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Im no avenger of orphans No executioner for hire Im a Witcher. Geralt of Rivia CLASS TRAITS Role: Striker. You use your extensive knowledge of monster anatomy, weapon skill, and inhuman reflexes to hunt and slay your prey. Using Alchemy and Signs, you lean towards Controller as a secondary role. Power Source: Martial and Arcane. You rely on years of weapons training backed by alchemic infusions and knowledge of basic magic Signs. Key Abilities: Strength, Dexterity, Intelligence Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Simple melee, Military melee Implement: Ki Focus Bonus to Defense: +1 Reflex, +1 Willpower Hit Points at 1st Level: 12 + Constitution Score Hit Points per Level Gain: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Dungeoneering (Wis), Endurance (Con), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex) Build Options: Slayer witcher, learned witcher Class Features: Witcher Training, Monster Lore, Meditation, Mutant Physiology , Witcher Alchemy
Geralt of Rivia and image copyright of CD Projekt. Class concept inspired by Andrzej Sapkowski and The Witcher and The Witcher 2: Assassins of Kings video games by CD Projekt. Homebrew created and edited by Moses Nester (El_Karlos), 2010
Witchers are wandering professional monster slayers who have endured years of relentless training and passed through hellish secret trials that change their very physiology. Through voluntary exposure to mutagenic alchemical compounds, witchers-in-training are granted inhuman speed and reflexes, an altered metabolism, and the golden irises and vertical pupils characteristic of all witchers. That is, if they survive the process As a witcher, you can draw upon the knowledge collected and compiled by scholars and witchers alike on the habits, tactics, and weaknesses of all manner of beasts both magical and mundane to track, exploit, and slay those that endanger the lives of innocents. Complimenting your weapons training, your knowledge allows you to create powerful potions that only your mutant metabolism can processes, as well as an array of bombs and blade coatings for nearly any situation. Your training allows you to call upon simple combat magics known as Witcher Signs to catch foes off-guard turn the battle to your favor. Because of their appearance, altered by mutant characteristics and disfigured by scars from dangerous beasts, and their profession, witchers are normally met with fear, if not outright hostility from those that they protect. Nonetheless, they continue to provide their expertise to those in need For a price, of course.
Dexterity as a close second, both to improve your AC and to strengthen your melee attacks, as well as use ranged weapons such as throwing knives. Suggested Feat: The Deadliest Game (Human feat: Action Surge) Suggested Skills: Acrobatics, Athletics, Endurance, Stealth, Nature Suggested At-Will Powers: Vipers Strike, Rivian Feint Suggested Encounter Power: Aard Sign Suggested Witcher Alchemy Recipes: Crinfrid Oil, Devils Puffball
Learned Witcher
Learned witchers have spent countless hours refining their alchemical skills and empowering their Signs. While still able to hold their own in melee, experience have taught these witchers to plan ahead, set traps, and position the weakened prey exactly where they want it, before dealing the final blow. As a learned witcher, make Strength your highest ability score and Intelligence your second to improve your AC and boost the effectiveness of your Signs. Suggested Feat: Learned Preparation (Human Feat: Monster Knowledge) Suggested Skills: Athletics, Endurance, History, Religion, Dungeoneering Suggested At-Will Powers: Group Style, Expose Weakness Suggested Encounter Power: Yrden Sign Suggested Witcher Alchemy Recipes: Spectre Oil, Zerrikanian Sun
Creating A Witcher
Witchers rely on Strength for both their melee attacks and Signs. Depending on the build, Dexterity or Intelligence makes a solid secondary attribute. Wisdom is a useful tertiary to both builds, as it increases a Witchers willpower defense, increases perception, and supports Monster Lore checks with Nature and Dungeoneering.
Class Features
Witcher Training
Traditionally, witchers carry two swords, a twohanded steel broadsword for fighting humans and mundane creatures, and a silver longsword for fighting monsters. Some schools have broken from this tradition, embracing different weaponry, but the core tradition remains the same: While wielding a non-silvered weapon, you gain a +1 bonus to attack rolls against humanoids and beasts with the Natural keyword. While wielding a silvered weapon, you gain a +1 bonus to attack rolls against humanoids and beasts without the Natural keyword.
