Witcher (3.5e Class)
From D&D Wiki
- 1 The Witcher
- 1.1 Making a Witcher
- 1.2 Knowledge Monster
- 1.3 Second Form Signs
- 1.4 Witcher Alchemy
- 1.5 Witcher Styles
- 1.6 Witcher Bombs
- 1.7 Witcher Medallion
- 1.8 Runes
- 1.9 Witcher Gear
- 1.10 Witcher Schools
- 1.11 Campaign Information
The Witcher is a class that specializes in killing monsters and all other creatures that threaten society. Witchers often carry two sword types: a silver for slaying beasts and a steel for slaying non monsters. While mainly specializing in combat they are quite good with diplomacy and using witcher signs to further aid this.
The Choice The Witcher trainee spends weeks, months and sometime years eating nothing but poison mushrooms, moss and various herbs whilst preforming 16 hours of intense physical training a day. Most die of liver failure or incurable madness. Roll a d100, DC 60 to survive or die instantly. If survives roll d100, DC 50 to remain sane, and an additional roll(same check) to determine if the witcher is left with excessively aggressive tendencies.
Trial of the Grasses The witcher trainee consumes various special alchemical ingredients known as "the grasses" that affect the nervous system which causes an incredibly painful experience. During this trial a witcher's DNA is torn into many little pieces and is patched back together with various DNA of monsters. A witcher trainee must make a DC 74 roll or die instantly.
Trial of the Dreams The Trial of the Dreams is the third in the Witcher trials. It involved the mutation of the eyes, bone marrow and hormones, and allowed for better night vision, among other benefits. It also resulted in infertility. A witcher must roll a d100 and make a DC 35 or die instantly. If the witcher survives he gains the witcher physiology bonus, and begins his training to gain the witcher training bonus.
Making a Witcher
The Witcher travels alone in most cases, because they prefer to travel alone they keep themselves balanced in most types of fighting. The Witcher has access to low-level magical abilities called signs. The Witcher focuses on the four elements, faster movement, rapid healing, quicker reflexes, and the ability to drink toxic potions that would harm normal people. The only downside is that Witchers become infertile when they pass the trials. Witchers make their own silver blades which are similar to the Bastard sword however are made differently. A witcher's silver sword is always masterwork quality but does half damage to any non-monster it strikes. As a rule of thumb, if it appears in a monster manual it is treated as a monster that the sword gains bane for.
Abilities: Str and Int are most important to a witcher with dex being a close second.
Races: Any Humanoid
CR As base race +
Starting Gold: starting gold; 6d4×10 gp (<-150 gp).
|1st||--||+2||+2||+0||Witcher Physiology, Witcher Styles, Witcher Training, 5 witcher feats|
|2nd||--||+3||+3||+0||Combat Prowess, +5hp, +10 skill points|
|4th||--||+4||+4||+1||+5hp, +10 skill points|
|5th||--||+4||+4||+1||+1 DR/SR/Fast Healing/Nat.AC/Bonus Feat, 2 attribute points/Witcher feats|
|6th||--||+5||+5||+2||+5hp, +10 skill points|
|8th||--||+6||+6||+2||+5hp, +10 skill points|
|9th||--||+6||+6||+3||Intermediate Witcher Signs|
|10th||--||+7||+7||+3||- +5hp, +10 skill points, +1 DR/SR/Fast Healing/Nat.AC, 3 Bonus Feat, 2 attribute points 3 Witcher feats, +1 attribute to all stats, +10 move speed|
|11th||--||+7||+7||+3||Swift Tracker, Charge Sign|
|12th||--||+8||+8||+4||+5hp, +10 skill points|
|14th||--||+9||+9||+4||+5hp, +10 skill points|
|15th||--||+9||+9||+5||+1 DR/SR/Fast Healing/Nat.AC/Bonus Feat, 2 attribute points/Witcher feats|
|16th||--||+10||+10||+5||+5hp, +10 skill points|
|18th||--||+11||+11||+6||+5hp, +10 skill points|
|20th||--||+12||+12||+6||+5hp, +10 skill points, +1 DR/SR/Fast Healing/Nat.AC, 3 Bonus Feat, 2 attribute points, 6 Witcher feats, +3 attribute points to all stats, +10 move speed|
Class Skills 5 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Witcher.
