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Witcher

Making a Witcher

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Class Features

-Effenberg and Talbot, Encyclopaedia Maxima Mundi, vol. XV-Geralt of RiviaIn the early days of man, the known world was overrun by monsters. As human settlers tamed the wilds a caste of warrior-monks was created to oversee the destruction of all creatures that preyed on humankind. Trained in martial and arcane lore, taught the science of alchemy, and enhanced with biological mutagens these superhuman warriors brought peace to the wilds and helped pave the way for mankind's dominance in the world.Witchers are raised from childhood for their role. The process of becoming a witcher involves arduous physical and mental training. Natural mutagens radically alters the body, resulting in enhanced physical prowess and mental acuity. Only 40% of candidates survive and those that do are left infertile. Witchers are created, not born.Witchers mix front-line combat with debilitating magical spells. While not as skillful as dedicated warriors or as powerful as full fledged sorcerers, witchers can use stances and physically altering mutagens to adapt to any situation.Dexterity and wisdom are the most important attributes for a witcher. Because they wear light armor, witchers must rely on cunning and intuition to succeed in combat. Wisdom also enhances perception, important when hunting monsters, and powers a witcher's magic signs. Strength is important for a witcher's martial prowess but mutagens or sword stances can make up for lack of strength. Constitution is nice but witcher's are naturally hardy and immune to afflictions that would kill even the healthiest man.All witchers were once human. The mutagens that create witchers only affect the human body and kill any other creature instantly. Only 4-in-10 humans actually survive the process. Most humans revile witchers as abominations while nonhumans are wary by proxy of witchers once being human.Witchers can be any alignment but most are neutral leaning. As with humans they're equally capable of good and evil but their profession is one that isn't concerned about the morals of civilization. Witchers slay monsters, however, their tenants don't draw a line based on race. A human is equally capable of monstrous acts as a troll.1d8x10gp (40gp)As monk.d124 + IntAcrobatics (Dex), Climb (Str), Escape Artist (Dex), Heal (Wis), *Knowledge (Witcher) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).*New skill{table=head]1st||Witcher Immunity, AC Bonus, Stances, Signs, Night Vision2nd||Witcher Combat Style, Uncanny Dodge3rd||Witcher Senses, Deflect Arrows4th||Heightened Action, Witcher Resistance5th||Evasion, Improved Uncanny Dodge6th||Advanced Mutation, Witcher Metabolism[/table]Witchers are magical skirmishers, hardy enough to stand toe-to-toe in the front line and agile enough for guerrilla tactics. They can disorient opponents with their signs or enhance their abilities with potions and combat stances. Trained as loners, witchers can track and hunt monsters from the shadows while perceptive enough to avoid ambush.Witchers are proficient with simple weapons, martial weapons, and light armor but not with shields.Witchers are immune to natural and magical diseases. They gain the benefits of drugs such as alcohol but never suffer from addictions (a physical dependency). They gain a +4 bonus to constitution saves against poisons.Fresh witcher's are gifted two swords: a steel bastard sword and a silver longsword. These weapons are a witcher's signature equipment, symbolically serving as everything a witcher is about: the line between man and monster (the term "bastard" taking an additional, sarcastic meaning). These weapons are always carried on their person much like a samurai was always seen with his katana and wakizashi. A witcher never sells his swords; to do so is an insult and the equivalent of turning his back on his mission. Many of a witcher's martial melee maneuvers require one of the two swords to be wielded.Witchers train extensively with their twin swords and learn how to better utilize them in battle. At 1st level, witchers have access to one of three stances. A stance is essentially an extraordinary ability that is always active. Abilities granted by stances are only active when a bastard sword or longsword are wielded. A witcher can only have one stance active at any time. Switching a stance requires a move action and does not provoke attacks of opportunity.The witcher adds his Wisdom modifier to melee damage if positive. At level 4 the witcher can attempt to cause extensive bleeding. On a successful attack, the opponent must succeed on a Fort save (DC 10 + damage inflicted) or suffer 1 point of constitution damage.The witcher can make one extra attack of opportunity per round (in addition to any feats or abilities add extra AoOs) and he can designate a single opponent to gain a +2 bonus to dodge AC. He can change this opponent at any time during his turn. At level 4 the witcher gains an extra attack at full BAB but only adds one-half strength to both attacks.The witcher can make a number of attacks equal to 1 + his level. Each attack must target a different