The Garden of Forlorn Hope
The Witcher is a warrior class that specializes in finding and defeating supernatural (SU) casters (and monsters who use spells in a supernatural type) and fixing the problems such creatures cause. Though Witch’ers are able combatants against any foes, they excel when facing enemies that draw much of their power from cursing(hex), draining, and charming their opponents.
Witchers are warriors who have trained themselves to recognize, oppose, and sometimes even undo the effects of magic, especially witchcraft. Much of their power comes from an unshakable conviction that magic powers cannot overcome the willpower of someone trained to confront such forces without fear or hesitation. A Witch’er is powered by devotion to the idea that free will and normal mortal existence are as powerful and precious as the mystic powers of mages and priests.
Many Witch’ers work in a triad formally known as a Inquisition [with a hunter and Inquisitor], and seeing themselves as being a necessary part of a holy crusade. Others are baser in their motives, hiring themselves out to cursed or bewitched villages to hunt down and destroy the witches that plague them. What unites Witch’ers is not their motivation but their dedication. Whether drawn from holy verve, staunch individualism, or naked greed, nonetheless driven by the conviction that they can overcome such magics because they choose to do so. Many consider magic to be as much mummery and illusions that conceal true power. None are so foolish as to claim fireballs don’t burn, but they do believe that their inner resolve to quell the flames is as powerful and impactful as the force of will a pyromancer uses to ignite them.
Such unwavering resolve aids Witch’ers against mundane foes as well. They are willing to pit his doggedness against any threat, and will often stand fast where a more pragmatic man would retreat.
Witch’ers are not needlessly reckless and value their own lives, but once they are forced into action they waste no time or effort fretting over the risk of failure. Fighting shrewdly and with skill, but his true advantage lies in the reservoir of purpose he can call on when these prove to be insufficient to the task at hand.
Role: Like hunters and paladins, a Witch’er is a combatant who does his best when facing specific situations and types of foes. A well-equipped Witch’er can slice through slavers, kick down the doors of the giant’s hall, and chop through brigands as well as any other sword-swinger can, filling the role of primary combatant in parties without members of other fighting classes. But when facing cultists of the frog god, ferreting out succubi, and opposing hag covens, the class has advantages over less specialized fighters and barbarians. Their tremendous devotion allows him to land blows that otherwise would miss, clearly identify mystic threats, and even overcome magic through pure force of will. Most ’finders are most effective when dealing with practitioners of witchcraft (see “Which Witch” below), but have an edge over other warriors when facing any type of spellcaster.
Alignment: May be of any alignment, though most are lawful.
Hit Die: d10
Starting Wealth: At 1st level the class begins play with 5d6 x 10 gp.
The class’ skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.
More than one of the class’s powers require GM interaction to determine if a creature counts as a witch. For purposes of this class, it is assumed that witchcraft is a mystic art used by numerous different kinds of creatures and is itself neither good nor supernatural. Much as “wizardry” can be seen as the base art of both sorcerers and wizards, the class is built on the premise that “witchcraft” is a specific way of controlling power that can be recognized, identified, and fought.