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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.


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.


-->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.


--> 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.


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.


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.


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.


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 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.


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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.


Piercedthrough wrote:

I'm guessing you're probably fine sharing them in a thread, though I'm not too sure which particular category it belongs under.

However, on a more personal note, although I applaud you for putting in effort to make your idea a reality, I really can't claim to see the point of making a witcher class by itself. Now, I could see the point of a Witcher archetype, specifically for Rangers since that particular class is the most similar in flavour and role as a Witcher would be.

Food for thought.

That was my first thought. I started it as an archetype and I ended up making too much modifications to feel comfortable calling it so.

You will see by yourself. I feel it can be called a heavily inspired class, or a very modified Ranger.

However, how can I integrate a table in those posts?


As the title subtly mentioned it, I have created a number of class to get the experience of being a Witcher in the Pathfinder rules.
Technically, they are complete, but they've never been used, nor scrutinized by experienced player (I'm particularly worried about balance issues).
But I worked to make the whole things so that players would not have to emulate a witcher-ish class through multiclassing, but through a Witcher class along with 3 Prestige classes focusing either on the bladed combat, the mutation and alchemy or the Signs.

And now I have them...

...

Where can I share them?