Witcher


Conversions


Hello,
I search classes or PrCs that seems like the witcher.

For me, the alchemist class and master chymist PrC are near the witcher.

But there aren't this :

Quote:

"Though they are not warrior mages who employ powerful spells, witchers can cast simple magic spells that can prove effective when used properly. Witchers call these spells Signs and usually use them against monsters, though they also have non-combat applications."

The witchers prefer single-handed weaponry because it leaves their other hand free to cast Signs. Known signs are Aard, Igni, Yrden, Quen, Axii and Heliotrop.
...The witchers adapted the spell, making use of the fact that it does not require knowledge of a magical formula — concentration and the hand gesture are enough. That's why they call it a Sign.

Do you have an idea if a class or PrC or other that permit to obtain this ?

Thanks for your future answer.


Class combo Inquisitor with a few levels of alchemist?


Greetings, fellow travellers.

I have done a multiclass character ranger15/sorc5 to simulate the witcher, since we only play with core material.
Should also work with ranger/alchemist, although I like the think the sorcerer gets the better/more powerful spells. Bloodline with the sorc is infernal. *shrug*

There are a couple other threads floating around on the forums which discuss this topic and in one of them James Jacobs explicitly said, the alchemist was designed with the witcher in mind.

Also, since I have not played the game myself, I was going for ranger because of the two-weapon-fighting-style - one of my friends reprimanded me saying the witcher was wielding either a cold iron 2h sword or a silver 2h sword - so fighter should work as well (or even better).

Ruyan.


For a witcher you need to answer quite a few questions first. There is no doubt that you want him to be a powerful combatant, but then you need to guess how ballanced are the other things against that.

Withchers in general were pretty good with their swords, but they support their abilities with alchemical concotions and some magic dabbling.
From what's available in PF today I'd say that the cosest thing to that would be an iquisitor / alchemist (focus on combat/mutagen) with some levels of fighter. I wonder what will happen when the Magus comes to town.

Sovereign Court

I have created a Witcher base class for my home campaign when the PFRPG went out, as a variant of the ranger.

If you have the patience, I will try to post it tomorrow night, or at least this week.

However, I have seen a few things in the APG that would cause me to modify it, but have not had enough time to ponder it.

Had no trouble integrating witchers in my version of Golarion. After all, since we already have Kaer Maga, why not add a Caer Morhen in a remote place of the world ? :)

Sovereign Court

Patrick Kropp wrote:
Class combo Inquisitor with a few levels of alchemist?

Problem with Inquisitor (I play one) : based on DIVINE magic. Not good for a Witcher (IMO).

Needs Elemental Magic instead.


RuyanVe wrote:


I have done a multiclass character ranger15/sorc5 to simulate the witcher, since we only play with core material.

Ranger with magic changed from divine druid-like to spontaneous arcane with a very limited number of spells known could be something appropriate.

Quote:


Also, since I have not played the game myself, I was going for ranger because of the two-weapon-fighting-style - one of my friends reprimanded me saying the witcher was wielding either a cold iron 2h sword or a silver 2h sword - so fighter should work as well (or even better).

Game does not show this but in stories and novels Witchers often dual wielded one handed sword (with hilt long enough to be handled with two hands, depending upon circumstances) and a dagger.

Sovereign Court

Here we go, my version of the Witcher for my homegame.

Written while I was heavily influenced by the videogame.

Comments welcome, however, remember that I am not a RPG professional by any means, and it was not meant to be ever published. Some editing would apply.

I would do things differently today, for the mechanics, and integrate some of the cool ideas from the APG.

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), 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.

EDIT note : Today I would not say that you lose all special abilities, just you can't level in the class anymore.

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 saves of all kind 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.

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.

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 Ranger 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.

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 — — — —
3rd +3 +1 +3 Detect Danger
— — — —
4th +4 +2 +4 +1 1st sign (Aard), Magic use
0 — — —
5th +5 +2 +4 +1 2nd favored enemy
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 (Air) : 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

Sovereign Court

Bump !

I'd appreciate comments, especially since it could benefit one of my players, and also because I am still not finished with reading the APG.

Thanks


Greetings, fellow travellers.

Ok, let me see. I like the flavor of your Witcher and it resembles greatly what I heard and read about the computer game (not sure if it is reflected in the books).

What comes to my mind: this looks very much like a ranger variant - which I like. I am not sure it justifies a new class on its own, though.

Make the special weapon gained at 1st level into a feat like heirloom weapon or akin to the aldori duelling sword and you are done.

I would base the spellcasting on Cha not Int, with 6+Int skill points already, he would benefit two much from that stat.

Ruyan.

Sovereign Court

RuyanVe wrote:


I am not sure it justifies a new class on its own, though.

Ruyan.

Well, if you love the game and the book, as I do ... IT MUST BE YOURS ! :)

Thanks a lor for your kindly comments, I'll think about it this week end for the update.


i like youre version, but the witchers is not a ranger, he dont has favored enemy... maybe he can have some bonuses via knowledge monster skill or something

the witcher is too complex for the 3.5 pfrpg rules... but i got my own version, i dont care nothing about the balance since i restricted him to lawful neutral and for Humanoid (Human) with Mutant subtype (a sub-subtype who took it pluses from aberration and count as one for Ranger´s Favored Enemy)

Sczarni

I'm curious why you're not going with magus? I don't know jack about witcher, but what you're asking seems to work fine.


heres my version of it

Aligment: Lawful Neutral

Spells
3+1/2lvl pool+int modifier (as a magus arcane pool). No charisma because they study to can learn it.
DC 10+withcers int mod+1/2lvl
Igni 1d6 fire damage touch attack (increment damage)
Aard 1d6 force damage
Yrden: Hold Person (int mod in rounds)
Quen: Mage Armor (int mod in ac or saves bonus) (int mod in rounds)
Axii: Charm Person (int mod in rounds)

igni and aard adds an extra d6 damage every 3 levels (4th, 7th, 10th, 13th, 16th, 19th)

Mutagen (Alchemist class feature)
Brew Potion and Formulae book: has a formula book where to place spells for aid the hunt or combat (haste, endure elements, resist energy, )
all the witcher potions can be drinked by him after he rests
Proficiencies:
Armor (light), (and medium leather only)
weapon proficiencies: simple weapons
Blades: a witcher select a few blades equal to his int modifier (minimun 1). this blades can be any kind of blade (martial or exotic)

saves fort and reflexes good (in the books are said many of the witchers lacks for abilities to avoid magician´s influences)

for the rest of the abilities, he is a ranger without favored enemy, spells, hunters bond

and kind of is my version of it, i repeat, i dont care to broke a whole rule to create something "new"

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