Weapon and Armour Proficiency: A Witcher is proficient with all simple and martial weapons and with light armour. Due to there style of fighting witchers do not usually wear much heavier armour then basic leather and chain.
Witcher Training Through years of hellish combat training to prepare witcher for a career of slaying monster they learn a trick or two in the training yard. Gains feats: Quickdraw, Combat Reflexes, Lightning Reflexes, Power Attack, Deflect Arror, Imp. Unarmed Strike, Imp. Grapple, Wpn Specialization/Focus(bastard swords), Weapon Finesse(All Wpns).
Witcher Physiology Witchers have the ability to consume extremely toxic mutagens as well as living much longer lives than the regular members of it's species. All witchers live 2d4+2 times as long as their base race and do not gain age penalties but do gain the bonuses. Every 4th level may consume one additional witcher potion. Witchers gain various bonuses due to their mutations such as: + 2d4+2 str, +2d8+2 dex and con, -1d6 cha, 1d4 fast healing and DR and SR, +10 movement speed, immune to disease, infertility, 1d4X10 poison resistance, +50hp, +10 spot and listen and sense motive and survival, +5 craft witcher, low-light vision, no max skill limit
Mutagens When a witcher consumes a mutagen they gain a boost to their stats that wears off over time. A witcher may only have the effect of four mutagens in their system at once. Mutagens can be harvested from fallen creatures with a DC 15 search check on the corpse and take 1 min to harvest. Mutagens come in four colours and 3 levels. The levels depend on the fallen creature with 10HD or less(Lesser Mutagen), 11-34HD(Standard Mutagen) and 35HD+(Greater Mutagens). Lesser mutagens wear off in 2 weeks, standard mutagens in 1 year and greater mutagens in 20 years. DC to refine the mutagen to make potion = Mutagen HD(Lesser =5, standard = 15, greater=25)+10(eg. lesser mutagen = DC 15)
Red Mutagens Give a bonus to attack/damage. Dropped by celestials, dragons, magical beasts, monstrous humanoids. Gives boosts of +3/6/10 based on level of mutagen.
Blue Mutagens Give bonus to Sign intensity. Dropped by Elementals, fey, plants, aberrations. Gives boosts of +5%/20%/40% based on level of mutagen.
Green Mutagens Gives a bonus to Fast healing and natural ac. Dropped by Constructs, outsiders, undead, fiends. Gives boosts of +3/6/10 based on level of mutagen.
Yellow Mutagens Gives boost to attributes. Dropped by ooze, giants, humanoids, vermin, animals. Gives boost of +1/2/3 based on mutagen levels.
Witcher Training Gain feats Quickdraw, Power attack, Weapon Finesse, Combat Reflexes, Weapon focus(Bastard Swords) and Weapon Specialization(Bastard Swords).[Only if raised as a witcher, otherwise this does nothing]. Has Knowledge Monster.
Witchers are trained experts in all things monster related since childhood as such they may make Knowledge Monster checks to determine things about monsters a regular PC might not know/think of. DC 10 to recognize a creatures kingdom(aberration, dragon,etc.). DC 15 to recall it's weakness(blunt to undead, silver to were-creatures,etc.) as well as to identify their tracks. DC 20 to recall more complex information on a creature such as their fighting habits, habitat, and preferred food. DC 25 to recognize wounds inflicted by these creatures on corpses, trees, rocks or anything else they may mark.
Combat Prowess When a Witcher lands a Critical attack he may choose whether to attack again in the same turn with a -5 mod to damage, or to allow the attack to do damage as a default Critical. They also have the ability to deflect one arrow per round as a free action when they have a sword drawn. Additional arrows may be deflected with a DC 15(+2 per additional arrow) Reflex save.
A Witcher can channel powers manifested and granted to him from nature. A Witcher learns these signs at a young age during their training. Using a sign takes a standard action. After using a sign a Witcher becomes subject to a cooldown, and until that cooldown finishes they may not cast any signs regardless of it's type. Sign DCs are 10+half Witcher level+ Witcher Int. Signs do not invoke attacks of opportunity. These signs are;
Aard A telekinetic wave that can throw back or knock down an opponent. Aard can inflict lesser or greater damage(Based on if they hit items when being knocked back). This sign can also be used to destroy obstacles, for example crumbling walls or stacks of barrels.
