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![]() Egeslean05 wrote: Sorry, yeah, I meant for the witcher to learn 2 Witcher Oils each time. Since Oils and Potions remind me of the Alchemist's extracts, I would say just make give them a craft time but remove the GP cost. Yeah GP cost needs to go and I like the idea of the time to craft decreasing at higher levels. I really looked into giving them more oils each time but I am not sure it will work. I picked a max of 5 because that is the max number of favored enemies a Ranger gets. If I up that to 10 I am worried most builds would look more or less the same in terms of oil selection. I do like the idea you had about selecting oils each day. My only concern is that if the Oil mechanic is applicable in every fight all the time, then I think mathematically this class could categorically out damage Ranger and Slayer. I did a lot of testing with base builds sans feats to test certain damage outputs and the oil can tip it above Slayer, but its situational so it's not a big concern. Basically I am trying to avoid this being flat out better than Ranger or Slayer in terms of average raw damage output. If it is situationally better, then that is fine. I am going to do some more thinking and testing, but all in all I am leaning towards preparing a few from the list each day. Egeslean05 wrote: ... Witchers don't fly, so giving this to them seems off ... I know it is a bit odd imagining flying witchers (hey maybe Geralt would like it better than teleporting?) but this is one of those things where I am not trying to exactly replicate witchers from the books or games. Instead the goal is to re-base things witchers do (monster hunting, signs, potions, knowing their enemy, etc) into a class that can be adapted to many playstyles/builds and characters. Like Geralt is a possible build, but so could a ranged witcher who uses flight to gain a positional advantage. Also the flight sign can be used for Feather Fall or Air Step in addition to Fly at 11th level. (General idea of signs is that they get more powerful and gain new uses as you level) Egeslean05 wrote: If something like the the Path of the Beast's abilities were granted as part of a mutagen ... I definitely get where you're coming from with this, but again this isn't so much a thing all witchers should have access to but more a way to lean into a build/playstyle. This Path is almost certainly not worth it unless you're building a character that has access to natural attacks via character race, multi-class or whatever the case may be. The idea again being to make the class synergize with a bunch of different builds. Egeslean05 wrote: I realize the Marksman/Fletcher are based off combat styles ... I've mis-communicated a bit here and should clarify: Paths are straight up re-branded combat styles (though a few have had their feats tweaked a bit). This class is designed as a bit of a hybrid of Ranger and Slayer and greatly pulls from their mechanics. You're completely right that they are very similar but I am more or less stuck with that unless I want to break the form of 4 feats to choose from at 2nd, add 2 to that list at 6th, and add 2 again at 10th. Egeslean05 wrote: ... and it would grant them some out of combat use ... This is a really cool ability! However, Studied Target already covers some of this. You get the studied target bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the opponent in addition to the attack/damage. ![]()
![]() Thanks for the feedback! Yeah the MAD-ness of this class has come up a few times now from people playing with it. Do you think changing it to Wis-based for Signs/Potions, bumping skill ranks/level to 6, and moving Monster Lore up earlier would help make it more bearable? Originally it was going to be Wis-based, but I wanted to put more emphasis on skills and distinguish it further from Ranger so I re-worked a lot of stuff to be Int based. With your suggestion to Witcher Oil, do you mean have 2 active at a time or like learn more Oils known? I am heavily debating removing the gp cost from Potions and Oils and having it be just a brew/craft time requirement. The idea was it would either cost gp to get supplies to craft them, or you could spend time gathering materials. You’re absolutely right about the Master Witcher ability. It should be immune to that ability only from Witchers of the same Path. Egeslean05 wrote: … Darkvision 60ft or the See In Darkness (60ft) ability (not clear which you intended here) … Thanks for spotting the confusing wording around darkvision coming from Witcher Mutations. (It is intended to be darkvision 60ft) Extending vision in normal and low/dim light is a good idea. Or, it could just grant low-light vision instead of darkvision. I am also thinking Cat should give a scaling bonus to perception as well. Egeslean05 wrote: I’d get rid of the 'Flight Sign' completely. May I ask what you don’t like about the Flight Sign? Is it not a useful option or is it too strong or something else? Egeslean05 wrote: Perhaps add a witcher potion that enhances a witcher's dexterity. I actually already have this in my to-do! Should be in v0.4 which I am hoping to release by this coming weekend. Egeslean05 wrote: When I looked at the paths and saw 'Path of the Beast', I immediately went, 'eh, worthless'. I saw the two ranged options and thought, 'these are so similar they should be one path'. On the note of the Path of the Beast and Path of the Marksman, these (and all paths) are largely brought over from Ranger combat-styles. Path of the Beast is based on the Natural Weapon combat-style. Like the combat-style, it’s not a great option unless you’re playing something with access to decent natural attacks. Path of the Marksman is based on the Crossbow combat-style. It does have overlap with Path of the Fletcher but is geared towards making crossbows viable. I’m hesitant to drastically change these, but am open to suggestions. In general I wanted to bring the good combat styles over directly, and tweak the not-so-great ones as I turned them into Paths.Again, thanks for the feedback you’ve given me a lot to think about. I will absolutely be putting some of these suggestion into changes very soon! ![]()
![]() I know what you're all thinking: "Oh great, yet another homebrew witcher class in all of its overpowered glory." Ah but this one is different... I hope! Many of the homebrew witcher classes I have seen focus on recreating Geralt in a class. That is not the goal of this witcher class. I wanted to recreate witcher abilities in Pathfinder terms, but allow for players to customize their witcher to their liking and cater to a number of different playstyles. If you can't make it your own with endless different builds and multi-classes, is it really Pathfinder? This class is part of a larger project of mine to bring witchers and witcher lore to the Inner Sea region. I am currently working on an origin story of witchers, some notable witcher schools and their histories in the Inner Sea region, notable witcher NPCs, and a new "iconic" witcher character. I also have plans add new feats and items for witchers and non-wtichers alike. I've been putting this class together for a long time (since about June 2019) and have run through a lot of refinements and testing with it but I would really like to get community feedback to both sanity check me, and help give it that last bit of polish and fine-tuning it needs. If you want to check it out, I am currently hosting it on my website at: wizardlevels.com/witcher-class
After checking it out or playing it, I would really appreciate it if you would fill out my feedback form to help me make it better.
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![]() I am currently running Reign of Winter and was preparing a certain encounter that involved a Svathurim. I was digging into its feats/abilities/weapons to dig into its strategy and refresh myself on charge mechanics when I noticed 2 things that didn't make sense to me. 1. On its full attack line the static damage for its Lance is +13 which is 1.5x its STR. This initially makes sense considering the lance is 2-handed, but it also has a shield AND uses the lance as if it were mounted, which I thought means it must use it 1-handed right?
2. Both the lance and the bow it has use the damage dice of a Huge creature, but the Svathurim, while being Huge, has the undersized weapons Special Quality like a centaur meaning it should be using Large sized weapons. I found it in herolab (which I know isn't always perfect) and it had different damage dice/STR mod. Every stat-block for the Svathurim I found online and in books has the same +13 STR and Huge sized weapon damage dice, and I just want to know if there is an error there or if I am going crazy from preparing late into the night. |