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Witcher as a fighter/mage subclass
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<blockquote data-quote="Rallek" data-source="post: 4247617" data-attributes="member: 8463"><p>I actually have a player in the E6 game I am currently running playing a witcher. He really enjoyed the PC game, and wanted to give it a shot in a table top setting. We worked at making it a base class for awhile, but realized that unless we watered it way down it was too powerful.</p><p></p><p>So what we did was allow all of the other players to select two classes and take the "best" options of each. So we have a fighter/thief which has a rogue's skill points, fighter BAB and HD, strong fort and ref saves, and so on. The other characters are also combinations of this type. Luckily he expressed his desire to play a witcher while our last campaign was winding down, so there was plenty of time to design/retool the new setting for broader characters of this type. </p><p></p><p></p><p>Our witcher is based on a monk, D8 hp per level, bonus to AC based on Wis and Lvl, and with his "signs" replacing all of a monk's class features, except improved unarmed strike. He is proficient with light armor.</p><p></p><p>At each level he gains an "upgrade" to an existing sign or the ability to learn a new one, he can use his feat at 1st, 3rd, and 6th level to also increase/learn a sign if he so chooses. As far as his potions go, he has a witcher only skill; "Witcher's Alchemy (int)" which allows him to craft potions for himself using plants and monster bits. Each potion has a toxicity rating based on the strength of its effect. Maximum toxicity is determined by lvl+ con mod. Non-witchers gain no benefit from these potions, as they lack the alchemically augmented physiology to metabolize them properly. To the rest of the party, his potions are just poisons. </p><p></p><p>Signs work in a way similar to psionics, with wis as the governing stat for bonus points. </p><p></p><p>So while Geralt was good at everything, our witcher class suffers heavily from MAD, and you have to pick your focus more carefully. He went combat heavy and dabbles in potions a bit, but his lower int keeps the really nasty ones out of his reach. Of course his higher con lets him drink a fair number to gear up for a fight. He knows three signs currently, and only really uses two regularly. Naturally, those are at a higher level. </p><p></p><p></p><p>So that's a brief sketch of the witcher (from the PC game) as we saw him. Perhaps not the best attempt, but the player is having a blast with it, and that's what matters, I suppose.</p></blockquote><p></p>
[QUOTE="Rallek, post: 4247617, member: 8463"] I actually have a player in the E6 game I am currently running playing a witcher. He really enjoyed the PC game, and wanted to give it a shot in a table top setting. We worked at making it a base class for awhile, but realized that unless we watered it way down it was too powerful. So what we did was allow all of the other players to select two classes and take the "best" options of each. So we have a fighter/thief which has a rogue's skill points, fighter BAB and HD, strong fort and ref saves, and so on. The other characters are also combinations of this type. Luckily he expressed his desire to play a witcher while our last campaign was winding down, so there was plenty of time to design/retool the new setting for broader characters of this type. Our witcher is based on a monk, D8 hp per level, bonus to AC based on Wis and Lvl, and with his "signs" replacing all of a monk's class features, except improved unarmed strike. He is proficient with light armor. At each level he gains an "upgrade" to an existing sign or the ability to learn a new one, he can use his feat at 1st, 3rd, and 6th level to also increase/learn a sign if he so chooses. As far as his potions go, he has a witcher only skill; "Witcher's Alchemy (int)" which allows him to craft potions for himself using plants and monster bits. Each potion has a toxicity rating based on the strength of its effect. Maximum toxicity is determined by lvl+ con mod. Non-witchers gain no benefit from these potions, as they lack the alchemically augmented physiology to metabolize them properly. To the rest of the party, his potions are just poisons. Signs work in a way similar to psionics, with wis as the governing stat for bonus points. So while Geralt was good at everything, our witcher class suffers heavily from MAD, and you have to pick your focus more carefully. He went combat heavy and dabbles in potions a bit, but his lower int keeps the really nasty ones out of his reach. Of course his higher con lets him drink a fair number to gear up for a fight. He knows three signs currently, and only really uses two regularly. Naturally, those are at a higher level. So that's a brief sketch of the witcher (from the PC game) as we saw him. Perhaps not the best attempt, but the player is having a blast with it, and that's what matters, I suppose. [/QUOTE]
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