Igni A sign which gives the witcher control of fire, normally in the form of a gush of flames that wound opponents. If the target reaches -10 from this sign the target incinerates. It can also be used to detonate fireplaces or flammable gases emitted by some bombs. When being used for lesser/minor instances such as lighting a small campfire, a cigarette, a candle or putting them out the sign does not require a cooldown period.
Yrden A magical trap placed on the ground, which will wound and immobilize opponents. The sign allows you to place a single Yrden sign on the ground. This sign is invisible to the natural eye. However, may still be seen by those with keen alertness(Spot DC 30). Once stronger the Witcher may be able to place up to three Yrden signs at a time. These will work in unison, creating an impassible barrier. Yrden remain for 10rds before disappearing. Allows any incorporeal creature to be hit normally.
Quen A protective shield that lasts 5 rounds or until destroyed. It is a sign that the Witcher uses on himself/herself – Quen absorbs all damage directed at the Witcher, once stronger, the Witcher can reflect some of the damage back towards the enemy.
Axii A charm placed on an opponent. If the charm attempt is successful, the enemy will become your ally for a short while, fighting at your side. This effect is short and is incapable of lasting longer than indicated but while affected they will attack the closest "enemy" at full force as if they were their most hated foe. Once the time runs out the enemy recalls nothing and is fatigued.
The following chart shows the details to the effects of signs as the Witcher grows better:
|Aard||1d6||On impact, Fortitude save or be knocked back 3ft per level|
|Igni||1d8||Reflex save for half damage, 15ft cone of fire|
|Yrden(Paralyzes)||1rd||Will Save to resist paralysis|
|Quen(HP)||10hp||Takes this much damage before breaking|
|Quen(Heal)||--||5%||Heals this percentage of damage on the caster|
Second Form Signs
As a witcher grows in power so do his signs. Over time the Witcher learns to manipulate his signs into different forms. These alternate require 1 full round action to use and these DO invoke attacks of opportunity.
Alt. Aard Deals -2 damage but has a knockdown/knockback check for all beings/creatures/objects within 30ft, and targets caught but the force attack take a -2 to their saves. With Mastered Signs the Aard gains 10ft to it's range and deals +2 more damage.
Alt. Igni Maximize roll for Igni and deal +10 dmg to a single target, 50% chance to catch on fire dealing 1d4 burn damage+2 for 3 rds. With Mastered Signs the Alt. Igni has an 80% chance to deal burning dmg for 5 rds that deals 1d6+2 dmg.
Alt. Quen Creates a force shield around the witcher, any damage done to it heals the witcher until the Quen breaks, if it breaks in a single hit it only heals the witcher for half it's HP. With Mastered Signs the Alt. Quen bursts when it breaks with a DC Fort save(like Lesser Aard but without doing dmg) or knock all opponents in melee range back 5ft.
Alt. Yrden Zaps targets within 10 ft and slows them, DC Fort save to resist = Witcher sign save+5, or target may only take a single action or move action per round for 3 rounds, takes 1d4 dmg. With Mastered Signs the Alt. Yrden gains a range of 20ft and lasts for 4 rounds.
Alt. Axii +5 to the Axii DC check, target being controlled gains +2 str and con, if he passes the save becomes paralyzed for 1 round - no save. With Mastred Signs the Alt. Axii's paralysis lasts 2 rds and effected targets being controlled do 25% more dmg and gain dmg reduction 2/-- forthe duration of the Axii.
Upon Reaching 3rd level, Witcher may be able to create Witcher Potions. These potions may augment Witchers by granting them special abilities, bonuses, immunities, and cures. In addition these potions may be used by witchers only. Anyone else trying to use Witcher Potions are affected by the effects of the spell poison. Witcher require alcohol, mutagens and standard alchemy ingredients to brew their potions. Regular versions of the potions require a DC 25 Craft Witcher Potion check to make, Enhanced versions, including White Gull, need a DC 35 Craft Witcher Potions check and Supreme versions require a DC 45 Craft Witcher Potions to make. A witcher's Craft Witcher Potions skill check may be used interchangeably as a regular alchemy type check as well. Also allows the creation of witcher bombs.
