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Dungeons & Dra.. Homebrew Campaigns Witcher Class - Includes Paragon Paths and Feats
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2 years ago  ::  May 25, 2011 - 9:00PM #1
El_Karlos
Date Joined: May 24, 2011
Posts: 130
The Witcher, a Martial/Arane Striker based on The Witcher series and videogames by Andrzej Sapkowski and CD Projekt.

[Link]

The concept was to recreate most of the signature mechanics, powers, and alchemy items from the games into a unique and playable class, using Signs for encounter powers, Potions for utility powers, and bombs and poisons for dailies (in a similar manner to the executioner). As this is my first time putting something like this together, please let me know how I can improve it.
Check out my homebrew Witcher class [Link] and my homebrew Samurai [Link]
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2 years ago  ::  May 26, 2011 - 5:38AM #2
mhbjarkistef
Date Joined: Sep 6, 2010
Posts: 998
I didn't get to readng the whole thing, but what I saw I liked. There are a few typos/wording problems and this could probably be improved a bit, but the execution of the idea is splendid :D You can be proud, this is cool stuff.

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
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2 years ago  ::  May 26, 2011 - 7:10AM #3
Lady_Ishtar
Date Joined: Mar 11, 2004
Posts: 427
Looks really good. Question I have, why are there no riders for School of the Viper on any of the Signs?
I have never seen a super nova go off, but if it is anything like a Chevy Nova it sure will light up the sky!

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2 years ago  ::  May 26, 2011 - 9:03AM #4
El_Karlos
Date Joined: May 24, 2011
Posts: 130

May 26, 2011 -- 5:38AM, mhbjarkistef wrote:

I didn't get to readng the whole thing, but what I saw I liked. There are a few typos/wording problems and this could probably be improved a bit, but the execution of the idea is splendid :D You can be proud, this is cool stuff.




I'll proofread it again for typos, but could you elaborate on any of the wording problems so that I can fix them?

May 26, 2011 -- 7:10AM, Lady_Ishtar wrote:

Looks really good. Question I have, why are there no riders for School of the Viper on any of the Signs?




The School of the Viper is more of a Striker feature focusing on swordplay and melee attacks, and gains a bonus to Monter Lore damage rolls. I was considering changing this to a flat Dexterity modifier bonus to damage with all melee attacks, but that seems a bit overpowered especially with any melee multi-attacks gained from multiclassing or paragon paths.

The School of the Owl forgoes this damage bonus but gains additional riders on Witcher Signs for more of a Controller oriented playstyle.

Check out my homebrew Witcher class [Link] and my homebrew Samurai [Link]
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2 years ago  ::  May 31, 2011 - 1:36PM #5
Mythril_Sage
Date Joined: Oct 14, 2009
Posts: 144
This is Awesome! Please please please expand it to include all of the Witcher signs. =D I need to play this! Flesh it out pleeeease! XD
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2 years ago  ::  Jun 02, 2011 - 7:32AM #6
El_Karlos
Date Joined: May 24, 2011
Posts: 130

May 31, 2011 -- 1:36PM, Mythril_Sage wrote:

This is Awesome! Please please please expand it to include all of the Witcher signs. =D I need to play this! Flesh it out pleeeease! XD




Haha, all the signs are already there, the Quen is the lvl 2 utility power and the Heliotrope you get from taking the sign based paragon path.

Check out my homebrew Witcher class [Link] and my homebrew Samurai [Link]
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2 years ago  ::  Jun 03, 2011 - 1:03AM #7
Bronski113
Date Joined: Dec 28, 2008
Posts: 398
Definitely looks cool.  I do have some suggestions.

For starters you much want to reword the section deatailing the bonuses to attack when using the regular sword and the silvered sword.  Since the only difference in the wording is with/without it was easy to misread that section.  I really like how the mechanics of that works out though.

With "Monster Lore" it is my understanding this functions like the Ranger's Hunter's Quarry and the Rogue's Sneak Attack.  From what is written there you use them power on a creature and roll the knowledge check.  If you meet or beat the hard DC for the check you get +1d8 (heroic tier) against that monster type.

1) So if  say creature A and B were the exact same monster.  So if you roll the check on A successfully and then killed it you wouldn't have to roll the check again against B to get the bonsu to it?  But if you didn't successfully roll it on A but you can roll the check on B if A has been killed?  Once both A and B are dead you regain the power to use on another type of monster.

