TEXT: BASE CLASSES 
   
   
   
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  PRIMER (BASE) 
   
  There are specially trained warriors, augmented with magic 
  and alchemy, known as Primers. As they suffuse their bodies with 
  alchemical concoctions, they change both physically and mentally; 
  with mutations granting them inhuman abilities, and allowing them 
  to channel magical abilities through a system of casting called 
  Signs. These unnerving changes, in turn, causes them to be loners 
  and outsiders, and they rarely settle down in one place very long. 
  Soon, their very nature causes them to feel the need to hit the road 
  and distance themselves from the “normals” that have grown to 
  fear and loathe them. One of the few places that a Primer feels at 
  home is with an adventuring party. After all, they are often 
  oddballs themselves, and most accept the Primer’s abilities as the 
  assets they are and not as damning evidence of corruption. 
  Depending on your campaign, a Primer could be... 
   A rugged monster hunter, using clever tricks and unique tactics 
  and knowledge to fell the most fearsome of beasts 
   An alchemical or magical experiment subjected to countless 
  tests and concoctions, against his will, forged into something 
  greater than a mere warrior 
   A specialized golem with unheard of capabilities and talents 
   A specially trained member of a cabal of warriors who 
  ritualistically submit themselves to repeated trials and 
  modifications 
   A warrior and student of the occult who uses every trick he can 
  to raise the playing field advantage for himself 
   
  Party Role: Combatant/Wildcard. You're a powerful fighter, 
  and certainly built towards being in the middle of combat. On the 
  other hand, you can become a rather impressive scholar and 
  alchemist if you put your mind to it, and you likely will always 
  keep a few potions up your sleeve. 
  CLASS FEATURES 
  Requirements: Sorcery campaign quality 
  Favored Attributes: Strength, Wisdom, Dexterity 
  Class Skills: Acrobatics, Athletics, Crafting, Intimidate, 
  Investigate, Notice, Resolve, Sense Motive, Tactics 
  Skill Points: 4 + Int modifier per level (×4 at Career Level 1) 
  Vitality: 12 + Con modifier per level 
  Starting Proficiencies: 6 
  CORE ABILITY 
  Alchemical Metabolism: You may benefit from one potion 
  each scene. If the scene lasts longer than a day, then you may 
  benefit from one potion each day of the scene. Also, at any time 
  you may spend 1 action die to benefit from an additional potion. 
  CLASS ABILITIES 
  Rites of Initiation: At Level 1, you gain the Guts feat. Also, 
  you may always cheat death, regardless of scene type, campaign 
  qualities or other factors, with GM permission. 
  Bookworm I: You can ‘walk up to the right part of a library’ 
  or ‘flip open a book to the right page’ with eerie accuracy. At 
  Level 2, you make Research checks in 1/2 the usual time (rounded 
  up). 
  Bookworm II: At Level 11, you may make Research checks in 
  1/4 the usual time (rounded up). 
  Bookworm III: At Level 19, you may make Research checks 
  in 1/10 the usual time (rounded up). 
  Prime Combatant: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, 
  you gain 1 additional Basic Combat, Melee Combat, Gear, or 
  Spellcasting feat or 2 additional proficiencies. 
  Mutation: The magic in your blood slowly takes a hold of you 
  and you begin to take on mutations. At Levels 4, 8, 12, 16 and 20, 
  you may choose one of the following abilities. Each may be chosen 
  only once. 
   Altered Metabolism: When under the effects of a poison or 
  potion, you gain a +1 bonus to attack checks, defense and 
  reflex saves. This mutation may be chosen a second time. 
  When taken a second time you become immune to bleeding 
  and automatically stabilize when under the effects of a potion 
  or poison. 
   Cat Eyes: You gain the Darkvision I NPC ability. This 
  mutation may be chosen a second time. 
  
