Pathfinder, Witcher class (or Ranger archetype), plus related Prestige class. Share, comment and enjoy.


Homebrew and House Rules


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Monsters are often bigger, stronger, faster, deadlier than any single hunter. Witchers are the exception to the rule. Those monster slayer uses every trick there is to get an edge against the creatures that terrorizes the countryside, martial training, arcane initiation, alchemical knowledge, all focused on bringing the beast down. They are expert trackers, specialized in taking down a single or a little group of enemies by striking their weakness or enhancing their own body. Through an extremely rigorous ordeal, witchers mutate themselves to become part monsters, making them often pariahs and lone mercenary.

Role: Witchers are skirmishers, but they are not warriors. Against common enemies they can quickly run out of tricks, but well prepared, they can face Beasts much stronger than them.

Alignement: Always Loyal. Many don't even survive the training to become a witcher, only the most devoted and determined are worthy of the Mark. A witcher that isn't loyal cannot gain any more level in that class, but can still use the special features he has accumulated.

Hit die: 10

Class Skills:
The witcher's class skills are Climb (Str), Craft (alchemy) (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcane), Knowledge (dungeoneering) (Int),  (Int),Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), St ealth (Dex), Survival (Wis), and Swim (Str).

Skill rank per level: 6 + INT modifier

BAB and saves are the same as the ranger.

Class Features
All of the following are class features of the witcher.
Weapon and Armor Proficiency: A witcher is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Mark of the Witcher
At first level, the witcher undergo a series of mutations. He gains Darkvision (9m) or Darkvision (18) if he already had it and he becomes a monstrous humanoid. The mutation also gives him “cat's eye”, vertical pupils that are the mark of a witcher, and sterility.
The changes are permanent, only a wish can reverse the effect. If so, the witcher loses this feat and all Alchemical pragmatism.

Studious Observation
A witcher can make a knowledge check to identify a particular monster based on its rarity. (10 for common beasts, 15 for uncommon, 20 for rare, 25 for unique or legendary). He can do this check if he observes the creature for 1 complete undisturbed round or if he takes 1 minute after having successfully spotted its trail.
At level 1, he then gain a +1 bonus at Bluff, Knowledge, Perception, Sense motive and Survival against that enemy. A witcher can apply that bonus to a number of monster equal to his witcher level, if the monsters are all of the same subtype. Should he decide to abandon this bonus, he must wait 10 minute before being able to study another monster.
This bonus augments by 1 at level 5 and every 5 level thereafter.

Track (Ex): At first level a witcher adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Combat style feat:
At the 2nd, 6th, 10th, 14th and 18th level, a witcher can choose a feat from the list below, even if he doesn't meet the pre requisite.

He can choose between Weapon focus, Power Attack, Combat Expertise, Exotic weapon proficiency. At level 6, he adds Weapon Specialization and Interception of projectile (with a one handed weapon). At level 10 he adds, Greater weapon focus and Penetrating Strike. At level 14 he adds Greater Weapon Specialization and Greater Penetrating Strike

Alchemical Pragmatism
Witchers use of alchemy revolves around mutations and potion use. At level 3, and every 5 level thereafter, a witcher can choose a bonus or a witcher brew from the list below.
Mutations are permanent bonuses.
Potions lasts a number of round equal to ½ level of witcher and Master of Arm/Herbs/Hand + INT modifier
Creating such a potion requires an alchemy skill check, DC 15. While the Witcher can have bonuses thanks to the qualiy of the material he uses, it always requires 1 hour of preparation and he can never make 10 or 20 due to the experimental nature of the Witcher's art. A witcher brew last a day before losing its potency.
It can only be used by someone with the Mark of the Witcher feature.
To anyone else, the potion has 20% chance of having the desirable effect within 3 days. Otherwise, it causes the same effect as Poison, with a a Fortitude save set at 10 + ½ Witcher's level + Witcher's INT Modifier. If the witcher brew is ingested by a non-witcher after it has lost its potency, it only causes nausea and vomiting (Fortitude save to resist).

A Witcher can ingest a number of witcher brew equal to his constitution modifier per day before suffering from Intoxication. If he go over twice this modifier, he suffer an Overdose.
Bonus stacks, but if the witcher is under the influence of a witcher brew, all ingestion of the same potion counts as 2 potions when it comes to the number he can drink per day.
Intoxication makes him Sicken. A successful fortitude save negate this effect and all the ingested potion's effects. It prevent the use of witcher potions until a full rest.
Overdose sickens him and act as Poison. A successful fortitude save stops the poison but he is still Intoxicated.

