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[Kit Pack] Witcher Kit Pack

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Hello everyone,

I am glad to announce I am making a kit pack based on the Witcher series.

KIT FEATURES:

This kitpack includes 3 classes derived from three of the Witcher Schools. I plan to make three more, based on the remaining schools, and maybe even more classes in the future, based on other characters or guilds from that universe. All the witcher kits are fighter kits. For installation, extract the folder to your main game directory and execute the setup.

Overall presentation:

Witchers are warriors that have undergone mutations and magical training and are especially skilled fighters with some extent of magical powers. Unless specified otherwise, Witchers have all these traits, on top of their specific traits:
-Witchers cannot dual-class.
-A witcher can achieve grandmastery in any type of two-handed weapons, but may only reach mastery with one handed weapons and ranged weapons.
-They cannot put pips in single-weapon, dual weapon and sword and shield fighting styles.
-Witchers must be human.
-Due to their mutations, every witcher has infravision.
-Due to their mutations, witchers are allowed to drink special Witcher potions that would be lethal to anyone else. However they react much more to alcohol, and intoxication cause additionnal symptoms.

-Every witcher has access to the 5 Witcher Signs. One sign can be used every 5 rounds, and puts all the signs in cooldown for that duration. These signs can be cast at will (within the cooldown limitation) and have a cast time of 1:
-Igni: Deals 1d5 fire damage in a cone (Same size as Burning Hands) every 4 levels

-Yrden: Creates a zone centered on the witcher for 30 seconds. Both enemies and allies within the zone are slowed. The Witcher is immune to that effect. The slow decreases the number of attacks per round by 0.5 (increases to 1 at level 12), the movespeed by 1 per 4 levels up to 5 at level 20 and increases the cast time by 1 per 10 levels up to 3 at level 21.

-Quen: Creates a shield on the witcher. This shield blocks up to 1 per 5 levels (capping at 5 at level 21) incoming physical attacks.

-Aard: Aard pushes back enemies within a cone. Enemies must save vs paralysation at +2 (-1 per 4 levels) or be knocked down for 2 rounds.

-Axii: Axii attempts to stun its target. The target must save vs spell at +2 (-1 per 4 levels) or be stunned for 4 rounds.


-Each witcher has a custom HLA table. These tables include:
  • One to three mutations: Passive effects that enhance their fighting capabilities
  • For some of them, abilities in line with their school speciality
  • A few of the ordinary fighter HLA.

Available Kits:

Witcher of the School of the Viper:


Witchers of the School of the Viper are witchers specialized in Alchemy. They use their knowledge to brew potions. These potions can only work onto witchers, thanks to their mutations, and would be instantly lethal to anyone else.
Class Features:
-Can only achieve Mastery in one-handed and ranged weapons.
-Can only achieve Proficiency in Single-Weapon, Two Weapon and Sword and Shield fighting styles.
-Cannot wear Plate or Full Plate armor.
-Cannot Dual class.
-Has permanent Infravision.
-Can brew special witcher potions using ordinary potions once per day. Witcher potions are especially powerful but they induce a very strong intoxication and thus only a few of them can be used at once. These potions effect are so strong they can only be dispelled by White Honey, and they are instantly lethal to any non-witcher. Using their Brew Potion ability, they may also obtain a Witcher's Alchemy Handbook that will sum up every information a wise Witcher needs
-Can cast the 5 witcher Signs: Igni, Yrden, Quen, Aard and Axii.
-May not pick any of the ordinary warrior HLA. Instead, Viper Witchers can definitely enhance some of their potions and pick the Toxic Blood, Euphoria and Metamorphosis mutations.



My advice when playing this class is:
-Be very careful about toxicity. Once you hit the critical point, you won't be able to use White Honey, and you will be very vulnerable to enemies, on top of taking damage regularly.
-Always have White Honey around. White Honey allows you to have more leeway while consuming your potions


Witcher of the School of the Cat:


Witchers of the School of the Cat are witchers who specialize in a very fast and deadly combat style.
Class Features:
-Can only achieve Mastery in one-handed and ranged weapons.
-Can only achieve Proficiency in Single-Weapon, Two Weapon and Sword and Shield fighting styles.
-Can only wear Leather and Studded Leather armor.
-Has Infravision.
-Cannot Dual class.
-Deal 20% less physical damage.
-Gain an extra half attack at level 1, and another at level 17.
-Gain increased movement speed: +1 per level up to 10 at level 10.
-Can cast the 5 witcher Signs: Igni, Yrden, Quen, Aard and Axii.
-May not pick Whirlwind, Greater Whirlwind and Hardiness. Instead, may pick the Bloodbath mutation as well as Whirl and Cat Speed.


Witcher of the School of the Griffin:


Witchers of the School of the Griffin are witchers who specialize in using the witcher signs as an addition to their combat abilities.
Class Features:
-Can only achieve Mastery with any weapon..
-Can only achieve Proficiency in Single-Weapon, Two Weapon and Sword and Shield fighting styles.
-Can only wear armors up to chain mail.
-Has Infravision.
-Cannot Dual class.
-Can cast a more powerful version of the 5 witcher Signs: Igni, Yrden, Quen, Aard and Axii.
-May not pick Whirlwind, Greater Whirlwind, Power Attack, Critical Strike and Smite. Instead, may pick three extra signs (Fulmen, Heliotrop and Duplicare), as well as three mutations (Magic Sensibility, Piercing Cold and Conductor of Signs).



