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Toilet Cobra
2016-07-09, 07:12 AM
Recently played a Witcher game for the first time and adored it. Started to gobble up the lore and decided I simply had to stat them up. So here’s my take on the legendary monster hunters for Pathfinder.

It’s built on the Ranger chassis-- in fact originally it was going to be a Ranger archetype, but I had so many changes in mind that I decided to make it its own class. The end result is 70% Ranger, 30% Alchemist, and maybe a sprinkle of Magus in there as well.

What you gain over the standard Ranger is a variety of tools that help you take on monsters when you prepare for them in advance. What you lose are a great number of useful class features that help a ranger excel in all situations; the Witcher doesn’t get style feats, animal companion, favored terrain, and so on. The Witcher’s ranged prowess is far weaker than an archer ranger, and even somewhat weaker than a melee ranger. And some of the Ranger features he does have come in at a delayed level. But his Anticipated Foe is superior to the Ranger’s Favored Enemy (when he anticipates the correct foe, of course), and with a little preparation he gains a number of stackable bonuses to melee attacks against his target. He can reliably negate damage reduction appropriate for his level when he has time to prepare, and his Signs (though far less versatile than a ranger’s spells) come online earlier and allow him to throw out damaging or disrupting effects without interrupting his attack routine. The Witcher has a focus on Str, Int, and Con; his only Dex-dependent ability is his bombs, which as a ranged touch attack should not be difficult to hit with.

I tried to include all the Witcher’s classic tools: bombs, Signs, blade oil, and Potions (represented here by Mutagens), plus plenty of features that reward researching and preparing for your target. For serious Witcher fans, you may be disappointed I did not include the different Witcher schools. The class was simply too bloated for more features, and the Witcher schools seemed like the easiest thing to cut; I may return back to it but for now I’m happy with just the “basic” Wolf School Witcher I tried to design here.

The Witcher
Alignment: Any
Hit Die: d10

The Witcher’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill ranks per Level: 6 + Int modifier.



Level
BAB
Fort
Ref
Will
Abilities


1st
1
2
2
0
Bestiary Knowledge, Mutant, Monster Harvest, Bombs 1d4, Anticipated Foe


2nd
2
3
3
0
Signs, Tracking, Blade Oil


3rd
3
3
3
1
Enhanced Senses, Bombs 2d4, Bomb Discovery


4th
4
4
4
1
Mutagens


5th
5
4
4
1
Journeyman Sign, Bombs 3d4


6th
6/1
5
5
2
Bomb Discovery, Two Anticipated Foes


7th
7/2
5
5
2
Bombs 4d4, Superior Oil


8th
8/3
6
6
2
Journeyman Sign, Swift Tracker


9th
9/4
6
6
3
Evasion, Bombs 5d4, Bomb Discovery


10th
10/5
7
7
3
Three Anticipated Foes


11th
11/6/1
7
7
3
Journeyman Sign, Quarry, Bombs 6d4


12th
12/7/2
8
8
4
Master Sign, Efficient Butchering, Bomb Discovery


13th
13/8/3
8
8
4
Exceptional Oil, Bombs 7d4


14th
14/9/4
9
9
4
Journeyman Sign, Four Anticipated Foes


15th
15/10/5
9
9
5
Master Sign, Bombs 8d4, Bomb Discovery


16th
16/11/6/1
10
10
5
Improved Evasion


17th
17/12/7/2
10
10
5
Bombs 9d4


18th
18/13/8/3
11
11
6
Master Sign, Bomb Discovery


19th
19/14/9/4
11
11
6
Improved Quarry, Bombs 10d4


20th
20/15/10/5
12
12
6

Living Bane




Proficiencies: The Witcher is proficient with all simple and martial weapons, as well as light and medium armor and shields (except tower shields).

Bestiary Knowledge (Ex): A witcher may make Knowledge skill checks untrained to identify monsters, and gains a bonus on such checks equal to half his class level (minimum 1).

Mutant (Ex): Witchers undergo dramatic physiological changes as they prepare their bodies for confronting their monstrous foes. Although this transformation takes some time to complete, the process has several permanent side effects which manifest immediately when the Witcher takes his first class level.