Black Blood 5 rds, deal 2d8 dmg to creature that bite you and an additional 1d8 to vampires
En. Black Blood 7 rds, deal 2d8+2 dmg to creatures that bite you and an additional 1d8+2 to vampires
Sup. Black Blood 10 rds, 3d8+4 dmg to creatures that bite you and an additional 1d8+5 to vampires
Blindweed 5 rds, resist acid 10
En. Blindweed 7 rds, resist acid 20
Sup. Blindweed 10 rds, resist acid 40
Blizzard 2 rds, +2 dodge ac, +2 reflex saves
En. Blizzard 3 rds, +5 dodge ac, +5 reflex saves
Sup. Blizzard 5 rds, +5 dodge ac, +5 reflex saves, can't be made Flat-Footed
Cat 40 rds, +100ft dark/low-light vision
En. Cat 80 rds, +150ft dark/low-light vision
Sup. Cat 120 rds, +200ft dark/low-light vision, immune to hypnosis
Fullmoon 10 rds, +2 con
En. Fullmoon 15 rds, +3 Con
Sup. Fullmoon 30 rds, +5 Con
Golden Oriole 10 rds, poison immunity, end poisoning
En. Golden Oriole 20 rds, poison immunity, ends poisoning
Sup. Golden Oriole 30 rds, poison immunity, ends poisoning, poison dmg heals witcher
Killerwhale 30 rds, do not need to breathe
Maribor's Forest 6 rds, +2 atk
En. Maribor's Forest 10 rds, +5 atk
Sup. Maribor's Forest 15 rds, +10 atk
Petri's Philter 5 rds, signs do 50% more powerful
En. Petri's Philter 10 rds, signs are 100% more powerful
Sup. Petri's Philter 15 rds, signs are 150% more powerful
Shrike 10 rds, +2d6 dmg to crits
En. Shrike 10 rds, +2d6+2 dmg to crits
Sup. Shrike 10 rds, + 3d6+3 dmg to crits
Swallow 3 rds, +5 fast healing
En. Swallow 3 rds, +8 fast healing
Sup. Swallow 4 rds, +12 fast healing
Tawney Owl 5 rds, cast signs twice as often, tire half as fast
En. Tawney Owl 7 rds, cast a sign as a swift action, cast signs twice as, tire half as fast
Sup. Tawney Owl 10 rds, cast signs twice as often, cast 1 sign as a free action without attack of opportunity threats, tire half as fast
Thunderbolt 5 rds, +5 dmg
En. Thunderbolt 10 rds, +10 dmg
Sup. Thunderbolt 10 rds, +10 dmg, all crits auto confirmed
Trial of the Grasses DC 75 Craft Witcher Potion, initiates the Trial of the Grasses to create new Witchers
White Honey Instant, Clears all potion toxicity
White Rafford's Decoction Instant, heal 50Hp
En. White Rafford's Decoction Instant, heal 125HP
Sup. White Rafford's Decoction Instant, Heal 200HP
Willow 10 rds, resist knockdown/trip attempt +10
En. Willow 10 rds, resist knockdown/trip attempt +20
Sup. Willow 10 rds, immune to knockdown/trip attempt
Wolverine 3 rds, switch between Witcher combat styles as a standard action but take an additional -4 to the effect
Wolverine 5 rds, switch between Witcher combat styles as a standard action but take an additional -2 to the effect
Wolverine5 rds, switch between Witcher combat styles as a standard action, styles gain +3 to their damage/attack/% of damage done
Witcher Styles are the name of the witcher skill tree in which they will apply their withcer feats into. Each tree is unique and provides a different style of combat. All witcher trees top out at lvl 10, and the witcher begins the game with each tree at lvl 1. The trees are as follows Fast, Strong, Group, Alchemy, Mutation, Aard, Igni, Axii, Yrden, and Quen.
Fast Style This style allows a witcher to strike out at opponents with unimaginable speed. Gain +2 BAB
Strong Style This style allows the witcher to crush their opponents with brute force. +2 to dmg rolls
Group Style This style allows Witchers to strike multiple opponents with no penalty. +1 opponent that can be attacked, +1 to confirm crits.