Mutation
Regenerative organs: The Witcher gains “Toughness”.
Adrenaline glands: +1 to attack roll
Flexible bones: +1 to Dodge AC
Faster metabolism: +3 Fortitude
Heightned senses: +3 Reflex
Neurosuppressor: +3 Will

Witcher brew
Physical rush: +2 to a physical characteristic determined at the preparation
Mental stillness: +2 to a mental characteristic determined at the preparation
Warmonger: +2 to attack and damage
Survivalist mind: +4 to a save check determined at the preparation
Focus: +4 to one skill determined at the preparation
Regeneration: Grant Witcher level + Con modifier Hp in 1 hour span.
Mystical brew Replenish a number of poolpoint equal to the INT modifier
Absolute immunity: Cure Poison and Sickness

White Honey
White honey is a special potion all witcher learn to use. At level 3, he can make a brew that purges all toxicity, including the intoxication or Overdose effect, but render all witcher potion ineffective for the following 3 hours.

Art of Signs
The Witchers uses a very basic form of arcane magic that only requires one hand and no incantation called “Signs”. At level 4, a Witcher learn to use all the 6 signs and is able to learn Sign Feat.

Doing a Sign count as an attack action and requires one hand to be free. The target must be at 9 meters maximum. It does not provoke an attack of opportunity.

A Sign who is not use under any empowering Sign Feat cost nothing and can be freely used. Others costs a certain number of a pool point which maximum equals the Intelligence Modifier of the Witcher. A Witcher can regenerate 1 pool point per hour of meditation. A full rest restore all his points.

The DC to resist a Sign is equal to 10 + INT modifier + number of pool point invested. A Witcher can add 1 additional pool point to make his spell harder to resist.

The signs and their basic effect are:
Axii: Using this sign allow to charm one target, it reduces the DC of diplomacy/bluff/intimidation check by the INT modifier. If the target resists, she can't be subject to the Axii during 24 hours.
Quen: Using this sign allows to create a magical armor, it grant the Witcher a damage reduction against physical attacks equal to his INT modifier for 1 round. If the Witcher is hit, the Sign dispels.
Heliotrope: Using this sign protects against magical attack, the witcher gain a bonus at his saving throws against any spells equal to his INT modifier for 1 round. If the Witcher is hit, the Sign dispels.
Igni: Using this sign allows to put fire on flammable objects or extinguish little fires at will. It can put clothes on fire.
Aard: Using this sign allows to emit a magic pressure that pushes things away, it can daze an opponent for 1 round.
Yrden: Using this sign allow to set a magical trap, if a creature touches it, it risks being knocked back 3 meters in the direction he was coming from. The trap is invisible and last a number of round equal to the INT modifier.

Sign's feat
Sign feat can be combined if the witcher pays all the pool points. Each is taken for one sign only at the exception of Intense Sign and Improved Intense Sign. Although he can purchase those feats normally, he learns a bonus Sign's feat at level 4, 7 10, 13, 16 and 19. They can be taken multiple times, but for a different sign each time.

Broad Sign
Cost 1 pool point
Axii: Affect an additional number of target equal to the INT modifier
Quen: Create a protective field of 3 meter radius that can protect other people within
Heliotrope: Create a protective field of 3 meter radius that can protect other people within
Igni: Expand the effect to a 9m cone.
Aard: Expand the effect to a 9m cone.
Yrden: The trap is now triggered if someone pass through a 3 meter radius of it.

Holding Sign
Cost 1 pool point.
Allows to prolong the duration of the Sign by a number of round equal of the maximum point in the pool point. The Witcher must fully concentrate to maintain the sign.

Intense Sign
Using 1 additional pool point raises the DC check by 2, and not by 1.

Improved Intense Sign
Requires Intense Sign
Using 1 additional pool point raises the DC check by 4, and not by 2.

Maximised Sign
Cost 1 pool point
Axii: Fascinate the target. Unless it resist the sign, the target is unaware of having be fascinated.
Quen: Double the damage reduction
Heliotrope: Double the saves bonus
Igni: Create a burst of fire that cause 1d6 + 1 per pool point invested of damage and have a chance of dazzeling the opponents.
Aard: The shock stagger the target. It can also destroy inanimate objects.
Yrden: The trap make the target trip in any direction the Witcher wants.

Swift Tracker (Ex): Beginning at 8th level, a witcher can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): When he reaches 9th level, a witcher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the witcher is wearing light armor, medium armor, or no armor. A helpless witcher does not gain the benefit of evasion.

