Witcher (3.5e Prestige Class)

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Witcher
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Witcher[edit]

--he was like air. He was suspended in a dance of rivalry and primal power. His eyes were fierce and were like the demon's he faced. His silver sword, swung wildly like flame, scathing and chipping at the creature and his movements were skillful and purposeful as he ascended rafters and terrain to meet his query. He drove it away, to lay siege upon it's lair and rid the beast of it's curse, his mission dealt to him, every movement he made, every swing of his sword, to quell and defeat the beast. That is the Witcher. The monster slayer. A mean's to an end, when the only end left is to bring a monster to fight a monster.
—Line of text by Aldermaius Typh, Author of "The Compendium of Mutants, Magicked Warriors and Monsters"

A witcher is someone who has undergone extensive training and mysterious rituals, which take place at "witcher schools", in preparation for becoming an itinerant monster-slayer for hire. Taken in usually as children, sometimes kidnapped, when their innate abilities can only be hinted at, witchers-to-be are subjected to intense alchemical processes, absorption of mutagenic compounds, and other trials to make them highly versatile against their opponents, many of which possess superhuman speed, strength and/or other dread powers. These procedures ultimately mean that each fully-trained witcher is a mutant.

Becoming A Witcher[edit]

Taking on the Witcher Prestige Class, is a lot like choosing a bloodline class for Sorcerers. For story purposes, players wishing to have Witcher characters should first consult with their Dungeon Master to see if they would allow such a class. It cannot be done at a later time unless the DM implements a way of doing so. It is, in theory, possible for a teenager to young adult being to do so, however, the reason it is done at early adolescent years, is due to how the body needs to cope with the muta-genic effects of plants, specific poisons and training to create a Witcher, which is implied that it can last from anywhere to sixteen to twenty years.

Those whom prefer melee classes such as Fighters are best suited for Witchers, as well as those who enjoy using a moderate amount of magic, like a Cleric, however, the best way to describe a Witcher, is a mixture between a Fighter and a low-level Sorcerer. They have enough of an aptitude for magic to be useful in a pinch, but are nowhere near capable of the feats of normal Wizards and Sorcerers. Their unique spell-set is what defines their class, as well as their exceeding talents with swords. Witchers focus mostly on Strength and Dexterity for combat reasons and rely on Charisma heavily for their spell-work.

Entry Requirements
Alignment: Any Alignment.
Base Attack Bonus: 0+.
Race: Any race of being that lives longer then 25 years, is humanoid and does not already have secondary bloodlines (such as Draconic, Fae, etc.). Any race that has prior mutations or body alterations that go as far as to their genes, should also be considered inept, such as Harpies, Dragon-kind etc.
Special: If it is upon creation that it is decided that the character is a Witcher, and it's allowed, they may already join party activities and story when provided. If not, the player in question must first find an appropriate Witcher School.

If one does not exist, the DM may provide a means of meeting an archivist or an alchemist or similarly any appropriate patron deity or supernatural being that may create a Witcher on demand or provide the means to taking the path, but the lore must be present and the character wanting to become a Witcher in question, must at least make the Knowledge DC or have learned of Witchers from another source. In any of those cases where it is not instantaneous, the character must make a 2d12 roll, to determine how many years will pass as they undertake the task, with a minimum of being four years. From there, the character MUST make at least half of the amount of the maximized variables.

For instance, if the character rolls and gets a 1 and 3, they have met the minimum needed of four years, so they need to roll 4d20. They must make at least half of the maximum score (40) to have succeeded in the task. If they make under this amount, the attempt at becoming a Witcher has failed and are not allowed to try again and take a penalty of 1d6 against their CON, and 1d4 against their STR and DEX, that cannot be healed or undone, save for in the case of a Wish Spell or applicable deity whom has the power to heal such damage.

In the event they make 3/4 of the maximum variable (in this case, 60) or come within 5 points of it, it is considered that they adapted well to the process and gain an extra +1 to all saving throws, base attack bonuses and spells-per-day scores received in becoming a Witcher. If they managed to make within 10 points of the full amount (70+ for this example), it is considered that they took up the skills very easily and were considered very skilled among their peers (if applicable), receiving an extra +2 to all mentioned scores. If they make the full amount, they are considered legendary Witchers and are the epitome of Witcher potential personified, receiving an extra +3 to all scores.

Table: The Witcher

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 1+ 2+ 2+ 1+ Aard Lvl.1, Mutation Choice
2nd 2+ 2+ 2+ 2+ Igni Lvl.1, Silver Finesse
3rd 3+ 4+ 3+ 2+ Yrden Lvl.1, Lithe Form
4th 4+ 4+ 4+ 3+ Quen Lvl.1, Better Blade Handling
5th 5+ 5+ 5+ 4+ Axii Lvl.1, Mutation Choice
6th 6+/1+ 5+ 6+ 5+ Aard Lvl.2, Blade Blitz, Deepened Senses
7th 7+/2+ 5+ 6+ 6+ Igni Lvl.2, Monster Hunter
8th 8+/3+ 6+ 6+ 6+ Yrden Lvl.2, Duel Expertise
9th 9+/4+ 7+ 6+ 7+ Quen Lvl.2, Knight of Flight
10th 10+/5+ 8+ 6+ 7+ Axii Lvl.2, Mutation Choice
11th 11+/6+/1+ 9+ 7+ 8+ Aard Lvl.3, Treasure Hunter
12th 12+/7+/2+ 10+ 8+ 9+ Igni Lvl.3, Noble Tongue
13th 13+/8+/3+ 10+ 9+ 9+ Yrden Lvl.3, Dance of Blades
14th 14+/9+/4+ 10+ 10+ 10+ Quen Lvl.3, Predator Prowl
15th 15+/10+/5+ 11+ 11+ 11+ Axii Lvl.3, Mutation Choice, True Monster Hunter

Class Skills (6 + Int modifier per level)
<-list of class skills->.

--Rathmostofar (talk) 15:54, 26 March 2013 (MDT)

Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-class name->.

Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—<-this spell->, <-that spell->, <-and the other spell->.

1st—<-this spell->, <-that spell->, <-and the other spell->.

2nd—<-this spell->, <-that spell->, <-and the other spell->.

3rd—<-this spell->, <-that spell->, <-and the other spell->.

4th—<-this spell->, <-that spell->, <-and the other spell->.

5th—<-this spell->, <-that spell->, <-and the other spell->.

6th—<-this spell->, <-that spell->, <-and the other spell->.

7th—<-this spell->, <-that spell->, <-and the other spell->.

8th—<-this spell->, <-that spell->, <-and the other spell->.

9th—<-this spell->, <-that spell->, <-and the other spell->.

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—<-this power->, <-that power->, <-and the other power->.

2nd—<-this power->, <-that power->, <-and the other power->.

3rd—<-this power->, <-that power->, <-and the other power->.

4th—<-this power->, <-that power->, <-and the other power->.

5th—<-this power->, <-that power->, <-and the other power->.

6th—<-this power->, <-that power->, <-and the other power->.

7th—<-this power->, <-that power->, <-and the other power->.

8th—<-this power->, <-that power->, <-and the other power->.

9th—<-this power->, <-that power->, <-and the other power->.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<-psi-like class feature-> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<-spell-like class feature-> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana->}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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