  (BASE CLASS) 
   
   
   
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  Table X.X: Primer 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities 
  1 
  +1 
  +2 
  +1 
  +1 
  +1 
  +1 
  +0 
  +0 
  Alchemical metabolism, rites of initiation 
  2 
  +2 
  +3 
  +2 
  +2 
  +1 
  +1 
  +0 
  +1 
  Bookworm I 
  3 
  +3 
  +3 
  +2 
  +2 
  +2 
  +2 
  +1 
  +1 
  Prime combatant 
  4 
  +4 
  +4 
  +2 
  +2 
  +2 
  +2 
  +1 
  +1 
  Mutation 
  5 
  +5 
  +4 
  +3 
  +3 
  +3 
  +3 
  +1 
  +1 
  Prime combatant 
  6 
  +6 
  +5 
  +3 
  +3 
  +4 
  +4 
  +2 
  +2 
  Signs and primers 
  7 
  +7 
  +5 
  +4 
  +4 
  +4 
  +4 
  +2 
  +2 
  Prime combatant 
  8 
  +8 
  +6 
  +4 
  +4 
  +5 
  +5 
  +2 
  +2 
  Mutation 
  9 
  +9 
  +6 
  +4 
  +4 
  +5 
  +5 
  +3 
  +2 
  Prime combatant, signs and primers 
  10 
  +10 
  +7 
  +5 
  +5 
  +6 
  +6 
  +3 
  +3 
  Sign mastery 
  11 
  +11 
  +7 
  +5 
  +5 
  +7 
  +7 
  +3 
  +3 
  Bookworm II, prime combatant  
  12 
  +12 
  +8 
  +6 
  +6 
  +7 
  +7 
  +4 
  +3 
  Mutation, signs and primers 
  13 
  +13 
  +8 
  +6 
  +6 
  +8 
  +8 
  +4 
  +3 
  Prime combatant  
  14 
  +14 
  +9 
  +6 
  +6 
  +8 
  +8 
  +4 
  +4 
  Brink of change 
  15 
  +15 
  +9 
  +7 
  +7 
  +9 
  +9 
  +5 
  +4 
  Prime combatant, signs and primers 
  16 
  +16 
  +10 
  +7 
  +7 
  +10 
  +10 
  +5 
  +4 
  Mutation 
  17 
  +17 
  +10 
  +8 
  +8 
  +10 
  +10 
  +5 
  +4 
  Prime combatant 
  18 
  +18 
  +11 
  +8 
  +8 
  +11 
  +11 
  +6 
  +5 
  Signs and primers 
  19 
  +19 
  +11 
  +8 
  +8 
  +11 
  +11 
  +6 
  +5 
  Bookworm III, prime combatant 
  20 
  +20 
  +12 
  +9 
  +9 
  +12 
  +12 
  +6 
  +5 
  Mutation, sign mastery 
   
   Defensive Reflexes: You gain a +5 bonus to any checks or 
  saves that would make you blinded or deafened. 
   Hidden Promise: You gain the Hidden Promise feat. 
   Inner Furnace: You benefit from the first 2 food and 2 drink 
  you consume in each day. 
   Resistant Body: You gain 5 extra wounds. 
   Stalwart Blood: You gain a +2 bonus to damage rolls and a 
  +5ft bonus to speed when bleeding or sickened. This mutation 
  may be chosen a second time. When taken a second time you 
  also gain the bonus when fatigued or shaken. Multiple 
  conditions grant separate bonuses (and stack), but multiple 
  grades do not. 
   Strong Blood: You are immune to poisons. 
   Tough Body: Your critical injury and massive damage 
  thresholds are each increased by 5. 
   Tough Skin: You gain Thick Hide 2. 
   Unearthly Beauty: You gain the Comely feat. If you have the 
  Comely feat, you gain the Elegant feat. If you have the Elegant 
  feat you gain the Enchanting feat. This mutation may be 
  chosen multiple times, until you have the Enchanting feat. 
   