Quarry (Ex): At 11th level, a witcher can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a witcher can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A witcher can have no more than one quarry at a time and the creature's type must correspond to one of his Studious observed enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the witcher sees proof that his quarry is dead, he can select a new
quarry after waiting 1 hour.

Improved Evasion (Ex): At 16th level, a witcher's evasion improves. This ability works like evasion, except that while the witcher still takes no damage on a successful Reflexsaving throw against attacks, he henceforth takes only half damage on a failed save. A helpless  witcher does not gain the benefit of improved evasion.

Improved Quarry (Ex): At 19th level, the witcher's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

The Eye of the Witcher(Ex): A witcher of 20th level becomes the ultimate predator. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against an enemy he Observed at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the witcher's level + the witcher's Intelligence modifier. A witcher can choose instead to deal an amount of non-lethal damage equal to the creature's current hit points. A successful save negates this damage. A witcher can use this ability once per day against all current Observed enemy, but not against the same creature more than once in a 24-hour period.


Master of the Arm
Some Witchers are as fearsome against monsters as against more common foes. The Masters of the Arm are great warriors who endure hellish training to acquiers ability beyond most folk. They take their skill in combat to their fullest potential thanks to their mutated body, developping deadly styles to adapt to any monster they may encounter.
They are the most feared witcher, dancing on the battlefield, slaying anything that bleeds on their way. While the more mystic adversaries take advantage of this path, even the mightest creatures learns to be wary of a Master of the Arm.

Hit die: 10

Class Skills:
The Master of the Arm's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcane), Knowledge (dungeoneering) (Int),  (Int),Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), St ealth (Dex), Survival (Wis), and Swim (Str).

Skill rank per level: 6 + INT modifier

Prerequisite:
Feat: Mark of the Witcher, Power attack, Combat Expertise, Dodge
Skill: 5 rank in Intimidation, 5 rank in Stealth

BAB and Saves similar at Duelist

Class Features
All of the following are class features of the Master of the Arm prestige class.

Weapon and Armor Proficiency: Masters of the Arm gain no proficiency with any weapon or armor.

Swift hand:
The Master of the Arm is able to use the weapon of his focus as if he was holding it with 2 hands when it comes to damage, while holding it with only one hand.

Monstrous training
The Master of the Arm trains under extreme conditions that other humanoid wouldn't endure. As a result, he gains permanent bonus points to his CA (dodge), his attack (with the weapon focus) or his damage (with his weapon focus). He gains either 1 attack point, 1 CA (Dodge) or 2 damage per time he gains this ability, at level 1, 3, 5, 7 and 9

Combat feat:
The Master of the Arm gains a Combat feat at level 4 and 8. He must have the prerequisite to take it.

Uncanny Style:
The witcher uses style of combat that mirrors their ability. The Master of the Arm takes those style to their limits. Every time he gains this feat, at level 4, 7 and 10 he chooses one of the style below. He cannot uses two style at the same time.

Temerian Style: Putting every bit of power into each strike. He adds half his Master of the Arm level to the damage bonus procured by Power attack.

Fiery dancer Style: Like a flame, cannot be touched, scorching his opponent. He adds half his Master of the Arm bonus to his CA (dodge) when he uses Combat expertise

Nine sun sword Style: Being outnumbered is a tactical advantage. For each extra opponent fighting him at the same time, he gains a circumstantial bonus of 1 point on his attack roll and CA (dodge), up to half his Master of he Arm level.

Strike of Fate:
Once a day, the Master of the Arm can do a single attack at his maximum attack bonus as a touch attack. If the target fails a Fortitude save of 20 + INT modifier, the Master of the Arm ignores all damage reduction, no matter the source. If the target resist, it is nonetheless hit and suffer the damage as normal.


Master of the Herbs
“A Witcher is only half a witcher without his potions” is a common saying amongst the recruits. It is especially true for the Master of the Herbs. Focusing on Alchemy and an intimate knowledge of biology, he makes his specialty of growing the best mutations and producing the widest range of brews to adapt to every possible situation. With time, he even adapts his own body to resist or compensate the intoxication he suffers, allowing him to make his body endure incredible amounts of short term modifications.
Masters of the Herbs are among the most adaptable witchers, adapting to their prey, no matter how strong or alien.

Hit die: d8

Class Skills:
The Master of the Herb's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcane), Knowledge (dungeoneering) (Int),  (Int),Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), St ealth (Dex), Survival (Wis), and Swim (Str).

