D&D 4e Witcher Custom Class
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Transcript of D&D 4e Witcher Custom Class
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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
. WITCHER.
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
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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.
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.
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
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
Class Features
Witcher Training Traditionally, witchers carry two swords, a two-
handed 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.
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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.
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 Monster Lore Extra Damage
1st-10th +1d8
11th-20th +2d8
21st-30th +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.
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 Recipes Known Items Prepared
1st 2 1
5th 3 2
9th 4 3
15th 5 3 (one up to 15th level)
19th 6 3 (two up to 15th level)
25th 7 4 (one up to 25th level)
29th 8 4 (two up to 25th level)
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 Recipes Known Potions Prepared
6th 2 1
10th 4 2
16th 6 3
22nd 8 4
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Witcher Powers Your at-will powers are martial exploits, while
your Witcher Sign encounter powers are spells.
Your Witcher alchemy items are considered
consumables.
Level 1 At-Will Exploits
Expose Weakness Witcher Attack 1
Youve studied this creatures anatomy and know
precisely where to strike to render it vulnerable.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the
target takes a -2 penalty to saving throws until
the beginning of your next turn.
Increase damage to 2[W] + Strength modifier at
21st
level
Group Style Witcher Attack 1
You know precisely how to act when surrounded
by enemies and turn their numbers against them.
At-Will Martial, Weapon
Standard Action Close burst 1
Target: All enemies in burst
Attack: Strength vs. AC
Special: This attack does extra damage equal to
twice the number of enemies adjacent to you.
Hit: 1[W] damage.
Increase damage to 2[W] at 21st
level
Rivian Feint Witcher Attack 1
As you pretend to drop your guard, your foe moves
to attack. You tumble and strike, staggering him
into position.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You shift 1
square and slide the target 1 square into the
space you occupied.
Increase damage to 2[W] + Strength modifier at
21st
level
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.
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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.
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Level 1 WItcher Alchemy
Crinfrid Oil Level 1
Blades coated with this poison cause crippling
pain to wounded creatures.
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 target
with a weapon attack using the poisoned item, the
target takes 4 extra poison damage, and it is
slowed until the end of your next turn.
Cold Iron Powder Level 1
A thin application of this powder makes weapons
deadly to creatures of the feywild.
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 Fey origin.
Devils Puffball Level 1
This bomb explodes and showers the area with
poisonous gasses.
Witcher Alchemy Item
Power (Consumable Bomb, Implement, Poison):
Standard action. Effect: You make the following
attack.
Area burst 1 within 5 squares
Target: Each creature in burst.
Attack: Strength vs. Reflex
Hit: 3d6 + strength modifier damage and
ongoing 5 poison damage (save ends).
Miss: Half damage and ongoing 5 poison
damage (save ends).
Insectoid Oil Level 1
A blade coating that ravages the innards of
creatures with exoskeletons.
Witcher Alchemy Item
Power (Consumable Posion): 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 insects, spiders, and other creatures with
exoskeletons.
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.
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Level 15 WItcher Alchemy
Dancing Star Level 15
This bomb explodes and ignites the surrounding
area.
Witcher Alchemy Item
Power (Consumable Bomb, Implement, Fire,
Zone): Standard action. Effect: You make the
following attack.
Area burst 1 within 5 squares
Target: Each creature in burst.
Attack: Strength vs. Reflex
Hit: 4d6 + Strength modifier damage and
ongoing 10 fire damage (save ends).
Miss: Half damage and ongoing 10 fire damage
(save ends).
Effect: You create an area 1 zone centered on
the burst. Any creature who enters or starts
their turn in the zone takes damage equal to
your Intelligence or Dexterity modifier.
Hanged Mans Venom Level 15
This deadly paralytic was once offered to those
facing the gallows.
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
target takes 8 extra poison damage and is
immobilized until the end of your next turn.
