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alex90lilb
2013-12-11, 01:42 AM
Although I love the 'Witcher' books and games, this is not an attempt to put that Witcher in the Pathfinder setting per se. Rather, this is me trying to fit the folkloric Witcher into the Pathfinder system in a way that feels right, customizable and something that anyone of any race can approach. Would love to hear your thoughts!


Witcher


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The hidden secrets of the occult tear at the fabric of reality. Ungodly horrors lurk beyond the veil of existence, and nightmarish weapons not meant for mortal hands lay scattered across the earth, just waiting to unleash devastation.

Few can hope to grasp these inconvenient truths, and even fewer will choose to take a stand to do something about it. These dauntless few are men and women of extraordinary willpower who assume the mantle of ‘Witcher.’

Witchers come to their chosen path in a variety of ways. Most Witchers were traumatized in some way by occult forces; and see their role as an evening of the scales. Some have had intimacy with magic from an early age, either through Witcher parents or a small Witcher organization. Still others have a magical background. Either through a magical education or through being children of a spell-wielding parent, taught to see magic as an ally to be respected, feared, and regulated. Whatever the case, the life of a Witcher is taxing and never taken up by whimsy.

Role: Witchers see the looming darkness, and have dedicated their lives to holding back the tides of chaos. In combat, they bear the lion’s share of the melee while shielding themselves and their allies from the horrors beyond the veil. As aggressors, they disrupt their foes, and strike hard while their defenses are at a minimum.

Alignment: Any lawful and/or good. A Witcher’s path requires them to be lawful, good, or both.
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The Witcher’s class skills are Bluff (cha) Climb (str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (cha) Knowledge (Arcana) (Int), Knowledge (religion) Knowledge (the planes ) (Int), Perception (Wis) Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (cha).
Skill Ranks per Level: 4 + Int modifier.

{table=head]Level|BaB|Fort|Ref|Will|Special|1st |2nd |3rd|4th
1st|+1|+2|+0|+2|Detect magic, Anointment, Witcher’s Price|-|-|-|-
2nd|+2|+3|+0|+3|Spurn the Void, Mettle|-|-|-|-
3rd|+3|+3|+1|+3|Unraveling|-|-|-|-
4th|+4|+4|+1|+4|Alchemy, Anointment|0|-|-|-
5th|+5|+4|+1|+4|Mental Bastion|1|-|-|-
6th|+6|+5|+2|+5|Unraveling |1|-|-|-
7th|+7|+5|+2|+5|Spurn the Void |1|0|-|-
8th|+8|+6|+2|+6|Anointment|1|1|-|-
9th|+9|+6|+3|+6|Unraveling |2|1|-|-
10th|+10|+7|+3|+7|Anointment|2|1|0|-
11th|+11|+7|+3|+7|Curse Reversed|2|1|1|-
12th|+12|+8|+4|+8|Unraveling|2|2|1|-
13th|+13|+8|+4|+8|Anointment|3|2|1|0
14th|+14|+9|+4|+9|Greater Mettle|3|2|1|1
15th|+15|+9|+5|+9|Unraveling, Spurn the void|3|2|2|1
16th|+16|+10|+5|+10|Anointment|3|3|2|1
17th|+17|+10|+5|+10|Greater Mental Bastion|4|3|2|1
18th|+18|+11|+6|+11|Unraveling, Spurn the void|4|3|2|2
19th|+19|+11|+6|+11|Anointment|4|3|3|2
20th|+20|+12|+6|+12|Reckoning|4|4|3|3
[/TABLE]

Class Features
All of the following are class features of the Witcher

Weapon and Armor Proficiencies
A Witcher is proficient with all simple are martial weapons, with light and medium armor, and with the buckler shield.

Witcher’s Price
No Witcher can undergo their training without paying some sort of terrible cost. Be it a physical, mental, or spiritual trauma, every witcher is permanently scarred from the viciousness of their conditioning. A Witcher must choose one of the following ‘Witcher’s Prices’ upon taking their first level of witcher. Once chosen, nothing short of a wish or miracle spell can end their suffering.
This suffering is not without it's lessons. Upon attaining 11th level, a Witcher can force any target within 30 feet to also suffer the penalties of her Witcher's Price as a swift action. This ability is useable once per day per point of Wisdom modifier (minimum 1), and lasts for one hour.