  Signs and Primers: You learn simple magics using arcane 
  methods and your altered blood called Signs (see Casting Signs 
  sidebar, right). At Level 6, you choose 1 sign from the following 
  list and can cast it.  
  At Levels 9, 12, 15 and 18, you may choose one additional sign 
  from the following list: 
   Primer of Air: You harness the basic nature of air, with the 
  wind always at your back. Your travel speed increases by 1 
  MPH - this ability is always active and does not count as a use 
  of the sign. As a free action, you may give yourself a +10 
  bonus on your next jump check made within one minute. If you 
  spend a half action instead, you are also considered to be 
  running for your next jump check. If you spend a full action, 
  you gain both previous effects as well as an extra +10. Jump 
  checks given a bonus by this sign are not limited by your 
  height. 
   Primer of Fire: You control flame with your very fingertips, 
  you're always considered to have firesteel, which may be used 
  as a free action - this ability does not count as a use of the sign. 
  As a half action you may target 1 adjacent character with an 
  attack roll, if successful, the target takes 1d6 (AP 5) fire 
  damage. If you take a full action instead, you may target a 
  character up to 15ft away and the damage becomes 2d6 (AP 5) 
  fire. 
   Primer of Magic: You gain rudimentary control over the very 
  basic stuff of magic, and the tug of the ley lines is constant. 
  You're considered to always have the equivalent of a compass 
  and a magnet, “usable” to what extent they are as a free action - 
  this ability does not count as a use of the sign. As a half action 
  you may target 1 adjacent character with an unarmed attack 
  roll. If successful, the target takes 1d8 force damage. If you 
  take a full action instead, you may target a character up to 20ft 
  away and the damage becomes 2d8 force. 
   
   
  CASTING SIGNS 
  Signs can be cast once per scene without penalty. 
  Upon being used a second time (and every time 
  thereafter during the same scene) you gain 1 grade of 
  the baffled condition. If you have 5 grades of baffled 
  you cannot cast signs, even if doing so wouldn't inflict 
  a grade of baffled.  
  Casting a sign requires not skill check (normally), 
  but you must have one free hand and a sign can never 
  be used more than once per round. The same sign 
  cannot be cast two rounds in a row. Finally, unless 
  noted otherwise, other characters block line of effect 
  for signs, striking the first they encounter. 
   
   
  
  BASE CLASSES 
   
   
   
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   Sign of Arda: You learn one style of the Vela Primer, a 
  complex and varied telekinetic primer. As a half action, you 
  may target one character within 15ft with a disarm action. If 
  you take a full round action instead, you may target all 
  characters within a 15ft cone with a disarm action, making one 
  roll and applying to every target within the area. Alternatively, 
  you may take a full round action to target one adjacent 
  character with a disarm action, gaining a +2 bonus on the check 
  and sending the disarmed item an additional 5ft away in any 
  direction you choose if successful. 
   Sign of Fenn: You learn a magical ritual using several complex 
  signs. Immediately after having rested for eight hours, make a 
  one minute resolve check with a -5 penalty, you heal an 
  amount of vitality, subdual, and stress damage equal to the 
  result. Also, immediately after combat you may take a 1 minute 
  resolve check (DC 20) to heal an amount of vitality, stress or 
  subdual damage equal to your constitution score. 
   Sign of Grahn: You learn one style of the Vela Primer, a 
  complex and varied telekinetic primer. As a half action, you 
  may target one character within 15ft with a bull rush action. If 
  you take a full round action instead, you may target all 
  characters within a 15ft cone with a bull rush action, making 
  one roll and applying to every target within the area. 
  Alternatively, you may take a full round action to target one 
  adjacent character with a bull rush action, gaining a +6 bonus 
  on the check. During all of these options, you do not actually 
  move from your current square. 
   Sign of Kas: You learn one style of the Vela Primer, a complex 
  and varied telekinetic primer. As a half action, you may target 
  one character within 15ft with a tire action. If you take a full 
  round action instead, you may target all characters within a 
  15ft cone with a tire action, making one roll and applying to 
  every target within the area. Alternatively, you may take a full 
  round action to target one adjacent character with a tire action, 
  dealing 1d10 subdual instead of 1d6. 
   Sign of Oeun: You learn one style of the Vela Primer, a 
  complex and varied telekinetic primer. As a half action, you 
  may target one character within 15ft with a trip action. If you 
  take a full round action instead, you may target all characters 
  within a 15ft cone with a trip action, making one roll and 
  applying to every target within the area. Alternatively, you may 
  take a full round action to target one adjacent character with a 
  trip action, gaining a +2 bonus on the check and moving the 
  target 5ft in any direction if you succeed. 
   