Skill rank per level: 6 + INT modifier

Prerequisite:
Feat: Mark of the Witcher, Talent (Alchemy), two Alchemical pragmatism
Skill: 5 rank in Alchemy, 5 rank in Knowledge (Nature)

BAB and Saves similar at Draconic Diciple

Class Features
All of the following are class features of the Master of the Herb prestige class.

Weapon and Armor Proficiency: Masters of the Herb gain no proficiency with any weapon or armor.

Field Alchemy:
A Master of the Herbs is able to produce witcher brews even if he doesn't have an alchemy kit, as long as he has alcohol and access to fresh herbs (outdoors, a garden, a florist, etc...). He has then a skill penalty of -5 on his test to produce a witcher brew.

Alchemical pragmatism
Identical feat as the Witcher's Feat. Gain 1 at level 1, 3, 5, 7 and 9

Great mutation:
The Witcher changes his body to its full potential. His ability scores augmentation are listed on Master of the Herbs table. (lvl 2 For+2, lvl 4 Dex+2, lvl 6 Con+2, lvl 8 Int+2)

Toxicity Endurance
At level 2 the Master of the Herbs develops a resistance to toxicity. He gains a +4 fortitude save against Intoxication and, upon success, still benefits from the effects of the potion.

Toxicity Resistance
At level 5 the Master of the Herbs immune system can delay the effects of Intoxication and Overdose. If he fails the fortitude test, the negative effects will only take place after the potion stop to work.

Toxicity Immunity
At level 8 the Master of the Herbs suffers no penalty for going over his toxicity limit. If he go over the double of his constitution modifier, he is under the rules of Intoxication and can never be Overdosed.

Master of the Herbs
At level 10 the Master of the Herbs alchemical prowess knows no equal. He can prepare a witcher brew for a non-witcher a number of time equal to his Intelligence modifier. The non-witcher can only ingest 1 such potion a day or suffer an Overdose, but has otherwise no ill effect. Once a day, he Master of the Herb can improvise a witcher brew he doesn't know, the DC of the preparation is augmented by 5 points.


Master of the Hand
Those who believes the Signs are just simple tricks have never faced a Master of the Hand. Focusing on he arcane aspect of their profession, those witchers raises what was a patchwork of magic moves to a deadly and versatile form of magic. Strenghening their will and magical potency, they develop secrets and tactics able to disable any kind of target of render it defenseless in one move. At the peak of their art, they can even mimic more complex spells, making their sign hand their greatest weapon.
Masters of the Hand are more rare than other kinds. While they may struggle against common foes, there is no situation inside or outside of combat they can't resolve with a snap of their finger.

Hit die: d6

Class Skills:
The Master of the Hand's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcane), Knowledge (dungeoneering) (Int),  (Int),Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), St ealth (Dex), Survival (Wis), and Swim (Str).

Skill rank per level: 6 + INT modifier

Prerequisite:
Feat: Mark of the Witcher, Talent (Spellcraft), Two Sign feat
Skill: 5 rank in Knowledge (Arcane), 5 rank in Knowledge (Nature)

BAB and Saves similar at Lore Master

Class Features
All of the following are class features of the Master of the Hand prestige class.

Weapon and Armor Proficiency: Masters of the Hand gain no proficiency with any weapon or armor.

Sign's feat
Identical to the Witcher's Sign feat. He gains one at 1, 3, 5, 7, 9

Deep concentration
The Master of the Hand physical and mental training allow him greater endurance. At level 2, 5 and 8, the Master of the Hand expand his maximum pool points by one point.

Brute power
The mystical training he put himself through allows the Master of the Hand to make his signs even more effective. At level 2, 4, 6 and 8, the DC to resist Sign from a master of the Hand is upped by 1 point. They also count as pool point invested to determine the damage of Igni.

Sign's Arcana
At level 4, 7 and 10, the Master of the Hand chooses one Arcana from the list below.