Slayer Witcher
Witchers who follow this path are adept at taking down single creatures in melee, relying on swordplay and using their Signs defensively or to gain an advantage over their chosen enemy. Make Strength your highest ability score with
In addition, choose one of the following schools of training and gain its benefit. School of the Viper: Gain the Quickdraw feat as a bonus feat. You gain a bonus to Monster Lore damage equal to your Dexterity modifier. School of the Owl: Gain the Alchemist feat as a bonus feat, even if you do not meet the prerequisites. Your Witcher Signs gain additional benefits tailored to each sign.
Implement
Witchers traditionally use trophies taken from slain monsters as Ki Focuses for their attacks. A witcher can add the enhancement bonus of a Ki Focus to melee attacks with weapons, but doing so replaces the enhancement bonus and any magical properties of the weapon for the attack.
Witcher Alchemy
All witchers are trained in alchemy recipes usable only by other witchers. Because of their mutant metabolisms, only witchers can safely handle the ingredients for the bombs and oils they create. Likewise, normal individuals would find witcher potions to be toxic rather than beneficial. Witcher poisons, bombs, and potions are equivalent to the Daily Powers of other classes, in that the items created expire after each extended rest if not used and only a certain number of items may be prepared during an extended rest. A poisoners kit is required to make the items. A witcher may learn additional recipes of his level or lower and may pick from those when preparing items during an extended rest. Level 1st 5th 9th 15th 19th 25th 29th Recipes Known 2 3 4 5 6 7 8 Items Prepared 1 2 3 3 (one up to 15th level) 3 (two up to 15th level) 4 (one up to 25th level) 4 (two up to 25th level)
Monster Lore
You gain a +5 bonus to Monster Knowledge checks with untrained knowledge skills. Once per encounter as a free action, you pick a target creature and attempt a Monster Knowledge check. If you succeed well enough to learn its powers (not just identify it), you deal extra damage to that type of creature for the rest of the encounter. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you fail, you may try again after you drop the creature to 0 hit points, gaining insight from its defeat. Once all creatures of the same type have been defeated, you regain the use of this ability and may select a new target. Level 1st-10th 11th-20th 21st-30th Monster Lore Extra Damage +1d8 +2d8 +3d8
MEditation
Rather than sleep, you may enter a state of meditation. In this state, you remain aware of your surroundings, and you require only 4 hours of meditation to gain the benefits of an extended rest. While meditating you may create both Witcher Alchemy items and normal Alchemy items, but any other action cancels the meditation.
Mutant Physiology
You gain a +1 bonus to AC while wearing light or no armor and have low-light vision.
Starting at 6th level, you may choose 2 Witcher Potion recipes of your level or lower instead of picking a utility power but prepare only one per day. Duplicates of the same type of potion may not be prepared as they would be toxic, even to a witcher, if consumed within the same day. Level 6th 10th 16th 22nd Recipes Known 2 4 6 8 Potions Prepared 1 2 3 4
Witcher Powers
Your at-will powers are martial exploits, while your Witcher Sign encounter powers are spells. Your Witcher alchemy items are considered consumables.
Vipers Strike Witcher Attack 1 After wounding your foe, you wait patiently like a coiled viper, ready to strike. At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. If the target attacks you before the start of your next turn, you may make a melee basic attack against it as an immediate interrupt. Increase damage to 2[W] + Strength modifier at 21st level
Witcher Signs
Witcher encounter attack powers are limited to 4 different signs. You may learn a new sign at 1st, 3rd, and 7th levels. Afterwards, they scale in damage and effect with your level. In addition, you may learn the Quen Sign at level 2 in place of a level 2 utility power. Aard Sign Witcher Attack 1 You thrust your hand forward and a ripple of force energy tears through the air towards your foe. Encounter Arcane, Implement, Force Standard Action Close blast 3 (Close blast 5 at 17th level) Target: One creature in blast Level 11: 2 creatures in blast Level 17: All creatures in blast Attack: Strength vs. Fortitude Hit: 2d6 + Strength modifier damage and the target is pushed 3 squares and knocked prone. Level 11: 3d6 + Strength modifier damage. Level 17: 4d6 + Strength modifier damage. Level 27: 5d6 + Strength modifier damage. School of the Owl: The target is dazed until the end of your next turn instead of knocked prone. Level 11: Dazed (Save ends). Level 17: Dazed (Save ends) and knocked prone. Level 27: Stunned (Save ends). Special: You may use this power to make a Strength check to break an object with a +5 bonus. If you do, you must take a short rest to regain the use of this power.
