Hunting monsters, aberrations, spectres, and other frightful creatures of the wilds can be the most dangerous of professions. It is also one of the most necessary, to secure the safety of all the people of the realm. For this reason, people with the right latent abilities are recruited into the witcher academies, and trained in a variety of skills. For the witcher must be adept at both melee combat and magic in order to uncover the weaknesses of any monster. Able to adapt to any situation and any environment, witchers excel at their craft; though some question whether it takes a toll on their humanity in the process.
Role: Witchers are skilled hunters, adept at surviving in the wilds and tracking down and killing monsters. They are highly versatile, employing martial combat, alchemic enhancements, bombs, and limited forms of magic.
Hit Die: d8
Parent Classes: Alchemist and Ranger
Starting Wealth: 5d6 x 10gp
Acrobatics – Climb – Craft – Knowledge (Dungeoneering) – Knowledge (Geography) – Knowledge (Nature) – Perception – Profession – Ride – Spellcraft – Survival – Swim – Use Magic Device.
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiency
Witchers are proficient with all simple weapons and all martial swords. They are also proficient with bombs and thrown weapons, as well as light armor and medium armor (but not shields).
A witcher may use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, a witcher prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the witcher’s level as the caster level.
A witcher can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on the Progression Table. In addition, he receives bonus extracts per day if he has a high Intelligence score. Extracts are chosen from the alchemist’s formulae list. A Witcher starts play knowing 2 1st-level extracts, and learns one new extract every level.
An extract immediately becomes inert if it leaves the witcher’ possession, reactivating as soon as it returns to his keeping. An extract, once created, remains potent for 1 day before losing its magic, so a witcher must prepare his extracts every day. Mixing an extract takes 1 minute of work.
A witcher learns how to create mutagens to heighten their physical prowess, at the cost of mental capabilities. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. A witcher can only maintain one dose of mutagen at a time; brewing a second dose will render the first inert. Similarly, a mutagen will become inert if it leaves the witcher’s possession until he picks it up again.
When a witcher brews a mutagen, he selects Strength, Dexterity, or Constitution. When consumed, a mutagen grants the witcher a +2 natural armor bonus, a +4 bonus to the chosen attribute, and a -2 penalty to a corresponding mental attribute: boosted Strength penalizes Intelligence, boosted Dexterity penalizes Wisdom, and boosted Constitution penalizes Charisma. Consuming a mutagen is a standard action, and a mutagen lasts 10 minutes per witcher level.
A witcher adds his character level to Survival checks made to follow the tracks of non-Humanoid creatures, and may make knowledge checks to identify those creatures untrained. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against these creatures. Likewise, he gets a +1 bonus on weapon attack and damage rolls against them. At 5th level and every 5 levels thereafter, this bonus increases by +1. Treat this as a favored enemy bonus (but individual for all creature types).
At 2nd level, and every 2 levels thereafter (up to 10th level), a witcher learns to control Signs. These are five special spell-like abilities that he can employ in and out of combat. A witcher chooses which Signs to learn first, but eventually all witchers will know the same Signs. He can cast Signs a number of times equal to half his witcher level plus Intelligence modifier. Casting a Sign is a move action that provokes Attacks of Opportunity, and the DC to save is 10 + ? witcher level + Int. modifier. Only one Sign can be used per round.
Sign of Aard: A strong gale bursts from the witcher’s hand with enough force to topple a grown man. You may attempt a Bull Rush attack using your caster level plus Intelligence modifier as the CMB. Has a range of 15.
Sign of Igni: A gout of flame flows from the witcher’s hand, igniting all in its path. Targets in a 10-feet line take 1d6 fire damage and flammable objects are set alight. A successful reflex save halves damage.
Sign of Yrden: Engraves the floor with a glowing magical rune, in an unoccupied square adjacent to the witcher. When an enemy enters the square, the rune will stop them from moving for 2 rounds unless they succeed a fortitude save. They can attempt another fortitude save at the end of their turn. The rune lasts for 3 rounds.
Sign of Quen: Encases the witcher in a translucent shield. The shield will absorb the next attack or spell to hit the witcher, reducing damage by up to 5. Lasts for 1 round.
Sign of Axii: Charms the target to make them more sociable to the witcher. The target takes a -2 penalty to attack against the witcher and his allies this round, and the witcher gains a +2 bonus to Bluff, Diplomacy, Disguise, and Handle Animal checks made against the target. A Will save negates these effects, and makes the target aware of the Sign being used. Has a range of 20.
At 3rd level, a witcher gains Endurance as a bonus feat, and a +2 bonus on saving throws against poison. This bonus increases to +5 at level 7. At 11th level, a witcher becomes immune to poison.
In addition, a witcher may meditate for 8 hours to gain the effects of a full night’s rest. He is aware of his surroundings while meditating, but takes a -4 penalty to Perception checks while meditating. At 7th level, this penalty is removed, and at 11th level he gains a +4 perception bonus while meditating.
At 9th level, a witcher can cast his Signs as a swift action (no longer provoking attacks of opportunity). He can still only use one Sign per round.
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 must not be humanoid. 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.
At 12th level, and every 2 levels thereafter, the witcher’s mastery over Signs improves. He can choose one Sign to improve every 2 levels, until at 20th level he has mastered every Sign. An Empowered Sign expends 2 daily uses of the witcher’s Signs.
Sign of Igni: Now targets a 10 foot cone, and sets targets on fire. Use the Witcher’s sign DC as the DC to save against this fire.
Sign of Aard: The witcher may attempt a Trip or Disarm attack instead of a Bull Rush, using the same CMB.
Sign of Yrden: The rune now dazes the target for 2 turns, unless it succeeds a fortitude save. They can still attempt another fortitude save at the end of their turn.
Sign of Quen: Damage reduction increases to 15, and any creature that breaks the shield takes 1d8 damage of the type used to break it.
Sign of Axii: The target cannot make attacks of opportunity against the witcher or his allies. The bonus to Bluff, Diplomacy, Disguise, and Handle Animal checks increases to +5.
At 13th level, the witcher’s mutagen grants a +4 natural armor bonus and a +6 bonus to one physical ability score.
At 17th level, it grants a +6 natural armor bonus and a +8 bonus to one physical ability score.
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.
At 20th level a witcher masters his profession. He can now cast up to two Signs per round. As a standard action, a witcher can make a single attack against any non-humanoid creature at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the witcher’s level + the witcher’s Intelligence modifier. A witcher can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A witcher can use this ability three times per day, but not against the same creature more than once in a 24-hour period.
Favored Class Bonuses