  Sign Mastery: At 10th level, when you cast one of your signs, 
  you may cast another sign with an equal or lesser casting time as a 
  free action with the same targets. Then you automatically suffer 
  the baffled condition. 
  At 20th level, you no longer suffer the baffled condition when 
  casting two signs at once using this ability. 
  Brink of Change: Using a mixture of magic, alchemy and 
  sheer will you've completed your most potent mutation, adapting 
  to perform a specific role for yourself. At Level 14, choose a 
  specialty available for use in the campaign, and that you meet the 
  prerequisites for. You gain all the benefits of that specialty except 
  the bonus feat. Instead, you gain a species feat, ignoring the “Level 
  1 Only” prerequisite. Other prerequisites for this feat (such as a 
  specific species) may also be ignored at the GM's discretion. 
   
   
  NEW CROSS-TRAINING ABILITIES 
  The following class abilities are available Sages (or 
  any class with the cross-training ability) through their 
  cross-training class ability. 
   Rites of initiation; Bookworm I; Prime combatant 
   
   
   
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Primer base class 
  are available to NPCs using the class ability NPC quality (see 
  Fantasy Craft, page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  Altered metabolism 
  2 per grade 
  Bookworm I - III 
  2 per grade 
  Sign mastery 
  4 per grade 
  Signs and primers 
  3 per sign 
  Stalwart blood 
  2 per grade 
  Tough body 
  2 
   
  Class design by Deral, modified by Big Jim and Deral. 
  Art by OFFO of deviantART. 
   
   
  
  FEATS (LTI) 
   
   
   
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  SPELLCASTING FEATS 
   
  The following spellcasting feats are designed especially for 
  primer characters, or characters who wish to cast signs as primers 
  do. For more about spellcasting feats, see Fantasy Craft, page 
  105. 
  EXPERT SIGN 
  Prerequisites: 1+ Signs 
  Benefit: If you choose, your signs may target a 15ft cone (if 
  they previously had a single target, one roll is made, applied to all 
  characters within the area) or a 15ft sphere (if they previously had 
  a cone area). 
  HEIGHTENED SIGN 
  Prerequisites: 2+ Signs 
  Benefit: One of your Signs becomes more powerful. Choose 
  one Sign you know. When you activate it as a half action, you may 
  choose to instead use the standard full action effect. Also, you gain 
  a new use for your sign from the list below. 
   Primer of Air: When you take a full action to activate Air, the 
  bonus remains for a number of rounds equal to your starting 
  action dice + 1, starting after your first jump. 
   Primer of Fire: When you take a full action to activate Fire, 
  you deal a number of d6 fire (AP 5) damage equal to your 
  starting action dice 
   Primer of Magic: When you take a full action to activate 
  Magic, you can choose to channel the damage through a single 
  melee attack. Attack as normal with a weapon you're wielding, 
  if you hit, the damage is converted to Force, and you deal your 
  weapon's damage a second time, if your target is a spellcaster, 
  they also lose 1 spell point. 
   Sign of Arda: If you take a full action to activate Arda, anyone 
  you successfully disarm is also flat-footed. 
   Sign of Fenn: Though the sign of Fenn gains no other benefits, 
  you may pass on its benefits to a number of teammates equal to 
  your current action dice each time you use it. 
   Sign of Grahn: You may take a full action to activate Grahn, 
  dealing 2d10 (AP 5) force damage to any scenery in the area, 
  you may also activate Grahn's half action ability as part of the 
  same action. 
   Sign of Kas: If you take a full action to activate Kas, anyone 
  you successfully tire is also sickened for 1d6 rounds 
   Sign of Oeun: If you take a full action to activate Oeun, anyone 
  you successfully trip is also entangled for 1 round. 
   