Axii Sign Witcher Attack 1 You make a series of gestures with one hand and send your will coursing into that of another. Encounter Arcane, Implement, Psychic, Charm Standard Action Ranged 5 (Ranged 10 at 17th level) Target: One creature Attack: Strength vs. Will Hit: The target makes a basic attack against one of its allies. Aftereffect: The target takes a -2 penalty all defenses and attack rolls until the end of your next turn. Level 11: Save ends. Level 27: -3 penalty. School of the Owl: The target gains a bonus to the damage roll of the basic attack equal to your Intelligence modifier. Level 11: Slide the target a number of squares equal to one-half your Intelligence modifier before the attack. Level 17: Instead of inflicting the aftereffect, you may choose to dominate the target (save ends). Special: You may use this power to make an arcana check in place of a diplomacy check. If you do so, you must take a short rest to regain use of this power. Quen Sign Witcher Utility Power 2 Flickering blue sparks of electrical energy surround you and shield you from harm. Encounter Arcane, Lightning Minor Action Effect: You gain temporary hit points equal to 10 + one-half your level. While you have these temporary hit points, any creature that hits you takes lightning damage equal to your Strength modifier. School of the Owl: You gain additional temporary hit points equal to your Intelligence modifier. Creatures who hit you take additional lightning damage equal to your Intelligence modifier.
Igni Sign Witcher Attack 1 You raise your hand and incinerate the target with a gesture. Encounter Arcane, Implement, Fire Standard Action Ranged 5 (Ranged 10 at 17th level) Target: One creature Attack: Strength vs. Reflex Hit: 2d8 + Strength modifier fire damage and ongoing 5 fire damage (save ends). Level 11: 3d8 + Strength modifier fire damage and 10 ongoing fire damage (save ends). Level 17: 4d8 + Strength modifier fire damage and 15 ongoing fire damage (save ends). Level 27: 5d8 + Strength modifier fire damage and 20 ongoing fire damage (save ends). School of the Owl: You deal extra ongoing fire damage equal to your Intelligence modifier. Level 11: Area burst 1 within 5 squares. Level 27: Area burst 2 within 5 squares. Special: You may use this power to ignite or douse a small fire, such as a torch or campfire. Doing so does not expend this power. Yrden Sign Witcher Attack 1 You kneel and trace a ward on the ground which will deliver a nasty surprise when tread upon. Encounter Arcane, Implement, Zone Standard Action Close blast 2 Effect: You create a zone within the blast that lasts until the end of your next turn. Make the following attack against any creature that enters or starts its turn within the zone. Free Action Target: The triggering creature Attack: Strength vs. Reflex Hit: 2d8 + Strength modifier damage and the target is immobilized (save ends). Level 11: 3d8 + Strength modifier damage. Level 17: 4d8 + Strength modifier damage. Level 27: 5d8 + Strength modifier damage. School of the Owl: The target is restrained instead of immobilized (save ends). Level 17: Close blast 3 Level 27: You may sustain the zone as a minor action.
Spectre Oil Level 1 This alchemical coating is the bane of ghosts and wraiths. Witcher Alchemy Item Power (Consumable Posion): Minor action. You apply the poison to your melee weapon. Until your next extended rest, your melee attacks ignore the insubstantial quality. Zerrikanian Sun Level 1 This powder ignites with a brilliant flash. Witcher Alchemy Item Power (Consumable Bomb, Implement): Minor action. Effect: You make the following attack. Area burst 1 within 5 squares Target: Each creature in burst. Attack: Strength vs. Reflex Hit: The target is blinded and deafened (save ends). Miss: The target is deafened (save ends). Celestial Powder Level 1 This compound mimics the essence of the Astral Sea and is effective against creatures from the Elemental Chaos or beyond. Witcher Alchemy Item Power (Consumable Poison): Minor action. You apply the poison to your melee weapon. Until the end of the encounter, your melee attacks with the poisoned weapon deal an extra 2d6 damage against creatures with the Elemental or Aberrant origin.