Alchemy More on this above. Enables witcher to craft better potions, bombs and gear. +2 to all craft(witcher) checks and +5% to effect duration
Mutations Further mutations beyond the trial of the grasses. Pick two, can't double up... +2 to either DR/SR/Fast Healing/Attribute Points
Aaard More on this above. +4 save, +1d4 dmg
Igni More on this above. +2 save, +1d6 dmg
Axii More on this above. +2 save, +1 rnd
Yrden More on this above. +2 save, +1 rnd
Quen More on this above. +20 hp, +5% dmg reflection
Cast Delusions At 10th level a Witcher gains the ability to use his Axii sign outside of combat to help influence the minds of others, gain a +2 to Diplomacy, Intimidate and bribe per level of you signs.
Swift Tracker Upon reaching 11th level, a Witcher can move at his normal speed while following 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.
Charge Sign Upon reaching 11th Level, a Witcher can charge his Signs to increase intensity and effect. Witchers charging their signs may take a full action rather than a standard and gain the effects granted by using the meta-magic feat Empower Spell. This grants all variable, numeric effects of an empowered spell to increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. Invokes attacks of opportunity.
Sometimes a powerful monster is stubborn and no matter how many time you cut it it keeps coming at you. To resolve this the witcher's devised a very simple solution. Blow it up! Not all witcher bombs blow up as for traditional bombs go anyway. But they can be used to weaken slow a large powerful monster, or as a crowd control device in wiping out a small pack of creatures or greedy humans who refuse to pay the witcher. Bombs used by witchers include:
Dancing Star 1 rds, fiery explosion that causes burning, 1d8 +1d6 burn
En. Dancing Star 1 rds, fiery explosion that causes burning, 1d8 +2d6 burn
Sup. Dancing Star 2 rds, fiery explosion that causes burning, 1d8 +3d6 burn
Devil's Puftball 2 rds, cloud of poison gas, 2d6 poison dmg per round
En. Devil's Puftball 5 rds, cloud of poison gas, 3d6 poison dmg per round
Sup. Devil's Puftball 5 rds, cloud of poison gas, 4d6 poison dmg per round
Dimeterium Bomb 2 rds, blocks magic and monsters supernatural/spell-like abilities and extraordinary abilities
En. Dimeterium Bomb 5 rds, blocks magic and monsters supernatural/spell-like abilities and extraordinary abilities
Sup. Dimeterium Bomb 8 rds, blocks magic and monsters supernatural/spell-like abilities and extraordinary abilities
Dragon's Dream 2 rds, a highly explosive gas that once ignited deals massive damage, 4d8+5 fire dmg
En. Dragon's Dream 5 rds, a highly explosive gas that once ignited deals massive damage, 5d8+5 fire dmg
Sup. Dragon's Dream 5 rds, a highly explosive gas that once ignited deals massive damage, 5d8+5 fire dmg, foes that die also explode dealing 2d6 fire dmg in 10ft
Grapeshot instant, massive explosion of silver and steel shrapnel, 3d8 dmg +1d6 fire dmg
En. Grapeshot instant, massive explosion of silver and steel shrapnel, 6d8 dmg +1d6+5 fire dmg
Sup. Grapeshot instant, massive explosion of silver and steel shrapnel, 6d8 dmg +2d6+5 fire dmg
Samum 1 rds, blinds opponent DC 15 Fort to resist
En. Samum 2 rds, blinds opponent DC 22 Fort to resist
Sup. Samum 3 rds, blinds opponent DC 30 Fort to resist
Moon Dust 3 rds, prevents creatures from changing shape
En. Moon Dust 7 rds, prevents creatures from changing shape
Sup. Moon Dust permanent, prevents creatures from changing shape
North Wind 1 rds, freezes foes that do not have resist cold, deal additional 1d6 dmg to frozen foes
En. North Wind 2 rds, freezes foes that do not have resist cold, deal additional 2d6 dmg to frozen foes
Sup. North Wind 2 rds, freezes foes that do not have resist cold, deal additional 3d6 dmg to frozen foes, 2% chance to instant kill
The witcher's medallion is an un-replacatable magic device that vibrates in the presence of magic of any form. The medallion will not vibrate near a mage, but if he is using magic, even a level zero, extraordinary/supernatural/spell-like ability etc. it will vibrate alerting the witcher to it's presence. All monsters regardless of magical nature cause the medallion to vibrate due to their unnatural existence possibly being magic in nature. Any and all forms of active magic within 30 ft will alert the witcher of it's presence but not it's location.