There is a minor issue with this class: If you select both Magic Sensibility and Piercing Cold during a single phase of level-up, you will have two abilities called Witcher Signs, only one of which actually contains the Piercing Cold Aard.
So when you plan on taking these HLAs, take them separately.




Future Content

This part is dedicated to kits I have already designed but not implemented, kits I would like to implement but haven't designed yet, and some extra content for existing kits, most notably new potions and oils (see below). The design in this part is not definite and subject to change.

Witcher of the School of the Wolf:

Witchers of the Wolf School are balanced and rather straightforward witchers:

They deal an extra 10% physical damage.
They are limited to splinted mail armor.
They can brew oils. Only Witchers can use oils. These oils allow the Witcher to deal extra damage against a certain type of enemy (Example: Elemental, Undead, etc…). Basic oils will deal 3% of the target’s maximum hit points +2 on hit against the type of enemies they are made for and will last for 1 hour. Witchers of the School of the Wolf may choose to improve their oils as an HLA. Improved Oils increase damage by 5%+4 instead and last until another oil is applied.

Available Mutations: Adrenaline Rush: On cast, your number of attacks will increase by 2, the amount of physical damage you deal will increase by 20% and your movement speed will double. This bonus will diminish by a quarter every 3rd round (After three rounds, the number of attack will decrease to 1.5, the increased damage will decrease to +15% etc…). Adrenaline rush can be pick 3 times and is not stackable with itself or effects such as Haste.

Mutated Skin: Passively grants 30% resistance to elemental damage.



Witcher of the School of the Bear:



These witchers are typically stronger and bulkier than their fellows, but less agile:
- Innate +2 to Strength and armor class, but -2 to dexterity
- Can wear any armor
- Extra 2 HP per level
- Does not gain an extra half attack at level 13
- 1% resistance to physical damage per level, capping at 20% at level 20
- Quen blocks one extra attack
- Movespeed lowered by 2


- Can pick Rend instead of Whirlwind as a high-level ability. After a short cast time, Rend is a melee ability that deals massive damage (5d10+12) to a target enemy.
- Can pick Second Life once as a high-level ability. Once per day the Witcher of the Bear School can become immune to death for an hour. Should his HP go below 10%, he will briefly become unable to move and immune to everything, and fully heal over the course of a few seconds.
- Can pick Mutated Skin. Mutated Skin passively reduces incoming elemental damage by 30%



Witchers of the School of the Manticore:



These witchers use bombs as a secondary weapon. They get to use any bomb a limited amount of times every day. Be careful that most of these bombs also affect allies and the witcher himself. These bombs can be enhanced by high-level abilities and function as follows:
Dancing Star: Deal fire damage to everyone in the area. Enhanced: Double damage
Devil’s Puffball: Poisons everyone in the area on a failed save vs poison. Enhanced: double damage
Dimeritium Bomb: Affected targets must save vs spell at -2 or suffer 100% spell failure for 15sec. Enhanced: double duration, save at -6
Grapeshot: Deals physical damage to targets in the area. Enhanced: double damage
Moondust: Force affected targets to become visible and remain so for 15sec. Enhanced: the affected targets are slowed
Northern Wind: Holds targets that fail a save vs paralysation at -2. Enhanced: No save on the hold. 20% chance to instantly kill the target by frozen death.
Samum: Blinds the targets within the area for 15seconds on a failed save vs breath at -2. Enhanced: Blind now lasts 1 minute. The affected targets suffer 20% extra damage from any source while affected by Samum.
Witchers of the Manticore School can only specialize in melee weapons, achieve mastery with two handed weapons, but may reach grandmastery with ranged weapons.
They may only wear armors up to Splinted chain mail and cannot pick any of the usual warrior HLAs.
HLA Mutations:
Cat Eye: Ranged attacks deal an extra 5% of the target’s max health as piercing damage.
Mirror Skin: Passively gives the Physical Mirror effect.




Other kits I have in mind but not yet designed. Not all of them will necessarily make it, and they might totally change by the time they are released:
Redanian Ataman: A Fighter Kit that acts as a leader, giving boosts to allies.
Crinfrid Reaver: A fighter kit specialized in fighting Dragons and other legendary creatures.
Knight of the Flaming Rose: A Paladin with special abilities to fight mages.
Skelligan Berserker: A Fighter Kit that can shapeshift into a bear.
Flaminika: A Female Druid kit with extra control over nature and its creatures.
Vaedermaker: A Druid Kit with control over the weather
Mahakam Skirmisher: a Dwarf Ranger kit with the ability to plant various traps
Scoia'tel Swordmaster: an Elf Ranger kit specialized in single-handed weapon combat.
Aen Saevherne: An Elf mage kit with extra knowledge and spellcasting ability
Sorceress of the Lodge: A Female Sorcerer kit. Details unknown
Nilfgaardian Intelligence: a Thief kit that specializes in infiltration. Bonuses to stealth, possibility of charming enemies, ...
Wild Hunt Warrior: An Elf fighter kit with Sarevok's skin, the ability to strike fear somehow, with minor space-time control (equivalent of shadowstep)
Wild Hunt Navigator: An Elf Mage kit with vast control over cold and space-time, and ability to summon Wild Hunt Hounds



Additionnal Content:
Black Blood: a new Witcher Potion that grants immunity to level drain and acts as a selective, vampire-only, but more powerful Fireshield*




KNOWN BUGS:
None so far, please test the kitpack and report any bug you find!

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