Witchers are monster hunters for hire. A Witcher also known as a wiccan, hexer, vedymin, or witchman, is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "Witcher Schools") in preparation for becoming the itinerant monster slayer for hire. They are taken in as children(The Witcher Class can only be taken at Character creation), and subjected to intense alchemical, and mutagenic processes. They are put through relentless physical and magical training to make them dangerous and highly versatile against a vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained Witcher is a mutant built specifically to hunt and kill inhuman prey. This transformation results in the following key mutations.
Sterility (Witchers are chosen from the outsiders of society as children, as they cannot breed to pass on their traits).
Cat-like eyes that grant very acute nigh vision - Witchers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. Their entire sensory system is overall enhanced, allowing them to identify the species of animal from the scent of their blood, and detect nearby beings even when out of sight.
Tremendous resistance to disease (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-Witchers couldn't hope to match. A Witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Witchers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow.
Having the ability to perform simple yet incredibly versatile combat magic in the form of signs. They also develop a sixth sense that allows them to "feel" things around them.
Accelerated healing granting quick recovery from injuries.
Incredibly long lifespan and prolonged youth.
All Witchers carry a medallion, this device aids in the detection of monsters, and no Witcher would part with one willingly. The form of an individual medallion (head of a wolf, cat, griffin, etc.) indicates the school at which its owner was trained. It is a common belief, even among Witchers themselves, that they have no capacity for emotion. This may be debatable, and rather relative, considering the rigors of their training and the dangers they face on a day-to-day basis. Perhaps they have simply never had the time or exposure to society to develop or recognize the reactions to mundane experiences that most take for granted. It may also be explained that a combination of their hard training, genetic modifications, and seclusion from society that may encourage blunted emotional expressions.
Role: Witchers are proficiency combatants with basically any weapon that comes to hand, but Witcher's training focuses on two primary tools, a Steel and a Coldiron Heavy Blade. These swords are typically carried on the back. A steel blade used for more mundane beings, while a Coldiron blade for beasts of the supernatural. Witchers are also frequent mixers and users of powerful potions, having developed an advanced tolerance to their inherent toxicity. Finally, their formal magical training deals with signs, a low-level yet versatile form of magic that allows Witchers to cast spells and enchantments with simple hand gestures. Without extensive improvement and practice, these are mere tricks compared to what a mage can do, but they serve very well for someone with a sword in one hand to add a variety of improvisation to their efforts. Also, the more powerful magic used by mages often takes a lot of time to prepare while all signs are spontaneously cast. In general, a Witcher is a formidable and often overwhelming opponent to more mundane races thanks to their superhuman physical prowess, regenerative capabilities, and magic.
Alignment: Any Neutral
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.)
Class Skills: Acrobatics (Dex), Climb (Str), Craft(Alchemy) (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
The Witcher Class can only be taken during Character creation.
The following are class features of Witchers.
Each School has a different set of weapon and armor proficiencies.
Witchers double the length of all age categories after young for their race.
Witchers heal at twice the normal rate of HP and Ability damage without magical healing when resting.
Each Witcher was trained and mutated at the school that made them what they are. Every school is different and grants different bonuses and abilities.
Witchers begin play with a Witcher Medallion (head of a wolf, cat, griffin, etc.) that is representative of their Witcher school.
Schools can be changed only by retraining all current levels of Witcher a character posses.
Level 1 Witcher School mutations cannot be retrained.
At 1st level a Witcher gains Low-light vision, and scent. Witchers always add their Witcher level to Perception checks and can use Perception instead of the Survival skill to track.
Advanced Talent: A Witcher who chooses Witcher Senses as their Advanced Talent gains Dark Vision 60 ft.
The Witcher's rigorous physical preparation manifests in the form of bonus combat feats at 2nd level and every 4th level after.
Advanced Talent: If chosen as your Advanced Talent a Witcher may select an additional Combat feat each time they select this as their advanced talent.
At 3rd level Witchers gain Craft Weapon Oils as a bonus Feat.