A Witcher is rendered infertile, and his maximum lifespan effectively increases by 100%, with each age category lengthened by a similar amount. His hair grows white, his skin becomes ashen, and his eyes turn yellow and catlike. A Witcher can disguise these features via normal means if he wishes; failing to do so can cause fear and revulsion in others. Anyone who sees a Witcher’s undisguised appearance may make a DC 15 Knowledge (History) check to identify the Witcher for what he is, based on legends that describe their odd features.

Monster Harvest (Ex): The Witcher may harvest parts from slain monsters. These pieces are more than just trophies; their primary use is the manufacture of a Witcher’s unique alchemical creations. This harvesting process takes ten minutes, and tools capable of butchering the carcass (usually a sharp knife suffices). A monster yields one Harvested Part if it is medium sized; for every size category below or above medium, the monster yields half or twice as many Harvested Parts, respectively. Creatures which do not leave behind a body when killed (such as ghosts or elementals) may still leave traces or a lingering essence which a Witcher can capture and utilize.

The Witcher only takes a small percentage of a monster’s anatomy with this ability, and the monster’s remains can still be used for other purposes (for example, a Witcher can use this ability on a dragon, remove certain glands, and the dragon’s scales could still be used to craft armor). The Witcher need not be involved in the slaying of the monster he wishes to harvest, but specimens must be fresh; if he comes across a monster’s carcass that is older than 24 hours (and not preserved in some fashion, such as the gentle repose) spell, there is only a 30% chance that the carcass will still have any useful components. The same is true of carcasses that have been fed on by scavengers, burnt in a fire, submerged for a lengthy period, or otherwise have had their quality compromised. Any single carcass can only be harvested once.

Harvested Parts are used in the creation of Oils and the enhancement of Bombs. Each Harvested Part is designated by the type or sub-type of monster from which it came; for example, a green dragon, which has the creature type “dragon,” would yield “Harvested Dragon Parts,” and a troll would give “Harvested Giant Parts.” A Mindflayer would produce “Harvested Aberration Parts,” a wolf would have “Harvested Animal Parts,” and so on. A creature only produces one type of Harvested Parts, even if the creature has multiple creature types; the GM makes the final call on what kind of parts any individual carcass can be used for. Humanoids, Elementals and Outsiders yield Harvested Parts according to their most prominent subtype (so a Witcher could collect Harvested Outsider (Evil) Parts from a demon, Humanoid (Goblinoid) from a goblin or hobgoblin, and so on). The GM should use the Ranger favored enemy list as a guideline for the types of parts that could be harvested. A witcher who succeeds on a Knowledge check to gather basic information about a creature will also learn what kind of Parts the creature will yield if harvested.

Harvested Parts, if not properly stored, will lose their potency and become useless within a week. Harvested Parts can be preserved for years, however, if placed in tightly-sealed jars and suspended in preservative brine. A normal sized glass jar can hold several Harvested Parts of the same type.

Sometimes Witchers must operate in conditions that make harvesting impractical. Whenever one of the Witcher’s class abilities calls for the use of a Harvested Part, he may substitute rare herbs and alchemical components. These ingredients cost 50gp for the equivalent of one Harvested Part. A Witcher can use a mixture of Harvested Parts and alchemical components in his abilities, in any ratio. Unlike Harvested Parts, these alchemical components do not spoil, and the ingredients are not unique to each creature type. However, when using alchemical components to craft an oil or enhance a bomb, the Witcher must still choose a single creature type or subtype to target.

Bombs (Su): Witchers are adept at mixing short-lived explosive devices to aid him against his foes. A Witcher has the Bomb class feature, identical to the Alchemist class feature of the same name, with the following changes:

A Witcher’s bombs do one dice size less damage than an Alchemist’s bombs (so the base damage is 1d4 at first level, 2d4 at third level, and so on). However, as a move action a Witcher may add one Harvested Part to a bomb; until the end of the Witcher’s next turn, when the bomb deals damage to a creature whose creature type matches that of the Harvested Part, the bomb’s base damage die increases to 1d8 and the bomb’s save DC, if any, increases by two. At 10th level, the Witcher may add five Harvested Parts to a bomb instead; this increases the base damage die to 1d10 and the bomb’s save DC, if any, increases by four. This enhanced damage and increased save DC only applies to creatures damaged by the bomb that share a creature type with the type of Harvested Parts used in the bomb. Only one type of Harvested Parts may be used in any one bomb.

At 3rd level and every three levels thereafter, a Witcher gains one Alchemist Discovery, which must be a Bomb-altering discovery. A Witcher must meet all prerequisites of the Discovery he wishes to take, and for purposes of this ability counts as an Alchemist of his class level.