Necrophage Oil Level 15
Originally created for fighting Ghouls and
Zombies, this poison disintegrates undead flesh.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. Until
the end of the encounter, whenever you hit a
creature with the undead keyword with a weapon
attack using the poisoned item, the target takes 12
extra damage, and is weakened until the end of
your next turn.
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.
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Level 25 WItcher Alchemy
Essence of Mortality Level 25
This legendary oil renders even the most resilient
foes vulnerable.
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 the Immortal keyword with a weapon attack
using the poisoned item, the target takes 12 extra
damage, and loses all resistances until the end of
your next turn.
Falkas Blood Level 25
This magical reddish oil makes any weapon
deadlier.
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
target takes 14 extra damage.
King and Queen Level 25
This bomb explodes and releases psychoactive
substances with unpredictable results.
Witcher Alchemy Item
Power (Consumable Bomb, Implement, Fear,
Charm): Standard action. Effect: You make the
following attack.
Area burst 1 within 5 squares
Target: Each creature in burst.
Attack: Strength vs. Reflex
Hit: 6d6 + Strength modifier damage. Roll a d6
for each target to determine the attacks effect.
1: The target is unaffected.
2: The target moves its speed away from you
and falls prone.
3: The target makes a melee basic attack
against all of its allies in range.
4: The target moves its speed away from you
and is dazed (save ends).
5: The target is stunned (save ends).
6: The target falls unconscious (save ends).
Miss: Half damage and roll a d4 to determine
the attacks effect.
Level 6 WItcher Potions
Blizzard Level 6
Time seems to slow as you drink this potion and
supercharge your reflexes.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
gain +2 AC and Reflex and a +1 to all melee attack
rolls until the end of the encounter.
Cat Level 6
The night holds no secrets for those who imbibe
this potion.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
gain darkvision until your next extended rest.
Petris Philter Level 6
This potion almost hums with magical energy.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. Until
the end of the encounter, you gain a +1 to attack
rolls with your Witcher Signs and deal extra
damage equal to your Dexterity or your Intelligence
modifier whenever you hit with a Sign.
Swallow Level 6
This potion sends your bodys natural
regenerative abilities into overdrive.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
lose a healing surge. Gain regeneration equal to
half your healing surge value until the end of the
encounter.
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Level 10 WItcher Potions
Bindweed Level 10
This concoction neutralizes even the strongest
acids.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
automatically save against any ongoing damage
and/or effects with the acid keyword. In addition,
you gain immunity to acid damage until the end of
the encounter.
Golden Oriole Level 10
This mixture acts as an antidote to almost every
known toxin.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
automatically save against any ongoing damage
and/or effects with the poison keyword. In
addition, you gain immunity to poison damage until
the end of the encounter.
Kiss Level 10
This potion stanches any current bleeding and
prevents against further blood loss.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
automatically save against any untyped ongoing
damage. Until the end of the encounter you have a
+5 bonus to saving throws against untyped ongoing
damage and may make saving throws against
untyped ongoing damage at the beginning of your
turn.
White Raffards Decoction Level 10
Traditional healing potions pale in comparasion
to this powerful draught.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
may use your Second Wind without expending it
and regain 3d6 additional hitpoints. You can use
this ability even if youve already used your Second
Wind this encounter.
Level 16 WItcher Potions
De Vries Extract Level 16
This potion reveals the unseen.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. Until
your next extended rest, you gain darkvision and
ignore penalties to attack rolls from partial or total
concealment. Once per encounter, you can make a
perception check to detect hidden creatures or
objects as a free action with a +5 bonus.
Full Moon Level 16
Witchers drink this fortifying draught before
facing foes worthy of their respect.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
gain temporary hit points equal to your bloodied
value. Until the end of the encounter, you gain
resist 10 all while bloodied.
Thunderbolt Level 16
Drinking this brew temporarily dulls your reflexes
but greatly boosts your strength.
Witcher Alchemy Item
Power (Consumable Potion): Free action.