Advanced Talent: If a Witcher chooses Weapon oils as their advanced talent they gain the Weapon Oil Specialist Feat as a bonus feat.
At 3rd level Witchers gain Craft Bombs as a bonus Feat.
Advanced Talent: If a Witcher chooses Bombs as their advanced talent, drawing and throwing a bomb can be done as a move action with a -2 to the AR.
At 3rd level Witchers can brew potions from the Witcher Tier 1 Potions list as if they had the Brew Potion Feat.
Advanced Talent: If chosen as your Advanced talent the Witcher gains access to the next tier of potions for each time they select it as their advanced talent.
At 4th level, a Witcher is immune to all diseases, (except supernatural and magical diseases, including mummy rot), and gains a bonus to fortitude saves vs poison equal to their Witcher level. Witchers also gain Toxicity Resistance feat as a bonus feat.
Starting at 5th level and every 2 levels after a Witcher may choose an advanced Talent. These increase the competency of their existing skills as stated in the individual skills.
Description: The school of the Wolf is a balanced school with no particular emphasis on any aspect and the most widespread of the Witcher schools.
Weapon and Armor Proficiency: A Witcher from this school is proficient with all simple and martial weapons, Hand Crossbows, and with light, and medium armor(no shields).
School Mutation: +2 Bonus to STR Ability Score, and gain Power Attack as a Bonus Feat at level 1.
Description: The school of the Cat focuses on agility, and speed.
Weapon and Armor Proficiency: A Witcher from this school is proficient with all simple and martial weapons, Hand Crossbows, and with light armor(no shields).
School Mutation: +10 ft. movement speed, and gain Skill Focus (Acrobatics) as a Bonus Feat at level 1.
Description: The school of the Griffin focuses on battlefield mobility.
Weapon and Armor Proficiency: A Witcher from this school is proficient with all simple and martial weapons, Hand Crossbows, and with light, and medium armor(no shields).
School Mutation: +2 Bonus to DEX Ability Score, and gain Dodge, and Mobility as Bonus Feats at level 1.
Description: The school of the Bear focuses on endurance and the use of heavy armor.
Weapon and Armor Proficiency: A Witcher from this school is proficient with all simple and martial weapons, Hand Crossbows, and with all armor (heavy, light, and medium) and shields (including tower shields)
School Mutation: +2 Bonus to CON Ability Score, and gain Endurance and Diehard as Bonus Feats at level 1.
Description: The school of the Viper focuses targeted strikes to take down their foes.
Weapon and Armor Proficiency: A Witcher from this school is proficient with all simple and martial weapons, Hand Crossbows, and with light armor(no shields).
School Mutation: +2 Bonus to DEX Ability Score, and gain Sneak Attack from the Rogue Class at level 1.
This Sneak attack can only be used with Heavy Blades.
Description: The School of the Manticore focuses on the use of advanced Signs and the arcane.
Weapon and Armor Proficiency: A Witcher from this school is proficient with all simple and martial weapons, Hand Crossbows, and with light, and medium armor(no shields).
School Mutation: +2 Bonus to WIS Ability Score, and all Signs are cast with Greater Spell Penetration.
Description: The school of the Crane focuses on internal balance with ones body and mind.
Weapon and Armor Proficiency: A Witcher from this school is proficient with all simple and martial weapons, Hand Crossbows, and with light, and medium armor(no shields).
School Mutation: +2 Bonus to STR, and WIS Ability Scores at level 1.
Witchers can cast simple magic spells that can prove very effective when used properly. Witchers call these simple spells Signs. They normally use them against monsters, although they also have non-combat applications. A Witcher begins with a Sign Pool at level 1. The size of the Witcher's Sign Pool is equal to 4 plus their Wisdom modifier. All Signs are cast as a move action, and cost one point from a Witcher's Sign Pool unless otherwise stated. A Witcher's Sign Pool is replenished once per day after at least 8 hours of meditation. The caster level of a Sign is equal to the character's Witcher level. If a sign or school ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the Witcher's level + WIS Modifier. The casting of Signs is not subject to Arcane spell failure, and casting one does not grant an Attack of Opportunity. Signs are considered spells and subject to spell resistance and situational concentration checks as normal spells. To cast a sign requires a free hand and a somatic component.
