Post by morrinchivay on Apr 1, 2012 19:53:50 GMT
I'm sure pretty much everyone knows who the Witcher is. I haven't played the games, just read all the books, but I still love the idea of monster hunter which I think perfectly fits into this world. Here we go with my interpretation.
The Witcher
The Witcher is someone who travels around the world and hunts dangerous monsters for money. He has changed organism, which allows him to use the advantages from powerful poisons with decreased risk of dieing. Changes to his body include bradypnea, bradycardia, changed pupils, white hair, increased rate of regeneration and other things. He also uses Great sword for regular enemies and Silver Longsword for magical ones.
Requirements:
To become the Witcher, before level 30 the character must have
15 levels of Monk
10 levels of Weapon Master
Weapon of Choice: Great Sword
Weapon of Choice: Long Sword
Upon becoming the Witcher, he may not use Monk's Empty Body, Wholeness of Body, Quivering Palm and Stunning Fist as well as WM's Ki Reflection. The special versions of Whirlwind Attack do not work either. The Witcher cannot gain Survival abilities from Monk levels as well.
General Benefits:
The Witcher receives twice his Wisdom modifier as an AC bonus, to a max of 20. This bonus applies only in light armor and no weapon or shield in his offhand.
The Witcher is immune to poison and disease (this comes from Monk already, mentioned here just for complete view).
The Witcher recieves Greater weapon focus: Longsword and Great Sword.
Due to his hard training, the Witcher gains a bonus of +1 to Strength and Dexterity for every 5 LL, to a max of +4.
The Witcher has Witcher Levels (WL) consisting of Monk level + WM level + LL (control class Monk or WM)
Special Powers:
Silver Sword
Every Witcher has a silver sword capable of slaying the worst creatures.
The Witcher recieves a non-transferable longsword with following abilities.
Enhancement bonus of (WL/3 - 2) to a max of +18.
Keen.
Bonus damage of any elemental or exotic type (switchable with simtool command) equal to (WL/10 + 2)d10, maxing at 8d10. Every Witcher also has to know his enemies very well, so he can add 1 dice of damage for every 20 points of Lore he has, to a max of +4, resulting in maximum 12d10 total damage.
This longsword can not be crafted, modified or buffed in any other way!
Signs
The Witcher is capable of casting some basic magic by forming his hands into certain gesture and saying specific words (cannot use when silenced).
This magic is casted as swift action with different cooldown timer.
Aard
Requires WL 30.
A wave of force knocks down a single opponent. Usable every 2 rounds.
I have no idea for the DC as I don't know normal knockdown mechanics.
Quen
Requires WL 50.
A globe surrounds the Witcher, granting him Etherealness for 10 rounds.
Usable every 20 rounds.
Igni
Requires level 45.
Makes the surface of creatures more flameable, inflicting stackable vulnerability to fire of (WL/6)% to a max of 20%.
Usable every 3 rounds.
Axie
Requires WL 35.
Affects the optical nerve of enemies in medium area, making them blind for 3 rounds.
Usable every 6 rounds.
Heliotrop
Requires WL 55.
The bane of all casters. The Witcher can absorb the energy of incoming spells into his gesture, making them useless. However, he can only absorb so much energy, maxing at (WL/3) spell levels (similiar to spell mantle).
Usable every 20 rounds.
The Path
Even Witchers are mortals and have only certain amount of time in their hands. Therefore they have to decide which way will they focus in their art.
Path of Potion Mastery
To master potion brewery, one must have great concentration, knowledge and skill. All these abilities come as the Witcher gains levels in Monk.
The Witcher can brew potions when not in fight. He brews pack of 5 potions each time and can brew only 5 packs each day. He may choose freely how strong the potion should be (see below).
When some of the effects wear off, the others still remain functioning.
When drinking potion before the cooldown timer runs out, previous power level is applied.
As the potions increase in power, they still maintain all the previous effects!
Due to organic essence of the potions, they cannot be dispelled. However, any Greater or mediocre Restoration will cancel all the effects!
Potions and Toxicity
The Witcher's body can resist poisons. It still has some boundaries though. These boundaries widen as the Witcher gains levels.
The Witcher has "Toxicity Points" (TP) equal to WL/3.