Combined signs: For no additional pool points, the Master of the Hand can use two signs in one gesture.
Complete focus: By permanently sacrificing 1 point of his maximum pool point, the Master of the Hand can choose 1 sign. Activating it will always cost 1 point less than it should. This feat can be taken multiple time, but not for the same sign.
Intuitive genius: Gains two Sign's feat. Can be taken multiple times.
Mental sign: For 2 additional pool points, a sign can be triggered with no movement nor sound.
Reflex sign: For 2 additional pool points, the Master of the Hand can use a Sign as a free action.
Self sustained sign: For 1 additional pool points, a Held Sign no longer requires the Master of the Hand concentration to last.
Vocal sign: For 1 additional pool points, a Sign can be triggered by the voice and not the hand

Master of the Hand
At level 10, the Master of the Hand embrace the versatility of his art and is able to emulate any arcane spell that does not requiers any component costing more than 1 pc as a sign. The spell costs Level of the Spell + 1 pool point but cannot be subjected to Sign's feat or Arcana, but it benefits from Brute force that augment the DC of the saving throw. The caster level of the spell is equal to the Witcher's level + Master of the Hand level.

Grand Lodge

Looks cool! Flagged to be moved to correct forum so more people can see it.


Thewms wrote:
Looks cool! Flagged to be moved to correct forum so more people can see it.

Thank you, I don't really know my way around here.


This is way too involved to be a ranger archetype. It's a class period. I don't think it would match well with the other classes though. I think it has too much going for it to be the same level as standard classes. If I were building it, and I'm not, (I need to get far more involved in the source material before I would) I would make a lot of this stuff more optional thus allowing the witcher to customize in a way besides Prestige classes.

This will also make each character more unique in the way they handle a given situation. one delves a bit further into the arcane allowing him access to actual spells besides signs, (which I would reflavor words of power for) one specializes in alchemical potions which allows him to make a variety that others can use without danger, or maybe a danger chance, say 20% for it to react badly.

I think this has to be balanced carefully to not just be a one man show, which I understand the Witchers are, but also to be able to function with others. I'm not trying to discourage you, and others are far more knowledgeable and able to guide you better on whether it would balance, I just wanted you to see potential problems from my eyes.


Don't forget to add a comment or a "+1" should you find this worthy of attention.
Before it sinks in the abyss of the archives, never to be seen again.


--> The Indescribable
I'm not discouraged, I'm intrigued and inspired.
Using the Prestige class has always been a trick to bypass the generalist aspect of the base class. Finding a better and simpler solution is the way to go.

RPG Superstar 2015 Top 8

It is not a good idea to come up with new, poorly-conceived rules for mechanics that already exist in the game. The problem with the concept of the witcher is that it's rather unfocused. The witcher

1) is a master swordsman
2) knows alchemy
3) has a limited selection of spells that are used in melee combat
4) knows a lot about monsters
5) is a mutant

Now, I doubt that would make for a good class in Pathfinder (the features are too diverse), but if I wanted to create a class that fits the theme and that is balanced with existing classes, I would give them

1) full-BAB and proficiency in longsword
2) level 4 alchemist extracts (ranger/paladin spell progression)
3) a limited number of spell-like abilities/improvements for these abilities that can be chosen from a menu at certain levels. Also, a spell combat feature that works with these abilities.
4) a bonus on Knowledge checks to identify creatures and an ability that allows the witcher to exploit that knowledge (similar to the slayer's studied target feature)
5) [this aspect would be represented by race, not be class]

By the way, people will be more inclined to comment on your stuff if you put more effort into the presentation of your ideas (correct spelling, formatting, adherence to style, rules language).


-->Amanuensis
Thank you for the suggestions.
As for my presentation, I think I did it rather well considering it's my third post on this forum, that I have no idea how to edit anything in the message box and that English isn't my first language.

Excuses, excuses, I know, but well. Live and learn.

RPG Superstar 2015 Top 8

I can sympathize, English isn't my first language either. I make mistakes all the time unless I'm double-guessing myself and triple-checking everything I write. But I try to think of it as an advantage - it may take me longer than native speakers, but I'm also very meticulous at what I do.


As a native speaker, I find it absolutely horrid at some of the mistakes I see pass muster. So on behalf of myself, I thank you for putting in the effort. And Sirius. I have seen, so much worse. I didn't even notice any errors. Now, no offense to Amanuensis. but I disagree with his basics of the class, though not his over all opinion of the suitability of witcher.

1. He has a strong knowledge base of monsters, So he definitely needs a lore ability like bardic knowledge.

2. Given his focus in versatility, (as strange as that is to say) I'd drop him down to a 3/4ths BAB.

3. I wouldn't focus him on long swords, It seems counter productive for a class based on versatility. I now see early access won't be necessary.

That's it for now, I will continue to post as I continue to familiarize myself with the source material. That said the basics of the witcher should always be there. after that adding a new twist via a skill tree may be the way to go.