Arcanaphobia - Your mind has grown so wary of the occult arts that all magic, even simple cantrips, cause instinctual defense. You must always attempt a saving throw to negate a magic spell cast on you, even a harmless one, unless it is a spell you cast yourself. This aversion is not premeditated. If you have spell resistance, you may still lower it temporarily to allow positive spells through.

Magical Addiction - By repeatedly subjecting yourself to arcane energies, you have become addicted to magic. You take a -2 penalty on all saving throws against spells and supernatural abilities unless you have had a spell of no less than 1st level cast on you within the last hour. When you wake up in the morning, you are also fatigued until you have a spell of any level cast on you.

Body of Gashes - By damaging yourself constantly with elemental energy and magical weapons, Your body is covered in faintly glowing, arcane scars which never heal. Whenever you take physical or elemental damage from any source, you take one additional point of damage of the same type. Wherever you would heal hit points, whether through magical or natural means, you are healed one point less. (this renders fast healing 1 useless)

Visions from Beyond - Because of all the hallucinatory spells and concoctions you’ve subjected yourself to over the years, you constantly and uncontrollably hallucinate (or perhaps see and hear things others cannot). Whenever you would roll a perception check, there is a %10 chance you have a vision of something else and automatically fail. Additionally, you have a hard time discerning the horrors of combat from the horrors in your mind. It is impossible for you to withdraw from combat without provoking an attack of opportunity.

Churned Stomach - By drinking so many volatile liquids, your ravaged digestive system can reject even the most benign of imbibements. Whenever you eat or drink anything (aside from plain trail rations) there is a %10 chance you will violently regurgitate it back up, rendering the food or drink useless and rendering you nauseated for one round. Drinking a magical potion you did not prepare yourself increases this chance to %20.

Barren- Your alchemical experimentation has robbed you of your natural gift to bear or produce offspring.

Cursed - During your studies and experimentation, you brought down a powerful curse on your own good fortune. You critically fail a roll on a natural '13' as if you had rolled a '1'.

Detect magic
A Witcher develops an innate sensitivity to magical auras. She may use Detect Magic as a spell-like ability at will.

Spurn the Void
A Witcher exposes herself to so many harmful magical effects, she builds up immunity to certain effects. At 2nd level, she gains one of the following traits, knows as ‘spurnings’. Once selected, a spuring cannot be changed. She gains an additional spurning at 8th, 15th, and 18th level.

-Immunity to Magical Poisons
-Immunity to Magical Diseases
-Immunity to Charm effects
-Energy resistance against one type of energy equal to your Witcher level. (you may select this spurning multiple times, applying it to a different energy type)
-Immunity to Compulsion effects.
-Immunity to magical death effects.
-Immunity to magical and non-magical fear effects.
-Immunity to Teleportation effects against your will
-Immunity to Polymorph effects against your will
-Immunity to magical Ability score damage and drain of one selected ability score. (you may select this spurning multiple times, applying it to a different ability score)

Unravel
As a Witcher learns more and more about the nature of magic, she can harness raw arcane energies to disrupt magical effects. At third level, a Witcher can unleash one of following abjuring effects as a spell-like ability, using her Witcher level as her caster level. You may use your unravel ability 3 + you wisdom modifier times per day. You may consume two uses of this ability to cast it as a move action, and three uses to cast it as a swift action.

At 6th level, and every three levels thereafter, you can choose learn a new unravel ability or enhance one of your previously know powers with an additional quality known as a 'Furtherance.'

Dimensional Lock - To use this Unraveling, you must hit a target with a ranged touch attack. For one minute per level, the target cannot make use of any teleportation effect they cast or have cast on them. Planar travel by any magical means is also impossible.

Furtherances
Phase Lock- The target also may not make use of any summoning spells, or magical abilities which teleport creatures or objects to them.
Dead Zone - Your Dimensional Lock affects all creatures in a 60-foot radius burst, although each creature gets a will save to negate the effect.