Every potion drains some of these points and they restore only when the effect of the potion wears off.
The Witcher cannot get below 0 TP as he would die.
Potion of Purification
Requires Monk level 15
This potion nullifies any potions the Witcher drank, restoring his Toxicity Points (TP).
Potion of Sight Enhancement
Power I
- drains 2 TP, requires 15 Monk levels, dilates the pupils -> Darkvision
Duration WL turns.
Power II
- drains 4 TP, requires 18 Monk levels, the eyes can distinguish refraction of light -> True Seeing
Duration WL turns.
Power III
- drains 8 TP, requires 24 Monk levels, the eyes perceive wider EM spectrum, so they can see concealed enemies much better -> decreases concealment of enemies by (WL/6)%
Duration WL rounds.
Potion of Body Adjustment
Power I
- drains 4 TP, requires 15 Monk levels, increases the reproduction rate of all cells -> Regeneration equal to (Monk + WM)/8 pre LL, WL/3 if cc Monk, WL/6 if cc WM
Duration WL turns.
Power II
- drains 6 TP, requires 21 Monk levels, extremely increases the amount of erythrocytes, with proper breathing preparation the Witcher can remain under water almost forever - Waterbreathing
Duration WL hours.
Power III
- drains 8 TP, requires 24 Monk levels, the regeneration level increases to almost instantaneous, along with synthesized pain killers -> Temporary HP of (WL*15)HP
Duration WL turns.
Power IV
- drains 10 TP, requires 30 Monk levels, creates membrane around the Witcher's body that does not let through anything -> Invincibility for 3 rounds
Usable 3 times a day. Cooldown 10 minutes.
Potion of Mind Altering
Duration WL turns for all effects.
Power I
- drains 2 TP, requires 15 Monk levels, neurons produce more adrenalin in danger -> Fear Immunity
Power II
- drains 4 TP, requires 18 Monk levels, boosts the part of brain responsible for conscience -> Daze immunity
Power III
- drains 6 TP, requires 21 Monk levels, activates all parts of the brain -> Levitation
Power IV
- drains 8 TP, requires 24 Monk levels, boosts conscience-part of the brain even more -> Confusion Immunity
Power V
- drains 10 TP, requires 27 Monk levels, due to chemicals in blood, anyone attempting to access the brain of the Witcher would lost his sanity permanently -> Domination Immunity
Potion of Muscle Enhancement
Duration WL turns for all effects.
Power I
- drains 2 TP, requires 15 levels of Monk, injecting more nutrients into the blood system makes muscles less tired -> Dodge AC bonus of WL/12
Power II
- drains 4 TP, requires 18 levels of Monk, increasing blood flow in muscles gives them higher speed, making the Witcher moving very fast -> Concealment of (Monk + WM)% pre LL, (WL +10)% if cc Monk, (Monk + WM + LL/2)% if cc WM
Power III
- drains 8 TP, requires 24 levels of Monk, multiplying the myocytes gives the Witcher higher strength, so he can swing his weapons more easily -> Extra Attack per round
Power IV
- drains 10 TP, requires 27 levels of Monk, in addition to muscles improves the perception of every movement around the Witcher, allowing him to see ranged projectiles from distance and using his speed to avoid them -> Concealment against ranged attacks of (WL + 25)%
Path of Combat Mastery
The Witcher relies more on his skills with sword rather than on alchemy.
Battle Awareness
Requires 13 levels of WM. The Witcher can perceive every enemy equally well.
Receives Defensive Awareness feat.
Weapon Sharpening
Requires 16 levels of WM. The Witcher can once a day sharpen his Great sword.
It receives keen and enhancement of (WL/5 + 2) (max +14).
Acrobatic Movement
Requires 19 levels of WM. With his movement skills the Witcher can get just about anywhere in battle.
Similar to SD's port ability, the Witcher can teleport to any enemy in certain radius.
Whirlwind Mastery
Requires 19 levels of WM. The Witcher is so fast he can attack all foes around him at once.
Receives a swift Improved Whirlwind attack usable once a round.
Knowledge in use
Requires 22 levels of WM. The Witcher knows how to swing his sword in efficient way, saving time.
Gives additional attack per round.