2)  The "Slayer of Men" feat seems unecessary.  The Monster Lore feature doesn't specify exactly what it can and can't be used on.  It feels like a feat tax to me.

3) Compared to Rangers and Rogues the extra damage doesn't stack up very well.  Rangers do less extra damage than rogues but they can't just mark the target.  Rogues do more but have to get CA.  The Witcher relies on a die roll that at level 1 they will have maybe a 50 percent chance to get and their damage isn't that much better than a Ranger's who just have to worry about which monster is closer.

My suggestion would be allow the Witcher to get a +1d4 damage if they meet or beat the moderate DC for the check (the hard DC getting you the +1d8).  This way there is a definitely advantage to rolling high and having good skill checks and also still a chance for failure.

Finally, I was wondering about the Viper's Strike at-will.  It seems incredibly powerful for an at-will.  It has the feel of a Warlord's encounter power that grants an extra attack to an ally.  For it to be more in line with an At-Will power it seems like instead of a melee basic attack the target should take damage equal to your Intelligence or Wisdom modifier damage (or it could be your strength mod damage) if it attacks your before the start of your next turn.

Overall I like it.  Keep up the good work.  This is probably the first homebrew class I really want to play. 
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2 years ago  ::  Jun 03, 2011 - 5:03AM #8
RoboKomodo
Date Joined: Sep 22, 2009
Posts: 31
I like it. Enjoyed playing The Witcher. I think you've captured the essence of the witcher in this class. I'd consider playing it if I was a player in a game that allowed houserules. It's got enough features to make it interesting to play, but not so many that it makes it too complex.
I think I might have to reinstall The Witcher!
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2 years ago  ::  Jun 03, 2011 - 8:48AM #9
Mythril_Sage
Date Joined: Oct 14, 2009
Posts: 144
A Note about the Expert Witcher Path power...It's labled as a Legendary Slayer Power. Oops.

Also, the Suggested feat for the Slayer Witcher is The Deadliest Game, but I don't see such a feat. Is this a typo or did you forget to include the feat?

It might help to note what the rules are for determining what you have to roll to learn something from a Monster Knowledge check. Not everyone might know the rules for this.

I really agree with the points made by Bronskii113, though I have no grasp of the math behind it. It does make sense though.
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2 years ago  ::  Jun 03, 2011 - 4:24PM #10
El_Karlos
Date Joined: May 24, 2011
Posts: 130
@Bronski113: Thanks for the feedback! To answer your questions/reply to your comments:

1) Correct. Monster lore applies to ALL monsters of the same type, (Kobolds, Dragons, Orcs, etc.), and all the variants of that type within the encounter.

For example, if you were fighting a Red Dragon, a Black Dragon, and a bunch of Kobolds and passed a Monster Lore check on the Red Dragon, you would gain extra damage until the end of the encounter against both the Red Dragon and the Black Dragon, but not the Kobolds.

2) I included that feat in case you ran into a hardass DM who would think that "Monster Lore" only applies to monsters. I will probably just go back and re-word the Monster Lore section so that it automatically applies to every creature in the game, including humans and humanoids.

3) Both Rogues and Rangers use Striker features that limit their targeting capacity. The Witcher's monster lore applies to all creatures of the same type in the same encounter, giving them multiple targeting options. Thus they trade some damage for more targeting capacity.

Looking over the math for a 1st level character, its a DC 20 check to learn the power's of a creature, which is actually less than a 50% chance, more if you have higher INT and WIS. Since that's pretty steep, I'm probably gonna drop it to just the DC 15 requirement.

However, as you level up, pick up feats like Monster Knowledge, and/or have a good background or item bonus to certain knowledge skills, it gets easier and easier to pass that roll. This further decreases the problem, and adds even more Targeting Capacity.

As for making it a scaling bonus to damage based on the check? Maybe scaling extra flat damage from  paragon feats and paragon paths, but I would like to keep the baseline mechanic as simple as possible.

4) Viper's Strike is modeled after the Rogue's Riposte Strike at-will, so it has precedence as an official striker power. It's not as good as a guaranteed Warlord or Ranger double-tap, simply because it only triggers IF the enemy YOU hit attacks you afterword. A smart DM or a smart creature could simply ignore you rather than risk taking another attack.

@Mythril_Sage:

Thanks for finding those typos, I'll change em when I get the chance. The rules for a Monster Knowledge check are on page 180 in the first Players Handbook, and I'm assuming that every DnD group has access to that book :P
Check out my homebrew Witcher class [Link] and my homebrew Samurai [Link]
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