Sovereign Court

I'd agree withe the Indescribable, drop him somewhat in BAB, but give him access to the knowledge bonuses of the Inquisitor


There are 5 characteristics that are impossible to exclude for a Witcher character:

--> Signs. The Witcher has access to one handed mute arcane spell like abilities.
--> Potions. He has the ability to produce a number of boosting potion that are exclusive to witchers.
--> Weapon. Witchers usually use only one hand to handle the weapon. The school of the Serpent from Witcher 2 shows that it isn't exclusive to swords.
--> Mutation. He is part-monster and have abilities like quick healing and dark vision.
--> Deep knowledge. Because he hunts "monsters", he has an intimate knowledge on how to track and kill them.

That would make him a mix of Magus, Ranger (or Bard?) and Alchemist, doing such a patchwork through multiclassing is hardly efficient.

Witchers from the book are pretty strong, but I'd say they must be something like level 5 or 7 before heading out on their own. Geralt must be at some epic level already.

The mutation aspect is difficult to handle, because technically, they become mutant. So this is comparable to becoming a Lich, you gain a lot of things and change your type.

While I was reluctant, it may be better now to integrate such a change in the "class". Witchers would be like Lichs, through a complex process, being previously.... anything else.
On the other hand, that would only circumvent the Mutant part, leaving the rest nearly untouched. We can't make a Witcher prestige class on its own, because there is far too much to cover, and I don't see how we can make it a class only available at this point, because a Witcher is supposed to have master the skills before taking the mutation. And that would require heavy multiclassing, just to get some abilities of the class, without any depth.

About the mechanics, I'll dig deeper into that, see if the authors have thought of something that would be close enough to emulate the abilities (Words of power are particularly promising for Signs).
However, if nothing comes up, we shouldn't be afraid of proposing new mechanics, even if they requires testing.


You say the potions are boosts right? Why not reflavor mutagens then?


I thought I was doing just that

Mutagens by themselves looks both too broad and too limited.

It procures general physical prowess at the cost of mental capacity. Witchers in game and in book have a range of potion that fits different situation.
One way to play it would be to integrate a more complex system of plants, desirable effects and illness, but that would turn every preparation in gardening parties, even if we can pull off a Glossary of plants.
So it has to be an ability.

I thought I was balancing the issue of having more than 1 potion at a time and having multiple beneficial effects by making the potion harder to do, introducing a Toxicity mechanic and making them generally weaker than an actual mutagen.

If you have suggestions, I'm all ears.


Hmm. Hard to say, but you might go check out Interjection games herbalist. Many types of plants with various effects, no toxicity mechanic that I can recall, but they had to find their ingredients in the local environment and use them to craft poultices and such. You might get some good ideas off it.


Pathfinder Rulebook Subscriber

Magus/Investigator could pull this off...
Gets alchemy of the Alchemist, but no bombs, and can learn mutagens.
Is a skill monkey, can by 3rd level use all knowledge skills untrained.
Can cast one handed while in combat while fighting.

Multi-classing two 3/4 BAB classes hurts though...


Pathfinder Lost Omens Subscriber

would say full BAB, 1/4 alchemist spell production with a supped up more focused list (don't just use the alchemist's options). with an pool class feature that can be used to cast signs or gain bonuses on lore checks/apply bane to your weapon or some such. Also add in something like alchemist discoveries to enhance certain class features, so that you don't have prestige classes.

the mutagen thing would be best solved by just allowing it to be bull's strength potion you create from 1/4 casting.

change the units from Meters to Feet, as the English version uses 5 feet per tile.


Sirius Windteller wrote:
A witcher can make a knowledge check to identify a particular monster based on its rarity. (10 for common beasts, 15 for uncommon, 20 for rare, 25 for unique or legendary). He can do this check if he observes the creature for 1 complete undisturbed round or if he takes 1 minute after having successfully spotted its trail.

It's not even an action to identify a monster. Why this nerf? I would add something like the Inquisitor's Monster Lore instead of this.


Pathfinder Lost Omens Subscriber

Witcher - FULL BAB, D10, good Fort and will Save.
proficient in light, medium and heavy armor, all simple and martial weapons and shields, but not tower shields.
4+int mod skill points. Class skills of a ranger, however replace knowledge nature with knowledge arcana and religion.

@ 1st level the Witcher gains Darkvision to 30ft, if you already have Dark vision, increase that vision by 30 feet.

@ 2nd level, the Witcher gains a Witcher Practice. they gain another every 2 levels there after. (don't have any right now, so feel free to come up with them, but most abilities should advance via a Witcher Practice, including pragmatic mutation or what ever)

@ 3rd level the Witcher gains pragmatic mutation, you may gain any of the benefits that Alter Self is capable of giving you.