True Knowledge of Enemies
Requires 25 levels of WM. The Witcher knows just about anything about his enemies, knowing exactly where to hit.
Increases critical threat range by additional 2.
The Witcher
The Witcher is someone who travels around the world and hunts dangerous monsters for money. He has changed organism, which allows him to use the advantages from powerful poisons with decreased risk of dieing. Changes to his body include bradypnea, bradycardia, changed pupils, white hair, increased rate of regeneration and other things. He also uses Great sword for regular enemies and Silver Longsword for magical ones.
Requirements:
To become the Witcher, before level 30 the character must have
15 levels of Monk
10 levels of Weapon Master
Weapon of Choice: Great Sword
Weapon of Choice: Long Sword
Upon becoming the Witcher, he may not use Monk's Empty Body, Wholeness of Body, Quivering Palm and Stunning Fist as well as WM's Ki Reflection. The special versions of Whirlwind Attack do not work either. The Witcher cannot gain Survival abilities from Monk levels as well.
General Benefits:
The Witcher receives twice his Wisdom modifier as an AC bonus, to a max of 20. This bonus applies only in light armor and no weapon or shield in his offhand.
The Witcher is immune to poison and disease (this comes from Monk already, mentioned here just for complete view).
The Witcher recieves Greater weapon focus: Longsword and Great Sword.
Due to his hard training, the Witcher gains a bonus of +1 to Strength and Dexterity for every 5 LL, to a max of +4.
The Witcher has Witcher Levels (WL) consisting of Monk level + WM level + LL (control class Monk or WM)
Special Powers:
Silver Sword
Every Witcher has a silver sword capable of slaying the worst creatures.
The Witcher recieves a non-transferable longsword with following abilities.
Enhancement bonus of (WL/3 - 2) to a max of +18.
Keen.
Bonus damage of any elemental or exotic type (switchable with simtool command) equal to (WL/10 + 2)d10, maxing at 8d10. Every Witcher also has to know his enemies very well, so he can add 1 dice of damage for every 20 points of Lore he has, to a max of +4, resulting in maximum 12d10 total damage.
This longsword can not be crafted, modified or buffed in any other way!
Signs
The Witcher is capable of casting some basic magic by forming his hands into certain gesture and saying specific words (cannot use when silenced).
This magic is casted as swift action with different cooldown timer.
Aard
Requires WL 30.
A wave of force knocks down a single opponent. Usable every 2 rounds.
I have no idea for the DC as I don't know normal knockdown mechanics.
Quen
Requires WL 50.
A globe surrounds the Witcher, granting him Etherealness for 10 rounds.
Usable every 20 rounds.
Igni
Requires level 45.
Makes the surface of creatures more flameable, inflicting stackable vulnerability to fire of (WL/6)% to a max of 20%.
Usable every 3 rounds.
Axie
Requires WL 35.
Affects the optical nerve of enemies in medium area, making them blind for 3 rounds.
Usable every 6 rounds.
Heliotrop
Requires WL 55.
The bane of all casters. The Witcher can absorb the energy of incoming spells into his gesture, making them useless. However, he can only absorb so much energy, maxing at (WL/3) spell levels (similiar to spell mantle).
Usable every 20 rounds.
The Path
Even Witchers are mortals and have only certain amount of time in their hands. Therefore they have to decide which way will they focus in their art.
Path of Potion Mastery
To master potion brewery, one must have great concentration, knowledge and skill. All these abilities come as the Witcher gains levels in Monk.
The Witcher can brew potions when not in fight. He brews pack of 5 potions each time and can brew only 5 packs each day. He may choose freely how strong the potion should be (see below).
When some of the effects wear off, the others still remain functioning.
When drinking potion before the cooldown timer runs out, previous power level is applied.
As the potions increase in power, they still maintain all the previous effects!
Due to organic essence of the potions, they cannot be dispelled. However, any Greater or mediocre Restoration will cancel all the effects!
Potions and Toxicity
The Witcher's body can resist poisons. It still has some boundaries though. These boundaries widen as the Witcher gains levels.
The Witcher has "Toxicity Points" (TP) equal to WL/3.
Every potion drains some of these points and they restore only when the effect of the potion wears off.
The Witcher cannot get below 0 TP as he would die.