Anticipated Foe (Ex): Perhaps the greatest weapon in the Witcher’s monster hunting arsenal is the vast collection of lore he can draw upon as he prepares to finish his contract. A Witcher can gain a powerful edge on the foe he hunts, but only if he can identify it- woe to the Witcher who prepares for one monster, only to find that he confronts something he wasn’t expecting!

Whenever he wishes, the Witcher may spend one hour studying his bestiary and refreshing his knowledge of a monster’s strengths and weaknesses. When his hour of study is complete, he chooses a creature type or subtype from the Ranger’s Favored Enemies list to be his Anticipated Foe. Until he uses this ability again, he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on bomb and weapon attack and damage rolls against them. At 5th level and every five levels thereafter, the bonus against a Witcher’s Anticipated Foes increases by +2.

When a Witcher is attacked by his Anticipated Foe while not flat-footed and wearing light or medium armor, he may add a dodge bonus to his AC and Reflex saving throws against that attack equal to his Intelligence Modifier. This dodge bonus is lost whenever the Witcher would be denied his Dexterity bonus to AC.

Some monsters are known to be found coexisting with certain other species, and the Witcher learns to use this knowledge to better prepare himself for combat. At 6th level, the witcher may choose two Anticipated Foes when he uses this ability. At 10th level, he may choose three Anticipated Foes, and at 14th level, he may choose four anticipated foes. Each time he uses this ability, he loses all his current Anticipated Foes and gains a new set when his study is completed. The bonuses from multiple Anticipated Foes do not stack if used against a creature with multiple creature types.

Tracking (EX): Starting at 2nd level, a Witcher gains a bonus equal to half his class level on Survival rolls made to track. This includes both tracking footprints and tracking via smell (see Enhanced Senses, below).

Blade Oil (Su): To better combat their deadly foes, the Witchers have developed a series of specialized unguents made from rare alchemical ingredients and the bodies of their enemies. These oils, intended to be applied to a blade in a manner similar to a poison, can easily mean the difference between victory and defeat; only the most reckless or poorly equipped Witcher goes into battle without applying an Oil to his sword. At 2nd level a Witcher can craft Standard Oil, at 7th level they can craft Superior Oil, and at 13th level they can craft Exceptional Oil.

All oils help negate monstrous abilities, particularly damage reduction. A blade treated with Standard Oil functions as a +1 weapon for purposes of overcoming damage reduction; Superior Oil functions as +2, and Exceptional Oil functions as a +4. This bonus stacks with any actual enhancement bonus the weapon may have (for the purposes of overcoming damage reduction only). In addition, each tier of oil also grants bonus damage when used against enemies of the appropriate creature type: each hit with a weapon coated with Standard Oil deals one point of bonus damage, Superior Oil grants three points of bonus damage, and Exceptional Oil grants six points of bonus damage. This damage is multiplied on a critical hit.

One dose of oil is enough to coat a single melee weapon. The treatment lasts for twelve hours or until ten successful attacks have been made with the weapon. Applying the oil is a full round action; unlike a poison, there is no danger of harming oneself when applying an oil. A Witcher may apply an oil to someone else’s weapon. One dose of oil can only coat one end of a double-weapon.

To craft a dose of oil, a Witcher needs access to a fire, some strong alcohol (one bottle of common wine or the equivalent), and a number of Harvested Parts (see Monster Harvest). A dose of Standard Oil requires one Harvested Part, Superior Oil requires five parts, and Exceptional Oil requires ten parts per dose. The process of crafting the oil takes one hour per dose created. The oil can have only one type of Harvested Parts used in its creation; mixing types will ruin the oil and the ingredients as well. When completed, the Witcher will have a dose of Oil with the same creature type as the parts that were used to craft it. Oil degrades quickly once prepared, even when properly stored, and a dose of oil will spoil and become useless a week after it is crafted. For this reason, most Witchers travel with the ingredients they need to prepare a variety of oils, but only bother to prepare the most commonly needed oils ahead of time.

Finally, certain oils have additional effects, listed below. Only Superior or Exceptional oils grant these effects; Standard Oil is too weak and dilute to carry these properties. When called for, a creature can resist the effects (but not bonus damage or DR negation) of an oil by making a fortitude save with a DC equal to 10+ ½ the Witcher’s level + Intelligence Modifier. Exceptional Oil grants an additional +2 to the save DC.