@ fourth level, a Witcher gains access to Alchemy

Spoiler:
Witchers are not only masters of creating mundane alchemical substances such as Witcher's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an Witcher prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. 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.

When using Craft (alchemy) to create an alchemical item, an Witcher gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an Witcher can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An Witcher can create extracts. They behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the Witcher's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An Witcher can create only a certain number of extracts of each level per day. His base daily allotment of extracts is The same as Paladin's spells per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an Witcher mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the Witcher's possession, reactivating as soon as it returns to his keeping—an Witcher cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an Witcher must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most Witchers prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an Witcher to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the Witcher doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An Witcher can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking Witcher. An Witcher can draw and drink an extract as a standard action. The Witcher uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (Witcher extracts that duplicate divine spells never have a divine focus requirement).

An Witcher can prepare an extract of any formula he knows. To learn or use an extract, an Witcher must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an Witcher's extract is 10 + the extract level + the Witcher's Intelligence modifier.

An Witcher may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An Witcher begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new Witcher level, he gains one new formula of any level that he can create. An Witcher can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An Witcher can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

@ fifth level a Witcher gains access to the Witching Pool(Sp), This pool has a number of points equal to his Intelligence modifier. the number of points he has during the day can change, but can never increase to higher than his Intelligence modifier.

A Witcher can regain a point by killing an enemy with a Melee weapon, confirming a critical hit with a melee weapon, and an additional point when a creature he has identified dies.

he can expend a point to do one of many different abilities, doing so is a standard action unless otherwise stated.
Axii: Can expend one point to fascinate a target until the end of your next turn. by expending an additional point, you may use it to instead cast charm person using your witcher level-4 as your caster level. (witcher practice to increase duration and what not)
Quen: Can expend one point to gain a +1 Deflection bonus to your AC for a number of round equal to your Intelligence modifier. @ 8th level this bonus increases to 2 and if you already have a deflection bonus to AC instead increase it by one for the duration. @ 16th level this bonus increases to 3 and if you already have a deflection bonus to AC instead in crease it by 2. Quen does not effect it's own deflection bonus. (witcher practice to increase duration and what not)
Heliotrope: Can expend one point to get a +1 resistance bonus on saves against spells and spell like abilities for a number of rounds equal to his intelligence mod. @8th level, increase this bonus to +2, if you already have a resistance bonus instead increase the bonus by 1 for the duration. @ 16th level, increase this bonus to +3, if you already have a resistance bonus instead increase the bonus by 2 for the duration.(witcher practice to increase duration and what not)
Igni: by expending one point, you can project a cone of fire with a distance of 15 ft, all those effected must make a reflex save or catch fire. The DC of the save is 10+1/2 witcher levels + intelligence mod (witcher practices should be used to make this more deadly/bigger/harder to save against)
Aard: by expending one point you make make a bullrush combat maneuver at range of up to 15 feet, using your intelligence modifier instead of your strength modifier. on a successful maneuver check, the enemy is moved to the farthest square from you the check would allow. (Witcher practices to increase range, allow you to control direction of push, possibly allow spending of two points to make it a cone)
Yrden: Using this sign allow to set a magical trap, by expending a point you may create a trap in a 5 foot square within 10 feet of you. It lasts a number of rounds equal to your intelligence modifier, creatures that enter the square (but not those that were in the square and leave) are effected by one of three effects chosen when this ability is used. either a (-2 to damage and attack rolls), (-2 to all saves) or (deny them from using 5 foot steps and reducing their movement types to half their original and if they could fly flight gets worse by one step). to notice the trap is a perception check with a DC of 10+Witcher levels-4, it is a magical trap and to disarm it requires a disable device check with a DC of 10+1/2 witcher levels+intelligence mod.
Bane: you may give your weapon touched the Bane Quality with either the (Magical beasts), (Monstrous humanoid), (abberations), (undead), (Fey), or (dragons) type. the weapon must already be magical for this effect to work. this effect lasts for a number of rounds equal to your intelligence modifier.
Knowledge: A witcher can expend one point as an immediate action to add double their intelligence modifier on knowledge rolls to identify a monster.

###################will update more possibly, but done for now.


Pathfinder Lost Omens Subscriber

sigh i was writing some Witching practicies when i accidentally pressed backspace and it went to the previous page removing my edit...