You take a -4 penalty to AC and Reflex until the
beginning of your next turn. You gain a +4 bonus all
attack rolls until the beginning of your next turn
and your next attack power deals double damage if
it hits.
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Level 22 WItcher Potions
Tawny Owl Level 22
A potent potion that rids the body of the fatigue of
spellcasting.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. You
regain the use of a single Witcher encounter power
that you have expended.
Wolf Level 22
This potion gives you the insight to get the most
out of your attacks.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. Until
the end of the encounter, you can score a critical
hit on a roll of 18-20.
Willow Level 22
This potion strengthens your constitution and
focus, giving you indomitable resilience.
Witcher Alchemy Item
Power (Consumable Potion): Minor action. Until
the end of the encounter you cannot be dazed or
knocked prone. Whenever you are stunned by an
attack or effect, you may make a saving throw as a
free action. If you succeed, you are no longer
stunned.
. Paragon paths.
Legendary Slayer Only death can finish the fight, everything else
only interrupts the fighting.
Prerequisite: Witcher class
You represent the pinnacle of the martial
prowess of Witchers. Those that see you fight
can barely make out the blur of your weapon as
you deliver lightning fast strikes to your prey.
Legendary Slayer Features Slayer Action (11th level): When you spend
an action point to take an extra action, you gain a
+4 bonus to attack rolls against all creatures who
are currently subject to your Monster Lore class
feature until the end of your next turn.
Deft Hands (11th level): Choose two
weapons you carry. You may swap between the
two as a free action. You can choose two other
weapons for this purpose after an extended rest.
Deflect Projectiles (11th level): You gain a
+1 bonus to AC and Reflex against ranged attacks
while not using a shield.
Deadly Blades (16th level): While wielding a
non-silvered weapon, you deal +4 damage with
melee attacks against creatures with the Natural
keyword. While wielding a silvered weapon, you
deal +4 damage with melee attacks against
creatures without the Natural keyword.
Legendary Slayer Powers
Addan Anye Legendary Slayer Attack 11
You strike twice in rapid succession, leaving your
opponent reeling in pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength +1 vs. AC, two attacks
Hit: 1[W] + Strength Modifier damage per attack.
Special: If both attacks hit, the target is weakened
(save ends).
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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.
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.
Expert Witcher Features Alchemy Action (11th level): When you
spend an action point to take an extra action, you
may consume a potion or apply a poison to your
weapon as a free action before or after the extra
action.
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 Powers
Heliotrope Sign Legendary Slayer Attack 20
This powerful sign distorts time around you,
slowing your enemies to a crawl and leaving them
open to attacks.
Encounter Arcane, Zone
Standard Action Close burst 2
Target: Each enemy in burst.
Attack: Strength vs. Reflex
Hit: The target is slowed and takes a -2 penalty to
attack rolls and defenses (save ends).
School of the Owl: The penalty equals your
Intelligence modifier.
Effect: Until the end of the encounter, any enemy
that starts its turn adjacent to you takes 1[W]
damage.
School of the Owl: Until the end of the
encounter, any that starts its turn adjacent to
you takes 1[W] + Intelligence modifier damage.
-
. Witcher feats .
Heroic Tier Feats
Altered Metabolism Prerequisite: Witcher
Benefit: You gain a +2 feat bonus to saving
throws against disease and poison effects. This
bonus increases to +3 at 11th level, and +4 at 21st
level.
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.
Learned Preparation Prerequisite: Witcher, School of the Owl
class feature
Benefit: You may use your Intelligence
modifier instead of your Dexterity modifier to
determine your Initiative.
Monster Knowledge Prerequisite: Witcher
Benefit: You gain a +3 feat bonus to all
monster knowledge checks.
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.
Paragon Tier Feats
Nocturnal Predator Prerequisite: Witcher, School of the Viper
Benefit: You gain a +2 bonus to damage rolls
with melee attacks at night. This bonus increases
to +3 at 21st level.
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.
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.
Epic Tier Feats
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.
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.