   
   
   
   
   
   
   
  PRIMER 
  Prerequisites: Resolve 6+ Ranks 
  Benefit: You gain one Sign from the Primer’s Signs and 
  Primers ability. Casting this sign follows all the normal restriction 
  for Sign casting (see Casting Signs sidebar, page XX). In addition, 
  if you do not possess the Signs and Primers class ability, you must 
  make a Resolve check (DC 20) to cast the Sign. If you fail the Sign 
  is not cast and you gain one grade of the baffled condition. 
  Special: you may take this feat up to 3 times, choosing a 
  different Sign each time. 
  SORCEROUS APPRENTICE 
  Prerequisites: Heightened Sign 
  Benefit: You may use each of your signs one additional time 
  per scene before they begin inflicting Baffled grades. 
  SORCEROUS DEVOTEE 
  Prerequisites: Sorcerous Apprentice 
  Benefit: Casting signs no longer inflicts Baffled grades upon 
  you for casting multiple times per scene.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  FEAT TREE ADDITIONS 
   
   
   
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  SPELLCASTING FEATS 
   
  The following spellcasting feats are designed especially for 
  primer characters, or characters who wish to cast signs as primers 
  do. For more about spellcasting feats, see Fantasy Craft, page 
  105. 
  EXPERT SIGN 
  Prerequisites: 1+ Signs 
  Benefit: If you choose, your signs may target a 15ft cone (if 
  they previously had a single target, one roll is made, applied to all 
  characters within the area) or a 15ft sphere (if they previously had 
  a cone area). 
  HEIGHTENED SIGN 
  Prerequisites: 2+ Signs 
  Benefit: One of your Signs becomes more powerful. Choose 
  one Sign you know. When you activate it as a half action, you may 
  choose to instead use the standard full action effect. Also, you gain 
  a new use for your sign from the list below. 
   Primer of Air: When you take a full action to activate Air, the 
  bonus remains for a number of rounds equal to your starting 
  action dice + 1, starting after your first jump. 
   Primer of Fire: When you take a full action to activate Fire, 
  you deal a number of d6 fire (AP 5) damage equal to your 
  starting action dice 
   Primer of Magic: When you take a full action to activate 
  Magic, you can choose to channel the damage through a single 
  melee attack. Attack as normal with a weapon you're wielding, 
  if you hit, the damage is converted to Force, and you deal your 
  weapon's damage a second time, if your target is a spellcaster, 
  they also lose 1 spell point. 
   Sign of Arda: If you take a full action to activate Arda, anyone 
  you successfully disarm is also flat-footed. 
   Sign of Fenn: Though the sign of Fenn gains no other benefits, 
  you may pass on its benefits to a number of teammates equal to 
  your current action dice each time you use it. 
   Sign of Grahn: You may take a full action to activate Grahn, 
  dealing 2d10 (AP 5) force damage to any scenery in the area, 
  you may also activate Grahn's half action ability as part of the 
  same action. 
   Sign of Kas: If you take a full action to activate Kas, anyone 
  you successfully tire is also sickened for 1d6 rounds 
   Sign of Oeun: If you take a full action to activate Oeun, anyone 
  you successfully trip is also entangled for 1 round. 
   
   
   
   
   
   
   
   
  PRIMER 
  Prerequisites: Resolve 6+ Ranks 
  Benefit: You gain one Sign from the Primer’s Signs and 
  Primers ability. Casting this sign follows all the normal restriction 
  for Sign casting (see Casting Signs sidebar, page XX). In addition, 
  if you do not possess the Signs and Primers class ability, you must 
  make a Resolve check (DC 20) to cast the Sign. If you fail the Sign 
  is not cast and you gain one grade of the baffled condition. 
  Special: you may take this feat up to 3 times, choosing a 
  different Sign each time. 
  SORCEROUS APPRENTICE 
  Prerequisites: Heightened Sign 
  Benefit: You may use each of your signs one additional time 
  per scene before they begin inflicting Baffled grades. 
  SORCEROUS DEVOTEE 
  Prerequisites: Sorcerous Apprentice 
  Benefit: Casting signs no longer inflicts Baffled grades upon 
  you for casting multiple times per scene.  
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/02 - Base - Primer (AKA The Witcher).pdf