A witcher with a high enough Craft Withcer Gear skill, or by using a skilled enough blacksmith, and has at least 1 pound of materials and a blank runestone may enchant his witcher weapons with runes. Each Sword can hold up to 3 rune enchantments as each runic enchantment is roughly 10 inches long. The base check is DC 25 + rune level. Lesser Runes are DC 5, Standard Runes are DC 15 and Greater Runes are DC 20. Runestone are made from 1 lb of ash, 1 lb of stone(any) and any lesser mutagen, DC Craft Witcher gear 18 to make, a roll of 40 or greater produces two runestones with the same materials. Note: The runes below are the standard versions. Lesser are 50% weaker and Greater are 50% stronger.
Chernbog +4 to atk and dmg rolls
Dahzbog crits deal an additional 2d6 fire dmg
Devana crits deal an additional 2d4 bleeding dmg for 3 rds
Morannacrits deal an additional 2d6 poison dmg
Pervn +2 to deflection ac
Stribog crits may stagger opponents, DC 10+half witcher level+rune level(Lesser=2, Stnd=5, Greater=10, staggering opponents invoke attacks of opportunity
Svarog +4 to attack against target who have armour, +4 damage against those who do not
Triglav crits may stun target, DC 10+half witcher level+rune level(Lesser=2, Stnd=5, Greater=10)
Veles +4 to sign damage
Zoria crits may freeze an opponent solid, DC 10+half witcher level+rune level(Lesser=2, Stnd=5, Greater=10), frozen target takes an additional 2d6 damage
Although witcher's are perfectly capable of using regular weapons and gear, and most do, some prefer to use custom made Witcher gear. This gear is usually of higher quality than regular weapons and compliment a witchers fighting style and needs better than regular run of the mill supplies. All withcer gear if 25% lighter and has the same durability. Armour has a -1 to the armour check and grants +1 to the Max Dex. Due to this witcher gear costs 75% more than standard gear. The craft DC for a witchers gear is the same it would otherwise be for regular gear +5. Some gear such as weapons and armour come in 4 varieties: Standard, enhanced, superior and master crafted. The below listed DC is for the standard items. An enhanced is +25 to the DC, +40 for superior and +60 for master crafted. Enhanced weapons are the equivalent to +2 gear. Superior are the equivalent to +5 gear. And master crafted are epic level gear equivalent to +8.
EG. Witcher Gear:
Witcher Steel Sword a bastard sword, weighs 5 lbs, deals 1d10 dmg, craft DC 20, cost 61 gp, add +1 to atk/dmg with Witcher styles.
Witcher Silver Sword a silver bastard sword, weighs 2 lbs, deals 1d10 dmg, Craft DC 20, cost 61 gp, add +1 to atk/dmg with Witcher Styles. Has bane to all creatures within monster manual.
Witcher Amulet Only craft-able and usable by witchers, 500 gp, Craft DC 35
Witcher Leather Armour DC 17, cost 17 gp
Witcher Heavy Plate DC 23, cost 2620 gp
Witcher Silver Chain DC 23, 1d3 dmg, weighs 10 lbs, costs 2 gp +5 tip/grapple attempt. Once pinned the chain can be released and target will remain "grappled" opponents must either break the chains DC 28 str check or escape them DC 26 escape artist check. Whilst in the chains they take a -to ac as if grappled, even to the "grappler" who released the chain. Monster who are captured within the chain take a -2 to their save. If a being is trapped within the chain for more than 3 rds they now invoke attacks of opportunity from the one who chained them and on the next rnd any attacker may invoke attacks of opportunity. The check to break the chains or to escape them decreases by 2 every round they remain on.
There are several schools of witchers. Each school has a fundamental difference in how they approach mutations, training witchers and the types of jobs they prefer to accept.