opponent and all attacks do not apply Strength modifier. At level 4 the witcher can attempt an immediate trip or disarm attack with a +4 bonus against an opponent that enters his threat range in place of an attack of opportunity. This special trip or disarm does not provoke an attack of opportunity and the opponent cannot retaliate if the attempt fails. Feats that grant extra attacks of opportunity allow this ability to be used multiple times per round.Signs are supernatural extensions of a witcher's will. It doesn't compare to true magic but as supernatural abilities a witcher's signs have their own unique benefits. A witcher knows all signs at level 1. Casting a sign is a standard action that requires a free hand to gesture. The DC to resist signs is 10 + half the witcher's level + Wisdom modifier.Signs drain endurance. A witcher who uses a sign cannot use it again that combat without spending a standard action to clear his mind. A witcher can use a sign without clearing his mind but doing so fatigues him. A sign can also be used as a swift action but causes instant fatigue. Casting a sign while fatigued causes exhaustion and signs cannot be used at all while exhausted. Fatigue or exhaustion as a result of casting last until a full round action is spent to refocus.Aard is a telekinetic thrust targeting one creature within 30 feet. Aard inflicts 1d4 points of damage per level (no save) to creatures or objects and opponents must succeed on a Reflex save or be knocked prone. At 5th level, aard can target a single opponent or create a 30 foot cone that pushes back opponents who fail their save 1d4 times 5 feet and knocks them prone. If the target strikes a solid object they suffer an additional 1d6 points of damage per 10 feet they travel.Igni launches a bolt of fire at a single creature up to 30 feet, inflicting 1d6 points of fire damage per level (reflex save for half), and igniting combustibles in the area. At 5th level, opponents who fail their save are set aflame. A burning creature suffers 1d6 points of fire damage per round until they spend a standard action to put it out.Quen creates a protective barrier around the witcher that grants immunity to weapon damage for 1 round per level. Each successful weapon hit against the witcher reduces the duration by 1 round. At 5th level, quen launches a bolt of energy at creatures that strike the witcher with a melee attack inflicting half the damage the witcher would have suffered (round down). A successful reflex save nullifies the damage.No other signs can be used while quen is activated and endurance can't be recovered until the duration ends.Yrden creates a circular sigil on the ground, 10 ft. in diameter. Creatures stepping on this sign must succeed on a will save or be stunned for 1d4 rounds. At 5th level, the sigil can be increased to 30 ft. in diameter.Axii is a psychic wave that assails the mind of a single target within 30 ft. Axii functions aswith a duration of 1d4 rounds +1 round per level. Against nonhumans, the sign functions as. At 5th level, axii functions aswith a duration of 1d4 rounds +1 round per level or(30 ft. range, one creature).At 1st level, a witcher can add his Wisdom modifier as a bonus to Armor Class, so long as he is not wearing armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when he is flat-footed but looses it when immobilized or helpless.At 1st level, witchers gain low-light vision. Their eyes glow slightly and their pupils become vertical slits.At 2nd level, a witcher can add his wisdom bonus to attack rolls made with bastard swords and long swords.At 2nd level, a witcher gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A witcher with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.At 3rd level, a witcher gains a +4 bonus to perception, Track feat, and can use his Wisdom bonus on search checks.At 3rd level, a witcher can deflect arrows with a sword or bastard sword wielded. This ability otherwise functions as the deflect arrows feat.Starting at 4th level, a witcher may add his Wisdom modifier to his initiative check.At 4th level, the witcher gains DR 2/-. This damage resistance stacks with any others granted by magic or equipment.At 5th 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 or no armor. A helpless witcher does not gain the benefit of evasion.At 5th level, a witcher can no longer be flanked. This defense denies a rogue the ability to sneak attack the witcher by flanking him, unless the attacker has at least four more rogue levels than the target has witcher levels.At 6th level a witcher's physical body undergoes advanced mutation. He gains a permanent +2 bonus to strength, dexterity, or constitution.At 6th level a witcher can go without water for a number of days equal to half his constitution score and without food for a number of days equal to his constitution score. A dying witcher automatically succeeds on stabilize checks, regains consciousness in an hour with no help, and can heal naturally as normal. A witcher requires only 4 hours of sleep and naturally heals 1 hit point + 1 per Constitution modifier in that time.Witchers are special in that they're both a "race" and a profession. Witchers can never gain a level in another class.