Advanced Talent: If you choose Sign Pool as your Advanced Talent you gain an additional 2 points per day to your Sign Pool.
Advanced Talent: If you choose Sign Casting as your Advanced Talent you can cast Signs as a swift action instead of a move.
*Sign Cantrips: Witchers can channel their mastery of Signs into casting specific level 0 spells as long as they retain at least one point in their Sign Pool.
You call forth a quick blast of energy that knocks over or pushes one creature or object within 15 ft. You can use this blast of energy to make a bull rush against any one creature or object in direct line with you. Your CMB for this bull rush is equal to your Caster Level plus your Wisdom modifier. This bull rush does not provoke an attack of opportunity. On a success Targets of this Sign must also make a Reflex save or be knocked prone.
*Gust of Wind: Witchers can cast this level 0 spell as a standard action if they have at least on point in their sign pool
Advanced Talent(Aard): Choose to Cast Aard as a 15 ft. Cone instead of at a single target.
A 15 ft. cone of searing flame shoots from the Witcher's fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4) Reflex Save halves the Damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
*Spark: Witchers can cast this level 0 spell as a standard action if they have at least on point in their sign pool
Advanced Talent(Igni): The cone increases to 20 ft. and the damage dealt increases to 1d6 points of fire damage per caster level (maximum 5d6).
This sign creates a 15 ft. radius zone centered on the Witcher. All creatures(except for Witcher who created it) that enter or start their turn within the zone must make a WIL save or become Staggered while within the zone. This zone lasts for a number of rounds equal to your Witcher level. Any creature exiting and reentering the zone gets a new save. Incorporeal creatures are treated as corporeal for the purposes of being attacked while within the radius of Yrden, regardless of their success or failure on the Will save. This effect does not restrict their movement through objects nor does it alter the nature of their attacks.
*Daze: Witchers can cast this level 0 spell as a standard action if they have at least on point in their sign pool
Advanced Talent(Yrden): Creatures that fail the WIL save take 1d4 Damage for every two levels of Witcher you possess while they remain in the zone.
This sign creates a shield of invisible force that surrounds you. It negates magic missile attacks directed at you and provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, as it is a force effect. Quen has no armor check penalty or arcane spell failure chance. The sign lasts for a number of rounds equal to your Witcher level or until the first time an enemy attacks and successfully hits or misses with a melee or ranged weapon by less than the shield bonus of 4, whichever comes first.
*Resistance: Witchers can cast this level 0 spell as a standard action if they have at least on point in their sign pool
Advanced Talent(Quen): When the shield is broken (an enemy attacks and successfully hits or misses with a melee or ranged weapon by less than the shield bonus of 4), if the attacking target is adjacent, they must make a REF save or take 1d6 points of force damage for every 2 Witcher levels you possess.
This sign targets one humanoid creature within 30 ft. If that creature fails a WIL save it will regard you as its trusted friend and ally (treat the target’s attitude as friendly) for 1 Round per Witcher level. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The sign does not enable you to control the target as if it were an automaton, but it perceives your words and actions in the most favorable way. Any act by you or your apparent allies that threatens the target ends the effects of the Sign.
*Enhanced Diplomacy: Witchers can cast this level 0 spell as a standard action if they have at least on point in their sign pool
Advanced Talent(Axii): You can target an additional humanoid creature for every 2 levels of Witcher you possess. All Targets must be within the 30 ft. Range.
Tier I Potions: Ant Haul, Feather Step, Hide from Animals, Hide from Undead, Jump, Keen Senses, Touch of the Sea;
Tier II Potions: Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Owl's Wisdom;
Tier III Potions: Haste, Heroism, Water Breathing;
Upon reaching level 20, a Witcher achieves the pinnacle of their training and mastery. At this stage, they gain access to all Advanced Talents they have not yet selected, fully realizing their potential and versatility as a master of their craft.