Aberration Oil: An Aberration that is struck by a weapon coated in this oil must make a save or be confused, as the spell, for one round.
Construct Oil: A Construct that fails its save is slowed for one minute.
Dragon Oil: A dragon that fails its save DC acts as if it just used its breath weapon, and must wait the usual period of time before using it again. Multiple hits do not stack, but each time the Dragon fails its save, its breath weapon is ‘expended’ again.
Fey Oil: A fey creature that fails its DC against the oil cannot turn invisible or use any ability with the Illusion descriptor for one minute.
Humanoid (Any) Oil: A humanoid of the appropriate type that fails its save versus the oil is sickened for one minute.
Magical Beast Oil: A weapon coated with Magical Beast oil causes its target to be blinded for one round if it fails its save.
Monstrous Humanoid Oil: A monstrous humanoid that fails its save versus the oil is sickened for one minute.
Ooze Oil: A weapon coated with Ooze Oil cannot be harmed by the corrosive properties of an ooze. In addition, an Ooze struck with this weapon must make a save or be unable to split or multiply itself with any ability of its own for 1 hour.
Outsider (Any) Oil: An Outsider struck by this weapon must save or be afflicted by a supernatural effect identical to a dimensional anchor for ten minutes. During this time the Outsider cannot use any spell-like or supernatural summoning abilities it may possess.
Plant Oil: A plant that fails its save will suffer one point of Strength and Dexterity damage. This effect can stack with itself each time the target fails a save against the oil.
Shapechanger Oil: A lycanthrope that fails its save against this oil while in Hybrid from is forced to assume either its Human or Animal form. A non-lycanthrope shapechanger that fails its save against this oil immediately reverts to its natural form, if it is not already in that form. This effect does not prevent the shapechanger from changing their form back again.
Undead Oil: A weapon coated with Undead Oil acts as if it has the ghost touch property when used against incorporeal undead. In addition, any intelligent undead creature struck by the oiled blade must make a save or be shaken for one minute. A creature that is already shaken cannot be made frightened or panicked with this ability.


Enhanced Senses (Ex): As a Witcher continues his transformation, his senses of sight and smell become permanently enhanced through the use of rare and dangerous alchemical concoctions. At third level the Witcher gains low-light vision; if they already have low-light vision, then their vision range in low-light conditions is doubled instead. In addition, a witcher may use his sense of smell to track targets and identify familiar odors, as if he had the Scent ability. He cannot use this ability to locate invisible creatures as per the Scent ability, however.

Mutagen (Su): After years of training and drinking foul elixirs, a Witcher’s physiology finally changes enough to let him safely utilize the dangerous concoctions known as Mutagens. At fourth level the Witcher gains the Mutagen class ability, identical to the Alchemist class ability of the same name, except that a Witcher does not suffer a penalty to a mental ability score while under the effects of a Mutagen. However, a Witcher’s Mutagens only last for one minute per Witcher level, and a Witcher cannot benefit from a Mutagen if he has used one in the last eight hours. A Witcher who attempts this will gain no benefit from the second Mutagen and will be sickened for twenty-four hours.

A Witcher can benefit from a mutagen prepared by another Witcher as if he had prepared it himself. A Witcher cannot benefit from an Alchemist’s Mutagen, nor can a non-Witcher benefit from Witchers’ Mutagens.

Signs (Sl): At second level, a Witcher begins to develop a set of unique magical abilities. This relatively weak form of spellcasting, called “Signs,” allow the witcher to gain an edge in otherwise difficult situations. And as the Witcher continually practices, they gain an affinity for certain Signs that grow to become their most relied-upon magical tricks.

Casting a Sign is a swift action that does not provoke an attack of opportunity. A Sign requires a somatic component but no verbal or material components. A Sign can be identified by a Spellcraft check like a spell (DC of 15 + ½ the Witcher’s class level), but cannot be countered. This ability does not make the Witcher a spellcaster, and they do not count as such for the purposes of spell-completion items. A Witcher may cast a number of signs per day equal to half his class level (minimum 1) + his Intelligence modifier. The DC of a Sign’s Saving throw is equal to 10 + ½ the Witcher’s class level + his Int modifier. Spell resistance applies to Signs.

