"The Witcher" class/race [Archive] - Wizards Community

Post/Author/DateTimePost
cacheek

12-14-07, 02:39 PM
I want to make a character class (or race or both combined) based on the Witcher video game. In particular, I'm running into problems because Garrelt is a mutant (meaning level adjustment), so race is a problem in conjunction with a class, which I'm afraid would be too powerful. Advice is of course, welcome.
vorpo

12-14-07, 02:41 PM
You can either 1) make a PrC with a race restriction (your own design I guess) or 2) eliminate the race entirely and see what the "witch" can actually do independent of its race.
cacheek

12-15-07, 09:54 PM
Bump

Anybody familiar with The Witcher have further suggestions?
darkcser

12-19-07, 04:26 PM
I would start with the duskblade as a base.

Swap out all spellcasting for something like elderitch blast and essences/invocations a la warlock.

The signs can be approximated by a small cone or arc area of effect of the appropriate energy type with essences that add stunning, knockdown, cont damage, confusion, etc. Apply the energy effects from psionics if you want some variety. I would probably max out at 5d6 save for half. These abilities I would spread out over the 20 levels or so.

The shield sign can be approximated with a shield of faith, DR or sanctuary invocation.

Swap arcane channeling for brew potion with adept or ranger spell list with CL=1/2


Swap out the rest of the duskblade goodies like quicken spell, spell power, combat casting, etc. for the following:

styles: spread out over 20 levels kind of like the ranger

strong negates armor and NA bonus +1/+2/+3
quick negates dex and dodge bonus +1/+2/+3
group sweeping strike as std action, sweeping strike, greater sweeping strike (w/ the greater one allows you to target 3 adjacent squares)

knowledge devotion feat and knowledge arcane, religion and planes as class skills.


In the end you end up with something similar to a ranger/warlock(or DFA) that has some close range offensive magics, the ability to brew potions and knows much about monster weaknesses. Overall it is weaker than a duskblade when it comes to magical firepower but a bit stronger in physical combat.

Ranger/Swordsage might also be a good approximation...
Naderion

12-19-07, 04:42 PM
I'm not entirely sure, but maybe half-fiend human or half-fey human would be an appropiate race for witchers like Geralt.

Class probably fighter/sorcerer or fighter/warlock.
FRRC

12-19-07, 06:23 PM
Since Geralt of Rivia is a mutant, that would suggest Abberation. However, since the abilities of a Witcher are gained through the mutation as the training progresses, you could rule that the bonuses they recieve are infact level ups.

The increased strength, agility, poison resistance, hieghtened senses can all be explained through feats and level ups. It's not a fun way of describing it but it's the least complicated. Remember, there are people who are of equal or greater power than a Witcher which would be translated as higher ECL. Example: Leo to Geralt to Azar Javed.

And not every Witcher is the same. They're taught the same, with slight variance based on the tutor, then when they're out on their own they learn what they like. In the game Eskel (The scarred Witcher) mentions that he has little care for the Signs and prefers to fight hand-to-hand, whereas Geralt is a heavy Sign user and uses swords as a last resort. Another example is the Witcher in the Outro fighting with two daggers. All these suggest different classes, feats and skills.

My suggestion would be some kind of variant between Rogue, Fighter and Sorcerer along with whatever else you want to add in because of flavour.

Just a few points:
Must be a Human Male
Must be trained in multiple weapons, not just swords
They're rumoured to be able to deflect an arrow midflight (Shown in game)
They're knowledgable on many monsters and potion brewing
Have no moral restriction, but live by the code to keep the Witcher secrets
A dying breed
darkcser

12-20-07, 11:10 AM
A bit OT but have you found the deflect arrow ability to be useful in the game? I'm still in chapter 2, and noticed that some of the Salamandra have bows which disappear upon their death.

I have a bit of problem with picking talents in general: I'm tempted to take the knockdown talents in the group styles but I'm concerned that if enemies are knocked down by the first attack then the other attacks go to waste. Have you had any experience in this?

Also is there a difference between triggering first and second level signs? They seem to cost the same endurance. I have the level 2 igni with the incineration enhancement, and noticed that even without charging the sign things seem to catch on fire. Are the damage enhancement for level 1 and level 2 signs cummulative?

The talent tree system is very feat-like. Quite a few of them correspond to feats like improved disarm, improved trip, whirlwind attack, dodge, etc.