feat on first level. This ability replaces Wild Empthy feature.
Favored Enemy: Due to their focused training Witchers have to select Aberrations, Magical Beasts, Ooze, Plant, Undead or Vermin as their first favored enemy.
Monster Knowledge: Witchers add half their level to all Knowledge checks made to recognize monsters and identify their abilities and weaknesses (minimum bonus of +1). Witchers can make such Knowledge checks untrained and may take 10 on such checks even when distracted or hurried. This ability replaces Track.
Combat Style: Witchers are usually trained in Two Weapon Fighting or Two Handed Weapon style. Witchers cannot use their Combat Style feats while wearing medium or heavy armor.
Iron Will: Witchers gain Iron Will as a bonus feat after reaching third level. This ability replaces Endurance.
Mutation: Witchers gain low-light vision (or ability to see three times as normal in dim light if they already have low-light vision) and immunity to normal disease after reaching third level. They gain one additional mutation on 8th level and every five levels thereafter selected from the list below:
Darkvision with 60 feet range or 60 feet increase to range of existing darkvision.
Heartless: +4 bonus to saving throws against mind-affecting effects.
Immutable: +4 bonus to saving throws against petrification, polymorphy and other transmutation...

This is probably one of the best witcher archetypes I've seen so far! As much as I can see why folks would want to go for inquisitor or alchemist, Geralt and other witchers tend to rely much more on physical fighting and their mutations, so it makes sense to me that ranger would be the base. Especially when you consider how Geralt tracks the monsters (and other things) in Witcher 3. My only suggestion is that the base signs could possibly be a little bit stronger to match what we see in the game. Still, I'm guessing that's what the augment sign extracts are for and we wouldn't want it to be too OP. Still! Love it! ^_^

RPG Superstar 2012 Top 16

I'm pretty sure that True Seeing, Greater heroism, Mind Blank and Transformation are well past where the limit for 4th level spells should be.

You should probably sub in See Invisible and/or Mage Sight, Divine Power and/or Divine Favor, and Prot/Evil. Certainly he's using Prot/Evil or a variant thereof in the trailer on witcher 1 when he sleeps in the girl's coffin and she can't get in.

===
FYI, a mutant is something born that is not normal for its race.

Witchers are mutates...they are made, not born. The change is something done to them AFTER they are born.

As a comparison, the X-Men are mutants, they are born with their powers. Captain America, Spider man, Daredevil, the Hulk and Mrs. Marvel are all mutates - things happened to them which changed them and gave them their powers.

Superman, of course, is just an alien, and WW is half-divine or a separate race of humanity, take your pick.
++++++++++++++++++++++++++++++++++++++++++++
A Witcher should be a template, not a class. The Witcher 'class' should actually be something ANYONE could take...it's just training, after all, with special benefits for Witchers (i.e. the possibility of improving mutations is meaningless to a non-Witcher, while 'normal' humans should actually be better at magic).

So, Geralt should be a Human (Witcher). Then you give him his benefits showing he's not a normal human, he's a mutate. I'd probably also give Witchers a +1 Level Modifier, too, to reflect their innate gifts.

Note that Witcher 'cantrips' are probably level 1-2 spells, if the trailers are any guide (like the use of Protection from Evil and the 'push' effect is basically Hydraulic Push in light form).

The way to balance this would be simply to have alchemical extracts that don't work on non-Witchers, and have spells that don't work for Witchers. Thus, you could have two Witcher classes, one for Witchers with the powerful stuff focused on alchemy, and one for non-Witchers with more magic/spells as an off set.

You could then rename the class 'Witcher Universe Monster Hunter' or somesuch.

==Aelryinth

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