D&D 4e Witcher Custom Class

December 7, 2016 | Author: Joshua Aslan Smith | Category: N/A
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Witcher Class version 1....

Description

. WITCHER………………………. “I’m no avenger of orphans… No executioner for hire… I’m 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

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

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

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

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: Viper’s Strike, Rivian Feint Suggested Encounter Power: Aard Sign Suggested Witcher Alchemy Recipes: Crinfrid Oil, Devil’s 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 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 Witcher’s 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

Witcher Training Traditionally, witchers carry two swords, a twohanded 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.

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.

Implement

Monster Lore

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 poisoner’s 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.

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 1st-10th 11th-20th 21st-30th

Monster Lore Extra Damage +1d8 +2d8 +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.

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

Level 1st 5th 9th 15th 19th 25th 29th

Recipes Known 2 3 4 5 6 7 8

Items Prepared 1 2 3 3 (one up to 15th level) 3 (two up to 15th level) 4 (one up to 25th level) 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 6th 10th 16th 22nd

Recipes Known 2 4 6 8

Potions Prepared 1 2 3 4

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 You’ve studied this creature’s 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

Viper’s 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.

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.

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. Devil’s 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.

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 Man’s 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.

Level 25 WItcher Alchemy

Level 6 WItcher Potions

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.

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.

Falka’s 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 attack’s 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 attack’s effect.

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. Petri’s 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 body’s 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.

Level 10 WItcher Potions

Level 16 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.

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.

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.

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.

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 Raffard’s 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 you’ve already used your Second Wind this encounter.

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.

Level 22 WItcher Potions

. Paragon paths…………….

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.

Legendary Slayer

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.

“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).

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. Killer’s 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.

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.

Witcher’s 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.

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 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 DM’s 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.

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.

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