Cat School Based in Cintra, the cat school are agile, stealthy and tend to take contracts that nvolve killing people rather than monsters. Witchers of this school are more lithe and have a +2 bonus to dex and a +10 bonus to move silently/hide.
Griffon School Based in Solaris, the Griffon school are adept casters. Rather than overpower, outmanoeuvre or outsmart the enemy, they prefer to simple destroy them with skilled use of signs. Griffon school witchers have a +2 to intelligence, all their signs are a d size larger, and last 50% longer.
Viper School Based in Brutavia, the Viper school are specialists in close quarters combat, even more so than the other schools of witchers. In addition to a steel witcher sword they carry dual silver short swords, which they use to deadly effect. Viper school students gain Two Weapon attack/defence and the penalty they suffer from dual wielding is reduced by 2.
Bear School Based in Njorfingar, the Bear school is the most brutish and warmongering of the witcher schools. Preferring close combat with their swords over signs and alchemy, they rush into battle and use their enhanced physical abilities to dominate battlefields and monster alike. Gains + 2 Str/Con, +2 attack with any form weaponry(Natural weapons included, but not unarmed combat).
Wolf School Based in Saria Myriani, the Wolf school is said the produce the finest swordsman out of all the schools of witcher. Although average as far as mutations go, the school of the Wolf holds onto a strict code of ethics and morality when fulfilling contracts. Gain +1 str/con, witcher styles do 50% more dmg
Playing a Witcher
Religion: Witchers do not commonly worship deities. However, some may pray to Deities for their favour from their respected elements (Obad-Hai Nature, Fharlanghn Travel, Esc...).
Other Classes: Other classes prefer to keep their distance from Witchers in case they may get a bad reputation. Witchers on the other hand treat others the same way they treat anyone in general.
Combat: Witchers like to gather all the information they can on their targets before engaging them and would like to prepare to fight them ahead of time. In this preparation they try to lay traps, create potions/Poisons/Bombs, and prepare their weapons for the fight to come. When in fights Witchers prefer to fight in close quarters to be able to gain the advantage with their expertise in their weapon and fight with their styles to the best of their abilities. However, a Witcher knows when he is outmatched by his target. When he catches on to his disadvantages, he will try to turn the tides by falling back using signs and bombs and tries to disorients his targets.
Witchers in the World
|“||Power,sex.Sex,power. they both comes down to one thing- screwin' others||”|
|—Geralt of Rivia, Human Witcher|
Witchers are taken in as children and subjected to potions and martial training for most of their young life. Ultimately, only about 40% of the children survive the final trial and potion. The process gives a Witcher special powers. Witchers also wear a magical medallion that will vibrate when magical creatures are nearby. Witchers typically carry two swords. The first is a steel sword used against humans, and the second is a silver sword used against creatures like werewolves and vampires.
Daily Life: Witchers daily lives is revolved around riding the world of evil. Witchers travel the world finding evil and riding the world of it for coin.
Notables: Witchers that pass the trial of grasses may change in their appearance. One of the first is their eyes change to a type of Cat Slit and another is that their hair may turn white even though they may be quite young.
Organizations: Witchers may be seen as a guild of adventuring Professional Monster Slayers. Witchers congregate to abandoned forts where they will train and become better Witchers. Witchers that are older may turn to teaching newer Witchers and help them in the trial of grasses. However, out in the world they are uncommonly seen together unless they are working together to finish a mission or meeting for Guild purposes.
NPC Reactions: Even though it is a rumor that Witchers are demonic, anywhere there is knowledge of Witchers people look down upon them.
Characters with ranks in Knowledge (Local or History)(Only Local if there are Witchers in the area) can research Witchers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Witchers are hired Monster Slayers.|
|15||Witchers are Professional Monster Hunters that use unnatural means to kill their targets..|
|20|| Witchers are Professional Monster Hunters that use poisonous forms of alchemy to merge their bodies into an almost monster like creature.
This grants witchers super natural abilities to gain the upper hand against their targets. Also Witchers have been growing short in numbers since adventures and knights started to take all of their capable jobs.
|25|| Witchers bodies become mutated after the Trial of grasses.
This makes Witchers be able to drink poisonous potions to enhance their fighting capabilities. Also with this higher knowledge one might be able to memorize the more famous Witchers in the world.