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Witcher Class

Witchers are professional monster hunters who have undergone many years of intense physical and mental training at a witcher school, as well as an agonizing alchemical ritual that has mutated their bodies and enhanced their physical abilities.

 

Witchers typically spend their career on “The Path”; a nomadic lifestyle, roaming the world looking for contracts. Some witchers, however, find their path as adventurers, putting their trade skills to great use on legendary quests.

Role: Witchers are monster slayers that excel in tracking down their quarry and striking at an opportune times using alchemy, martial prowess, and simple magics.

Alignment: Must be within one step of True Neutral.

Hit Die: d10.

Starting Wealth: 5d6 x 10 gold. You also start with a witcher’s medallion (See Witcher Medallion class feature).

Witcher Training: Your character must undergo extensive physical and mental training at a witcher school, and go through the witcher trials to become a witcher. As such you cannot multiclass into the witcher class without going through training at a witcher school (See Becoming a Witcher section for guidelines).

Class Skills

The witcher’s class skills are Acrobatics, Climb, Craft (Alchemy), Heal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Perception, Profession (Witcher), Ride, Stealth, Survival, and Swim.

Skill Ranks per Level: 6 + Int modifier

Class Skills

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Class Features

Class Features
Proficiency

Weapon and Armor Proficiency

You are proficient with all simple weapons and martial weapons, as well as with light armor, medium armor, and shields (excluding tower shields).

Becoming a Witcher

Training to become a witcher is a complicated and time intensive task that can only be done at a witcher school. The time needed to complete this training is up to the GM’s discretion but a recommended timeline is 1d6+8 years. New player characters can include completion of this training as part of their backstory. The timeline is intended for players who wish to multiclass their existing characters into the witcher class.

 

Training at a witcher school involves intense mental and physical routines to prepare students for a witcher’s life on the Path. Students are taught to master martial combat with a variety of different weapons and tactics, the basics of arcane magic, and extensive lore on various monsters and beasts. Students also stick to a strict alchemically supplemented diet in tandem with a brutal training regime designed to enhance their physical abilities and prepare them for the trials.

 

Though anyone can attempt the training, few stick with it, and even fewer successfully make it through the witcher trials. The trials are a series of excruciating alchemical and magical mutations that all students must go through near the end of their training in order to gain their exceptional senses, disease immunity, poison resistance, and witcher potion tolerance. These trials are very dangerous to go through, and some students die in the process or fail to take to the new mutations. Player characters are special and do not need to roll anything to determine the outcome of their trails if they do not want to.

 

Optional rules for trial outcomes are as follows: roll a DC 15 Constitution check using your base Constitution modifier, unaltered by magic items and time-limited spells. Success means your trials went well and you successfully become a witcher. Failure by 4 or less means you struggled with the trails but came close to passing. You can retry the trials after 2 more months of additional training with a +2 to your roll. Failure by 9 or less means you struggled greatly with the trails and do not yet have what it takes to be a witcher. You can retry the trials after an additional year of training. Failure by 10 or more means the trials were too much for you and you die in the process.

 

 

Witcher Mutations (Ex)

Upon initiation as a witcher, you undergo intense physical mutation. You gain Low-Light Vision, allowing you to see twice as far as humans in conditions of dim light. In addition, your lifespan is extended, allowing you to live up to 250 years longer than other members of your race.

 

A witcher that is reincarnated or enters a new body by other means loses the effects of the Witcher Mutations, Disease Immunity, and Poison Resistance class features, and loses the ability to benefit from Witcher Potions. Spells which restore the witcher's body like Raise Dead, Resurrection, or Regenerate do not cause you to lose these class features.


 

Witcher Medallion (Su)

When you became a witcher, you were given a small, magical silver medallion from your witcher school, signifying your profession as a witcher. This medallion vibrates within 30 feet of magical auras and creatures with the magical beast type that the wearer is unaware of.

 

A witcher’s medallion is small enough to not take up a neck slot, and can only be effectively used by the witcher to whom it originally belonged.

 

If your witcher medallion is lost or destroyed, you can craft a new medallion or acquire a replacement from your school. Crafting a new medallion takes 300gp of materials and 1 day of work to create and enchant using a simple ritual known by all witchers. Crafting a new witcher medallion does not require an item creation feat. Once crafted, the medallion attunes to the first witcher who wears it, and will not function for other wearers. A witcher medallion emanates a faint divination aura.