Unsommon - To use this Unraveling, you must hit your target with a ranged touch attack. If the target is a Magical Beast, Abberation or Fey, it taks 1d4 damage per level. If the target is an Undead Creature, Outsider or Construct, it takes 1d6 damage per level. If the Target was summoned by a spell, supernatural, or spell-like ability, creature, the damage increases to 1d10 damage per level. Regardless of creature type, the target receives a will save to halve the damage.

Furtherances
Dimensional Exile - Unless the target succeeds on their will save, they are immediately banished back to their home plane as per a banishment spell. This has no effect on creatures that were not summoned magically through interdimensional travel. They also take half damage upon a successful saving throw.
Unsummon Storm - Instead of a ranged touch attack, you may use this unravelling in a 20-foot radius burst at close range (25 feet + 5 feet per Witcher level)
Dominion - Instead of dealing damage, if you strike a summoned with your ray, the creature's caster must succeed a will, or have their summoned creature fall under your control as if you had summoned it. Any cost of summoning the creature (i.e. bartering/making agreements/etc) still apply, and the duration remains unchanged.

Suppress Magic - You may use this Unravelling to suppress an ongoing magical effect in an area, or a creature under an ongoing magical effect. If you choose an ongoing magical effect in an area you must be within 30 feet. If you select, a creature under an ongoing magical effect, you must also strike the creature with a ranged touch attack (provided they are trying to dodge you). If you succeed a suppression roll (1d20 + your Witcher level + your wisdom modifier) against a DC of 11+the spell’s caster level) you suppress the effect for one round per Witcher level. If the target or area is under multiple spell effects, you target the highest level effect unless you properly discern the effect you wish to suppress with a spellcraft check.

Furtherances
Runic Suppression - You may also use this ability to suppress a magic item within 30 feet. If your suppression roll succeeds against a DC of 11+ the item’s caster’s level, you suppress the item for one round per Witcher level.
Smother Magic - You may also use this ability to suppress a creature with spell-like or supernatural abilities. If your suppression roll exceeds their 10+ the creature's HD, they lose their ability to use their spell-like abilities or supernatural abilities for one round.

Counterspell - You may use this Unravelling to counter a spell being cast as the dispel magic spell, with the following exceptions: Your dispel roll is equal to 1d20 + your Witcher level + your wisdom modifier. (The DC to dispel is still 11+the spell caster’s level) Feats that improve counterspelling also improve this ability. You may only use this ability to counter a spell or spell-like ability as it is being cast

Furtherances
Spelljack- Upon successfully countering a spell, unless the spell’s caster succeeds a will save, you may choose to instead cast the spell yourself (caster level and DC do not change since it technically isn’t your spell)
Rejuvenate - Upon successfully countering a spell, you may heal 4 hit points of damage per spell level countered.

The Witcher must decide which effect they want as they use this ability, but need not prepare it beforehand. When using this ability, a Witcher is considered a caster equal to her Witcher level. Unravel is a spell-like ability that consumes a standard action and functions as a spell-like ability with a spell level equal to ½ the Witcher’s level, minus one. The DC of an Unravel effect is equal to 10+ ½ the Witcher’s level, plus your wisdom modifier. A Witcher must have at least one hand available to use the unravel, Armor does not hinder your ability to this power properly.

Mettle
By constantly subjecting her body to poisons, diseases, and baleful magic, Witchers learn to shrug off certain their effects. Once per day, if a Witcher would be affected by an ability requiring her to make a fortitude save, or would be subjected to an ability which would reduce one of her physical ability scores, she may choose to be nauseated for one round instead of suffering the regular effects. A Witcher may use this ability one additional time per day per positive point of constitution modifier (minimum 1). At 14th level, she can choose to merely be sickened for one round.

Mental Bastion
By constantly subjecting her mind to isolation, excruciating pain, and brain-numbing magic, Witchers learn to shrug off certain their effects. Once per day, if a Witcher would be affected by a mind-affecting ability requiring her to make a will save, or would be subjected to an effect which would reduce one of her mental ability scores, she may choose to be confused for one round instead of suffering the regular effects. A Witcher may use this ability one additional time per day per positive point of wisdom modifier (minimum 1). At 17th level, she can choose to merely be dazed for one round.