Samum Level 15 This bomb explodes with concussive force, stunning enemies. Witcher Alchemy Item Power (Consumable Bomb, Implement): Standard action. Effect: You make the following attack. Area burst 1 within 5 squares Target: Each creature in burst. Attack: Strength vs. Fortitude Hit: 3d8 damage + Strength modifier damage and the target is stunned (save ends). Miss: Half damage and the target is dazed (save ends). Brown Oil Level 15 This compound prevents blood from clotting, making even minor cuts potentially lethal. Witcher Alchemy Item Power (Consumable Poison): Minor action. You apply the poison to your melee weapon. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the creature takes ongoing damage equal to your Dexterity or Intelligence modifier (save ends). Argentia Level 15 This oil shines with a silver-blue radiance, lethal to the denizens of the Shadowfell. Witcher Alchemy Item Power (Consumable Poison): Minor action. Minor action. Until the end of the encounter, whenever you hit a creature of Shadow origin with a weapon attack using the poisoned item, the target takes 12 extra damage, and is dazed until the end of your next turn.
Deadly Momentum Legendary Slayer Utility 12 As your prey falls, you seize to opportunity to turn on those that remain. Encounter Martial Free Action Personal Trigger: One of your attacks drops an enemy subject to your Monster Lore class feature to 0 hit points or fewer. Effect: You gain an action point that you must spend before the end of your next turn. Temerian Devil Legendary Slayer Attack 20 You drive one of your weapons into a foe, then the other, before ripping both of them free. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature. Attack: Strength vs. AC (main weapon) Hit: 2[W] + Strength Modifier damage. Make a secondary attack against the target using the other weapon chosen for your Deft Hands path feature. Secondary Attack: Strength +1 vs AC (other weapon) Hit: 1[W] + Strength modifier damage. Make a tertiary attack against the target. Tertiary Attack: Strength vs AC (main weapon) Hit: 1[W] (main weapon) + 1[W] (other weapon) + Strength modifier damage.
Witcher Medallion (11th level): You gain a bonus to active and passive perception checks to detect creatures and arcana checks to detect magic equal to 2 + the enhancement bonus of your neck slot item. Improved Signs (11th level): You may learn a new Witcher Sign. Improved Potions (12th level): You may learn two additional witcher potion recipes of your level or lower. You may prepare one additional witcher potion during an extended rest. Killers Insight (16th level): Once per encounter, when an ally hits a creature subject to your Monster Lore class feature, they deal additional damage equal to your Monster Lore damage.
Expert Witcher
A manticore, wyvern, fogler, aeschna, ilyocoris, chimera, leshy, vampire, ghoul, graveir, were-wolf, giant scorpion, striga, black annis, kikimora, vypper... so many I've killed.. Prerequisite: Witcher class Your peerless knowledge of monster slaying, signs, and alchemy are better weapons than any blade. Other witchers seek your expertise and advice, hoping to be as efficient of a killer as you one day.
Potion Recycling
Prerequisite: Witcher Benefit: Once per day, you may break down and swap one of your prepared witcher potions for a different witcher potion of the same level or lower.
Professionalism
Prerequisite: Witcher Benefit: Enemies take a -2 penalty to saving throws against effects you impose upon them with your Witcher Signs, Bombs, and Poisons.
Witchers Action
Prerequisite: Witcher, Monster Lore class feature Benefit: If you spend an action point to take an extra action and have already dealt Monster Lore damage during this round, you can deal the extra damage a second time during this turn.
Rising Moon
Prerequisite: Witcher, School of the Owl Benefit: You gain a +2 bonus to damage rolls with Witcher Signs at night. This bonus increases to +3 at 21st level.
Alchemic recycling
Prerequisite: Witcher Benefit: Once per day, you may break down and swap one of your prepared witcher posions or bombs for a different witcher poison or bomb of the same level or lower.
Monster Knowledge
Prerequisite: Witcher Benefit: You gain a +3 feat bonus to all monster knowledge checks.
Trophy Hunter
Prerequisite: Witcher Benefit: Each time you or your allies slay a Solo monster, you may harvest a trophy from it. While displaying this trophy, you deal extra damage with all attacks equal to your Dexterity or Intelligence modifier against creatures of the same type. In addition, you gain a bonus to intimidate checks against creatures of the same type equal to your Strength modifier. Only one trophy can be displayed per day.
Slayer of Men
Prerequisite: Witcher, Monster Lore class feature Benefit: You may use your Monster Lore class feature against humans and humanoid enemies. Note: It is up to the DMs discretion as to whether this feat is necessary or if Monster Lore can innately be used against humanoids.