At second level, the Witcher knows all five signs and may cast them at the Apprentice level. At 5th, 8th, 11th, and 14th level he may choose one Apprentice Sign he knows to advance to Journeyman level. From that point on, whenever he casts that sign, he uses the Journeyman version.

At 12th level, 15th level, and 18th level, the Witcher may choose one of his Journeyman level Signs to advance to Master level. From that point on, whenever he casts that sign, he uses the Master version.

The five Signs are as follows:

Yrden - A mystical trap that hinders any who cross it.

Apprentice: A 20’ diameter circle appears on the ground, centered on the Witcher’s position. Any enemy that enters or starts its turn inside the circle must make a Will save or suffer a -2 penalty to Attack rolls against the Witcher until they leave the circle. Enemies that leave the circle and come back in make a new save.
Journeyman: As the Apprentice sign, plus enemies that fail their save are slowed, as the spell. Enemies that fly less than 80’ over the circle must save as well.
Master: As the Apprentice and Journeyman signs, plus the circle increases to 30’ in diameter. Incorporeal enemies who fail their save lose the incorporeal quality until they leave the circle; invisible enemies who fail their save become visible, as if targeted by the glitterdust spell, until they leave the circle.


Axii - A subtle manipulation of the mind, rendering beasts docile and men compliant.

Apprentice: This functions identically to a charm person spell.
Journeyman: This functions identically to a charm person, mass spell.
Master: The Witcher may use this ability as either a charm person, mass or charm monster spell.



Aard - A ferocious burst of force that throws foes off balance, or even hurls them to the ground.

Apprentice: The Witcher makes a bull rush attempt against a creature within 30’ that is Large size or smaller. The Witcher gains a bonus on his CMB for this attack equal to his Intelligence modifier.
Journeyman: As the Apprentice version, except the Witcher may choose one target per point of his Intelligence modifier.
Master: As the Apprentice and Journeyman versions, except the range increases to 60’. Enemies who are pushed at least 5’ must make a Fortitude save or fall prone.



Quen - A bubble of protective energy, surrounding the Witcher like a second set of armor.
Apprentice: The Witcher gains temporary hit points equal to his class level. These temporary hit points last one minute.
Journeyman: As the Apprentice sign, plus when an enemy within 30’ deals damage to the Witcher, they suffer force damage equal to the number of temporary hit points the Witcher lost as a result of the attack.
Master: As the Journeyman sign, except the Witcher gains temporary hit points equal to twice his class level.

Igni - A burst of fire, igniting foes and inciting panic.
Apprentice: This functions as a burning hands spell.
Journeyman: This functions as an enlarged, intensified burning hands spell. Creatures that fail their Reflex save catch on fire, taking additional fire damage on their next turn equal to half the damage they suffered from the initial attack.
Master: Functions as the Journeyman version, plus creatures who catch on fire become shaken for one round. Foes which are already shaken become frightened instead. This is a mind-affecting fear effect.


Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow 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.

Evasion (Ex): When he reaches 9th level, a Witcher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Witcher is wearing light armor, medium armor, or no armor. A helpless Witcher does not gain the benefit of evasion.

Quarry (Ex): At 11th level, a Witcher can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a Witcher can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A Witcher can have no more than one quarry at a time and the creature's type must correspond to one of his Anticipated Foe types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the Witcher sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Efficient Butchering (Ex): At 12th level, the Witcher is able to squeeze every scrap of usable material out of a kill. When he uses his Monster Harvest ability he can gather twice as many Harvested Parts from each carcass (so a Small monster now gives 1 part, a Medium monster gives two, a Large monster gives four, and so on).

Improved Evasion (Ex): At 16th level, a Witcher’s evasion improves. This ability works like evasion, except that while the Witcher still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Witcher does not gain the benefit of improved evasion.

Improved Quarry (Ex): At 19th level, the Witcher's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Living Bane (Ex): A Witcher of 20th level is a legendary hunter of monsters- the mention of his name causes giants to quake with fear and even gives mighty dragons pause. He can always move at full speed while using Survival to follow tracks without penalty. Once per round when the Witcher strikes one of his Anticipated Foes with a weapon coated with a Blade Oil that matches that creature’s type, he can force that creature to make a Fortitude save or suffer damage equal to half their maximum hit points, rounded up, in addition to the normal damage from the attack. The DC for this save is 20+½ the Witcher’s level + the Witcher’s Intelligence modifier.