Alchemy
A Witcher knows all too well that when dealing with magic, often the best course of action is to fight fire with fire. However, a Witcher tempers their magic ability through the use of specialized elixirs know as ‘Infusions’ rather than spells. These infusions follow the same rules as the Alchemist’s elixirs with the following exceptions; A Witcher only learns to brew extracts-like infusions. Bombs and Mutagens are beyond the scope of her training. She does not gain any bonus to her craft (alchemy) check based on her class level and she must have at least one rank in craft (alchemy) per the corresponding Infusion level in order to brew any extract on the list. A Witcher's must have a Wisdom score of 10+ formula level to brew an elixir, and gains bonus elixirs based on her wisdom.

A Witcher’s extract selection is not nearly as limited as the Alchemists. She automatically knows all infusions on her list, but gains nothing from observing wizards, alchemists or other arcane casters.

Infusion List

1st-Level Witcher Infusions—ant haul*, comprehend languages, crafter’s fortune, cure light wounds, detect secret doors, detect undead, disguise self, endure elements, expeditious retreat, feather fall, identify, jump, keen senses*, mage armor, negate aroma*, protection from chaos, protection from evil, shield, touch of the sea*, true strike.

2nd-Level Witcher Infusions—aid, alter self, barkskin, bear's endurance, bestow weapon proficiency, blur, bull's strength, cat's grace, cure moderate wounds, darkvision, delay poison, detect thoughts, eagle's splendor, false life, fox's cunning, glide, invisibility, levitate, owl's wisdom, protection from arrows, resist energy, restoration (lesser), seducer’s eyes, see invisibility, spider climb, undetectable alignment.

3rd-Level Witcher Infusions— arcane sight, bloodhound*, cure serious wounds, detect scrying, discern lies, heroism, locate weakness, nondetection, protection from energy, rage, remove blindness/deafness, remove curse, remove disease, shadow step, strangling hair, tongues, water breathing.

4th-Level Witcher Infusions—air walk, arcane eye, cure critical wounds, death ward, dimension door, dragon's breath, freedom of movement, neutralize poison, restoration, spell immunity, stoneskin

Anointments
A Witcher's rigorous trials allow her to uncover ancient, occult techniques forgotten to history. At 1st, 4th, 8th, 10th, 13th, 16th and 19th level, a Witcher unlocks a new occult knowledge refereed to as an 'Anointment.'

If an anointment grants the Witcher any spell-like abilities, they functions with a spell level equal to ½ you Witcher’s level, minus one. The DC of any anointment ability is equal to 10+ ½ your Witcher’s level, plus your wisdom modifier. A Witcher must have at least one hand available to use a spell-like ability granted by an anointment.

Dreamcatcher (ex) - You have learned, though volatile conditioning of your subconscious, to control yourself almost perfectly in your dreamstate. You and any allies within a 30 foot radius who are subjected to a magical sleep effect gets a +2 bonus on their saving throw and an additional +2 bonus per five witcher levels.
Additionally, while you and any ally within a 30 foot radius slumbers naturally, they are immune to dream, nightmare, or similar effects. You are always aware when these effects occur, and whether or not they are harmless. You can allow the effects through if you so choose.
Finally, Any creature who targets you specifically while you’re asleep risks great peril. If you allow such an effect though on yourself, and your saving throw is successful, you can attempt a special grapple combat maneuver using 10+ the attacker’s caster level as the CMD. If you succeed, they are ripped from the dream and into your arms, grappled and pinned, as if by a teleport spell.

Eyes of Abaddon (su) - You have concocted a dose of potent eyedrops that enhance your eyes, allowing you to see the unseen. You gain the ability to see though any Illusion (glamer) spell and can always differentiate Illusion (figment) spells from the surrounding reality.
Invisible creatures are marginally visible to you. You can discern the square they occupy but treat them as though they had partial concealment. (20% miss chance)
Your pupils warp visibly because of this. Anyone who succeeds a DC 18 Knowledge (Arcana) check can discern your ability (as well as your identity as a Witcher).
At 10th level you gain Darkvision. At 15th level Invisibility no longer has any effect against you. At 20th level you are considered to be always under the effect of a True Seeing spell