Signs (Sp)

During your witcher training, you learned how to cast a simplified form of magic known as Signs. Signs are similar to spells, but only require a somatic component. Casting a sign is a standard action that requires a free hand, does not provoke attacks of opportunity, and cannot be done while grappled. Signs are spell-like abilities, and as such are subject to spell resistance. Multiple castings of the same sign do not stack unless otherwise noted.

 

You can only cast a limited number of signs per day. Your base daily allotment is listed on the witcher class table. In addition, you receive bonus signs per day if you have a high Wisdom score. The number of bonus signs per day is equal to the number of bonus 1st level spells your Wisdom score grants you (see page 17 of the Core Rulebook).

 

Your selection of signs is limited. At 1st level, you know 2 signs of your choice. At 5th, 9th, and 13th level, you learn a new sign, as indicated on the witcher class table.

 

At 6th level and every 5 levels thereafter, your ability to cast Signs improves. The effects of Signs that you cast improve, as described in the description of each Sign.

Click here to view witcher signs.

Studied Target (Ex)

You can study an opponent you see as a move action. You then gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of your witcher class abilities (except for Signs) against that opponent increase by 1. You can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is slain or destroyed, or until you study a new target.

 

At 5th, 10th, 15th, and 20th level, the bonuses on weapon attack rolls, damage rolls, and skill checks and your DCs against a studied target increase by 1. In addition, at each such interval, you are able to maintain these bonuses against an additional studied target at the same time. You may discard this connection to a studied target as a free action, allowing you to study another target in its place.

 

At 7th level, you can study an opponent as a move or swift action.

Witcher Path (Ex)

Witchers often refer to their lifestyle of monster hunting as “The Path”, but not every witcher walks the same path. Some specialize in using Potions and Signs, some favor the strength of their sword arm, while others rely on their marksmanship. At 2nd level, you must select a Path to pursue.

 

This Path manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. You can choose feats from your selected Path, even if you do not have the normal prerequisites.

Click here to view witcher paths.

 

Witcher Oil (Ex)

You can craft specialized alchemical oils which you can apply to your weapons to increase their effectiveness against certain types of creatures. At 2nd level, you select 2 creature types from the Ranger’s Favored Enemy list, and know how to craft oils to target those types of creatures. At 6th, 10th, and 14th levels, you can select an additional type of creature to craft oils for as indicated on the witcher class table.

 

Upon reaching 4th level, and at every even-numbered witcher level after that (6th, 8th, and so on), you can select a new type of creature to craft oils for in place of one you already know. Upon replacing a known witcher oil, any oils targeting the replaced creature type that you have already crafted or applied become inert. You may replace only a single known witcher oil at any given level.

 

One dose of witcher oil takes 20 minutes to craft, and requires alchemist's supplies or other appropriate tools. This can be reduced to 10 minutes with a successful DC 15 Craft (Alchemy) check.

 

When crafting a dose of oil, you must designate a single type of creature from the list of creature types you know how to craft oils for. The created oil will only apply to this creature type. Multiple doses of witcher oil targeting the same type of creature can be stored in a single container and have a negligible weight. You can carry as many witcher oil doses as you wish to make.

 

One dose of witcher oil can be applied to a single melee weapon or up to 20 pieces of ammunition. This application takes 1 minute to complete for a melee weapon or 5 minutes for ammunition. Witcher oils become inert 1 hour after application. When applied and active, you gain a +1 alchemical bonus on damage rolls made against the type of enemy the oil is crafted for. This bonus increases by an additional +1 every 4 witcher levels beyond 2nd to a maximum of +5 at 18th level. This bonus only applies when you are using the weapon. Multiple doses do not stack. If you apply a new oil to a weapon with an oil already active, the new oil replaces the old one.

Track (Ex)

At 3rd level, you add 1/2 of your witcher level (minimum 1) to Survival skill checks made to follow tracks.

 

Witcher Potions (Su)

You’ve been trained in alchemy and know how to brew a unique set of potions. At 3rd level, you learn how to craft 2 witcher potions. At 7th, 11th, and 15th levels, you learn a new witcher potion as indicated on the witcher class table.

 

You can craft any witcher potion you know by spending 20 minutes brewing it using alchemist’s supplies or other appropriate tools. This can be reduced to 10 minutes with a successful DC 15 Craft (Alchemy) check. You can carry as many witcher potions as you wish to make.