EDIT to Ydren, the penalty lasts until the sign itself disappears.
EDIT to pragmatic mutation: attribute bonuses are not a valid option.

Lasting: choose Axii, Quen or Heliotrope. the effect lasts twice as long, you may choose this multiple times but must choose a different sign.

strengthen Igni: when casting igni, those who fail their save take 1d6 fire damage along with catching fire. on a save they still catch fire.

improved Strengthen Igni: prereq-Strengthen Igni, Witcher 6: on a failed save the targets take 3d6 fire damage and are dazzled along with catching fire. on a save they take half damage.

powerful Ydren: Ydren's effect persist for 2 rounds after the sign's duration ends.

Expansive Ydren: prereq-Witcher 6: when you use Ydren, you may create a 10 foot by 10 foot area instead of a single five foot square. only one of the squares must be within 10 feet of you.

Favored Enemy: you gain the rangers favored enemy class feature and may choose one enemy. you may only choose from the (Magical beasts), (Monstrous humanoid), (abberations), (undead), (Fey), or (dragons) types. you may take this an additional time for every 6 witcher levels you have choosing a different enemy type.

Expert Bestiary: you do not need to expend a pool point to use your knowledge ability.

Versatile combatant: Any time you would be required to choose from a set list of types for a Witcher ability you can instead choose any type normally available. (such as allowing you to choose any type and subtype when using Bane)

Improved Pragmatism: prereq-Witcher4 you choose 2 abilities possibly granted by Monstrous Physique I, these choices overwrite your pragmatic mutation.

Greater Pragmatism: prereq-Witcher8, Improved Pragmatism: you may instead choose 3 abilities possibly granted by Monstrous Physique II. these replace your abilities granted by Improved pragmatism.
EDITORS NOTE: aw sh*t pounce

Master of Pragmatism: prereq-Witcher 16, Greater Pragmatism: you may instead choose 4 abilities possibly granted by Monstrous Physique III. these replace your abilities granted by Improved pragmatism.

Mental Mutations: prereq-Witcher 12, Improved Pragmatism: you may count as a monstrous humanoid instead of your normal race for all effects and for being a viable target of a spell, you count as which ever is more beneficial.

Alchemical Enhancements: prereq-witcher 10: whenever you use an extract that provides an enhancement bonus to an attribute, it instead provides an alchemical bonus of equal amount.

Monstrous Form: prereq-witcher 6, improve pragmatism: gain two law attacks on your hands. 1d4 damage for medium witchers and 1d3 for small witchers.


Pathfinder Lost Omens Subscriber

I really feel like putting more time into this but losing the witcher stuff and making it more setting neutral.


Well if you do, don't post it here. Witcher is something already owned, but if you decide to refine this for your own purposes you can sell it, but if you post it here it's theirs.


Pathfinder Lost Omens Subscriber
Korak The Boisterous wrote:
Well if you do, don't post it here. Witcher is something already owned, but if you decide to refine this for your own purposes you can sell it, but if you post it here it's theirs.

Silly Korak, i have no idea how to sell stuff.


there are a number of 1 person studios selling on here, I would suggest asking them for some tips, the first one that comes to mind is Interjection games, who if I come up with something interesting, I intend to contact and see if a contract can be worked out.


Pathfinder Lost Omens Subscriber

i wish i understood anything of what you were talking about.

random thing i did today, take it i kill you.


Have you considered making the Witcher a class on its own, then change the 3 prestige classes into archetypes?

This screams to me a mix between a ranger and inquisitor.
Looking at your 5 characteristics...
--> Signs. The Witcher has access to one handed mute arcane spell like abilities.
--> Potions. He has the ability to produce a number of boosting potion that are exclusive to witchers.
--> Weapon. Witchers usually use only one hand to handle the weapon. The school of the Serpent from Witcher 2 shows that it isn't exclusive to swords.
--> Mutation. He is part-monster and have abilities like quick healing and dark vision.
--> Deep knowledge. Because he hunts "monsters", he has an intimate knowledge on how to track and kill them.

So lets look at these characteristics.. A few ideas...

Weapon-Give him proficiencies to all martial and simple weapons that are one handed or smaller, its neat and unique. While a bit of a nerf fits with the fluff and has other areas to make up for it

Deep Knowledge - Monster Lore from inquisitor would be good here. Also Give Ranger's Focus and Track but only usable on specific types of creatures, Monsterous Humanoids, Dragons, etc... This fits with the fluff of being great against terrible things but soso against common enemies

I might come back when I can.

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