Occult Arsenal (su) - You anoint your weapons with rancid anti-magical components, as well as subjecting it to long-forgotten, archaic rites. So long as you have a few minutes each day (typically when you would prepare spells or elixirs), you can anoint your weapons, treating them as Cold Iron, Silver, Good or Lawful (in accordance with your own alignment) for the rest of the day. You can change what property you give your weapons by spending another few minutes re-applying your ointments are rituals. At 5th level, you may grant your weapons a +1 magical enhancement bonus. This stacks with any enhancement bonus the weapon already had, to a maximum of +5. At 10th, 15th, and 20th level, this enhancement bonus increases to +2, +3 and +4, respectively. This enhancement may also be used to add the one of the following qualities, Agile, Bane, Called, Conductive, Dancing, Ghost Touch, Nullifying, Spell-Stealing or Throwing. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

Awaken Spell Resistance (su) - Magic is a poison against which you have developed an immunity. You gain Spell Resistance equal to 9 + your witcher level. If you have spell resistance from your racial abilities or from some other source, it overlaps with this one. At 5th, 10th, and 15th level, your spell resistance improves by one.

Monster Hunter (ex)- You extensive study and dissection of dangerous magical creatures has given you deadly insight into their anatomy. You gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, as well as attack and damage rolls against creatures of the following type: Aberration, Construct, Dragon, Fey, Outsider, Magical beast, Ooze, Monstrous Humanoid, and Undead. At 5th level this bonus increases to +2, at 10th level it increases to +3, and at 15th level it increases to +4.

Planeswalker (ex) and (su) see text- You are well versed in the lore of the planes. You receive a +2 bonus on all knowledge (planes) checks and diplomacy checks with non-native outsiders. This bonus increases by an additional +2 bonus for every five witcher levels you possess.
You never are subjected to any penalty from existing on a strongly aligned plane. Spells and spell-like abilities of your allies within 30 feet are not subjected to wild, impeded or dead magic planar qualities.
At 10th level, you can use Contact Other Plane as a spell-like ability once per day. At 15th level, you can use Plane Shift as a spell-like ability once per day. At 20th level, you can use Interplanetary Teleport as a spell like ability once per day.

Occult Bond (ex) - You gain the service of a loyal arcane creature. This Functions as a Wizard’s Familiar received through their Arcane Bond ability. A Witcher’s familiar can deliver a use of the Witcher’s Unravel ability, or any other spell like ability that requires a touch or ranged touch attack, through a touch if they so desire. Feats which improved your familiar also affect the companion gained through this ability. Your Witcher level may be used as arcane caster level for the purposes of determining eligibility for feats based on your familiar, as well as the familiars’ advancement.

Sigils of the Unseen Hand (su) - You inscribe your body with arcane runes, infused with the power of telekinetic force. They allow you to cast the following cantrips at will: Mage Hand, Scoop, Open/Close and each of the following spells once per dayunseen servant and Breakas spell-like abilities.
At 5th level, you may also add force punch and hostile levitationto the list. At 10th level add telekinesis. At 15th level add grasping hand. At 20th level, add crushing hand

Sigils of Ash (su) - You inscribe your body with an arcane runes, infused with the power of fire, allowing you to cast the following cantrips at will: flare, spark, dancing lights and each of the following spells once per day: burning hands and flare burst as spell-like abilities.
At 5th level, you may also add fireball to the list. At 10th level add dragon's breath (fire only). At 15th level add contagious flame. At 20th level, add meteor swarm

Sigils of the Grave (su) - You inscribe your body with an arcane runes, infused with the power of death and decay, allowing you to cast the following cantrips at will: bleed, disrupt undead, touch of fatigue and each of the following spells once per day: chill touch and clean corpse as spell-like abilities.
At 5th level, you may also add sands of time to the list. At 10th level add blight. At 15th level add finger of death. At 20th level, add energy drain

Burning Blood (su) - You have concocted a potent admixture which makes your blood harmful to whomever would spill it. Any creature who damages you with a melee slashing or piercing weapon takes your wisdom modifier in acid or fire damage (chosen upon the selection of this anointment). If the weapon the creature used was a natural weapon, the damage increases to 1d6+ your wisdom modifier. If they are grappling you while they deal the damage, the energy damage is doubled. At 10th level, if a creature scores a critical hit against you with a melee slashing or piercing weapon, multiply the energy damage proportional to the weapons critical multiplier.