 

Witcher potions are very strong, designed for a witchers mutated body and increased tolerance. Upon consumption of a witcher potion, you gain an amount of Toxicity points noted by the witcher potion you are consuming. You can endure a number of Toxicity points equal to 1 + your Constitution modifier (minimum 1) without suffering any negative effects. Your Toxicity tolerance is not reduced by Constitution damage, but is reduced by Constitution drain. Your Toxicity is reduced by 1 point each hour. When you endure additional Toxicity beyond your maximum, you suffer the following conditions:

 

1 point over: You gain the fatigued condition.

2 points over: You gain the exhausted condition.

3 points over: You gain the disabled condition.

 

These conditions cannot be removed except by reducing the witcher’s current Toxicity.

 

For each point beyond 3 points over: You take 2 points of Constitution damage and must make a Fortitude save with a DC of 10 + ½ the brewer’s witcher level + the brewer’s Wisdom modifier or become unconscious until your Toxicity returns to 0. The Constitution damage gained from a point of Toxicity is removed when the your Toxicity returns to 0

 

Witcher potions are toxic to non-witchers and as such any creature that consumes a witcher potion must make a Fortitude save with a DC of 15 + ½ the brewer’s witcher level + the brewer’s Wisdom modifier, or take 2 Constitution damage. A creature that rolls a natural 1 on this save becomes unconscious in addition to the normal effects of failing the save. Upon a successful Fortitude save, a non-witcher gains the benefits of the potion and the noted points of Toxicity. A non-witcher can endure a number of Toxicity points equal to their Constitution modifier - 1 (minimum 0) without suffering any negative effects. A non-witcher suffers the same negative effects as a witcher whose Toxicity exceeds their Toxicity Threshold. Non-witchers recover from Toxicity over time, recovering from a single point of Toxicity every 2 hours. Additionally, a non-witcher becomes sickened for 1 hour immediately after the potion’s duration expires.

Click here to view witcher potions.

 

 

Monster Lore (Ex)

At 4th level, you add your Wisdom modifier on Knowledge skill checks in addition to your Intelligence modifier when making skill checks to identify the abilities and weaknesses of creatures.

Disease Immunity (Ex)

At 8th level, you gain immunity to all diseases, including supernatural and magical diseases.


 

Stalker (Ex)

At 9th level, you gain your Studied Target bonus on Disguise, Intimidate, and Stealth checks against your studied opponent.


 

Hasted Signs (Ex)

At 11th level you gain the ability to cast signs as a move action.

Evasion (Ex)

At 12th level, you can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor, medium armor, or no armor. If you have the helpless condition you do not gain the benefit of evasion.


 

Poison Resistance (Ex)

At 13th level, you gain a +10 to all saving throws made to resist the effects of poisons of all kinds. You do not get this bonus on saving throws to resist the effects of Toxicity from witcher potions.


 

Quarry (Ex)

At 14th level, as a standard action, you can denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on your Survival skill checks while moving at normal speed, without penalty. In addition, you gain a +2 insight bonus on attack rolls made against your quarry, and all critical threats against your quarry are automatically confirmed. You can have no more than one quarry at a time, and the target must be selected as a studied target. You can dismiss this effect at any time as a free action, but you cannot select a new quarry target for 24 hours. If you see proof that your quarry is dead, you can select a new quarry target after 1 hour.

Improved Evasion (Ex)

At 16th level, your evasion improves. This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you now take only half damage on a failed save. If you have the helpless condition you do not gain the benefit of improved evasion.


 

Improved Quarry (Ex)

At 19th level, your ability to hunt your quarry improves. You can now select a quarry as a free action, and can now take 20 while using Survival to track your quarry, while moving at normal speed without penalty. The insight bonus to attack your quarry increases to +4. If your quarry is killed or dismissed, you can select a new one after 10 minutes have passed.

 

 

Master Witcher (Ex)

At 20th level, you become a master at capturing or killing your studied targets. As a standard action, you can make a single attack against a studied target at your full attack bonus, choosing one of the following effects: kill or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 your witcher level + your Wisdom modifier. Whether or not the target succeeds, it cannot be targeted by this ability again (by any witcher) for 24 hours.

Witcher Mutations
Witcher Path
Witcher Medallion
Signs
Studied Target
Track
Witcher Oil
Witcher Potions
Monster Lore
Disease Immunity
Stalker
Hasted Signs
Poison Resistance
Quarry
Improved Quarry
Master Witcher
Evasion
Improved Evasion
Becoming a Witcher
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