Potion of Purification
Requires Monk level 15
This potion nullifies any potions the Witcher drank, restoring his Toxicity Points (TP).
Potion of Sight Enhancement
Power I
- drains 2 TP, requires 15 Monk levels, dilates the pupils -> Darkvision
Duration WL turns.
Power II
- drains 4 TP, requires 18 Monk levels, the eyes can distinguish refraction of light -> True Seeing
Duration WL turns.
Power III
- drains 8 TP, requires 24 Monk levels, the eyes perceive wider EM spectrum, so they can see concealed enemies much better -> decreases concealment of enemies by (WL/6)%
Duration WL rounds.
Potion of Body Adjustment
Power I
- drains 4 TP, requires 15 Monk levels, increases the reproduction rate of all cells -> Regeneration equal to (Monk + WM)/8 pre LL, WL/3 if cc Monk, WL/6 if cc WM
Duration WL turns.
Power II
- drains 6 TP, requires 21 Monk levels, extremely increases the amount of erythrocytes, with proper breathing preparation the Witcher can remain under water almost forever - Waterbreathing
Duration WL hours.
Power III
- drains 8 TP, requires 24 Monk levels, the regeneration level increases to almost instantaneous, along with synthesized pain killers -> Temporary HP of (WL*15)HP
Duration WL turns.
Power IV
- drains 10 TP, requires 30 Monk levels, creates membrane around the Witcher's body that does not let through anything -> Invincibility for 3 rounds
Usable 3 times a day. Cooldown 10 minutes.
Potion of Mind Altering
Duration WL turns for all effects.
Power I
- drains 2 TP, requires 15 Monk levels, neurons produce more adrenalin in danger -> Fear Immunity
Power II
- drains 4 TP, requires 18 Monk levels, boosts the part of brain responsible for conscience -> Daze immunity
Power III
- drains 6 TP, requires 21 Monk levels, activates all parts of the brain -> Levitation
Power IV
- drains 8 TP, requires 24 Monk levels, boosts conscience-part of the brain even more -> Confusion Immunity
Power V
- drains 10 TP, requires 27 Monk levels, due to chemicals in blood, anyone attempting to access the brain of the Witcher would lost his sanity permanently -> Domination Immunity
Potion of Muscle Enhancement
Duration WL turns for all effects.
Power I
- drains 2 TP, requires 15 levels of Monk, injecting more nutrients into the blood system makes muscles less tired -> Dodge AC bonus of WL/12
Power II
- drains 4 TP, requires 18 levels of Monk, increasing blood flow in muscles gives them higher speed, making the Witcher moving very fast -> Concealment of (Monk + WM)% pre LL, (WL +10)% if cc Monk, (Monk + WM + LL/2)% if cc WM
Power III
- drains 8 TP, requires 24 levels of Monk, multiplying the myocytes gives the Witcher higher strength, so he can swing his weapons more easily -> Extra Attack per round
Power IV
- drains 10 TP, requires 27 levels of Monk, in addition to muscles improves the perception of every movement around the Witcher, allowing him to see ranged projectiles from distance and using his speed to avoid them -> Concealment against ranged attacks of (WL + 25)%
Path of Combat Mastery
The Witcher relies more on his skills with sword rather than on alchemy.
Battle Awareness
Requires 13 levels of WM. The Witcher can perceive every enemy equally well.
Receives Defensive Awareness feat.
Weapon Sharpening
Requires 16 levels of WM. The Witcher can once a day sharpen his Great sword.
It receives keen and enhancement of (WL/5 + 2) (max +14).
Acrobatic Movement
Requires 19 levels of WM. With his movement skills the Witcher can get just about anywhere in battle.
Similar to SD's port ability, the Witcher can teleport to any enemy in certain radius.
Whirlwind Mastery
Requires 19 levels of WM. The Witcher is so fast he can attack all foes around him at once.
Receives a swift Improved Whirlwind attack usable once a round.
Knowledge in use
Requires 22 levels of WM. The Witcher knows how to swing his sword in efficient way, saving time.
Gives additional attack per round.
True Knowledge of Enemies
Requires 25 levels of WM. The Witcher knows just about anything about his enemies, knowing exactly where to hit.
Increases critical threat range by additional 2.