Hellbane (ex) - You have studied infernal anatomy and fought alongside the forces of good for so long, you are particularly adept at the dispatching of demonic, daemonic, and diabolic foes. Once per day, you may Smite an evil outsider as the paladin ability of the same name using your Witcher level as your paladin level with the following exceptions: You do not gain bonus damage on your first attack. You use your wisdom modifier in place of your charisma modifier on your attack rolls. The attack only works against evil outsiders. At 5th level you may add one of the following creature types to the list of smite-able creatures: Undead, Aberrations, evil Dragons or evil Fey. 10th level and 15th level, you may use this ability one additional time per day.

Alchemical Flesh (ex) - You anoint your skin in a bath of strong alchemical fluid. You become unnaturally pale; Anyone who succeeds a DC 18 Knowledge (Arcana) check can discern your ability (as well as your identity as a Witcher), but also innately more receptive to magic. Once per day, you may extend or empower Any spell cast on you (including your own infusions). at 5th, 10th, 15th and 20th level, you may use this ability one additional time per day. You may Maximize a spell by consuming two uses of this ability and quicken a spell with three uses.

Spell Siphon (su) - Your intricate understanding of ley lines allows you to divert incoming magical attacks against your allies to yourself. Once per day, if an ally within 15 feet would be the target of a spell or supernatural ability, you may divert the ability to target yourself instead, provided the ally consents. You may not use this ability against spells or effects that target an area. If the spell has multiple targets, and you were included in the original spell, you may only take the spell for an ally if you willingly fail your saving throw against the spell targeting yourself (if it had one). If the spell would be delivered through a ranged touch attack, it automatically strikes you. You can’t siphon spells delivered though a touch attack. You may use this ability one additional time per day at 5th and 10th level. At 15th level, you can attempt to syphon a positive spell being cast on any adjacent enemy. To do so, you must each make opposed will saves to divert the spell’s ley line. If you succeed, the spell targets you instead. Using Spell Siphon in this way consumes two daily uses of the ability.

Reckoning
At 20th level, your occult powers reach their Zenith. You undergo one of three powerful arcane rituals known only to the most legendary Witchers of history. The DCs of such abilities are always 10+½ your Witcher Level + you wisdom modifier. Select one of the following Reckonings. Once selected, it cannot be changed.

Rite of Disjoining - You may cast Mage’s Disjunction as a spell-like ability once per day, using her Witcher level as her caster level, with the following exceptions: You may choose to exclude any items or creatures you wish in the radius of the burst if you choose to use it as such. Antimagic Fields you target have a %25 chance of being destroyed and Relics have a %2 chance to be destroyed.

Rite of The Risen - You gain the effects of all the ‘Spurn the void’ Spurning traits. (including all the traits that can be taken multiple times)

Vernal Rite - You cease aging and cannot be magically aged. You gain a +2 bonus to all ability scores.

Ex-Witchers
A Witcher's pursuits and practices always come with a toll on her spirit. Sometimes this can lead a Witcher away from the core of her beliefs. Any Witcher who ceases being either lawful or good, or who willingly allows a great magical perversion of the natural world to take place does not lose any of her abilities, nor does she lose the ability to continue advancing as a Witcher, but She gains two more ‘Witcher's Prices’ Until she atones.
To atone, she must resume following her proper alignment, and rid the world of a great magic evil. Either by assisting in the slaying of an evil or chaotic spellcaster of higher HD than her, or destroying an evil or chaotic magical item with a caster level higher than your character level.

DarkWheelBluez
2014-07-30, 12:53 AM
Not an expert on balance or anything, but if I were to use this I'd make all the spurnings that give immunity just boost the corresponding save by an amount equal to 1/2 the witcher's level, if only because immunity can be abused far more than a boosted save. I get why the flavor would imply witchers get immunity, but balance tends to be more important when actually playing a class. Good job though, love the feel of the class.