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Character Build: The Witcher

Tags: #Character Build Alchemist  #Rank:Exemplar  #Geralt  #Witcher 
  • Member
    September 4, 2012



    The Witcher - Character Concept/Essential Ideas
    Witchers are posthuman, genetically-engineered, monster-hunting warrior-monks changed early in their lives from children to killing machines with superhuman perception, strength and reflexes through multi-phase training involving sorcerous modification to their biology, specific diet and rigorous combat disciplining - a lifestyle termed as the "Trial of the Grasses,". Witchers are essentially 'mutants', although not bestial or savage in the slightest. 

    Generally speaking, each Witcher belongs to a specific school as indicated by the ornate, magically-receptive medallions they carry. Witcher schools, while adhering to the Trial of the Grasses, usually specialize in different styles of combat. This build involves the most known school - that of the Wolf. 

    The Witcher - Playstyle, Roleplay, Physicalities
    The Witcher's path is sometimes akin to that of a vagabond or wanderer. Not involving themselves in politics or shifting fronts of power, the mutated monster slayers travel the world in search of contracts. Witchers are typically of chaotic alignments - Geralt of Rivia, a famed and iconic witcher, is mostly perceived as being Chaotic Neutral, although other witchers can differ. 

    Due the immense genetic mutations they sustain throughout their lives, the hair of witchers often lose pigmentation. 

    Witcher brandishing his silver sword. 




    The Witcher - Equipment, Tactics, Perks, Attributes
    The Witcher's arsenal is comprised of two swords, one plated with iron or steel and the other plated with silver. Silver swords are used for killing monsters - undead or otherwise. Iron or steel swords are used for defense against humans or elves. Witchers invariably use light armor. To act as catalysts for their mutations, extremely essential parts of the witcher's kit are potions. 

    Witcher's Rook Potion: Rook is especially popular among witchers who believe that killing monsters quickly is their best defense. This potion increases muscular power, and thus damage dealt to foes in close combat. (In-game: Potion of Fortify One-Handed; Hanging Moss + Canis Root)

    White Rafford's Decoction:
     Invented by a famous mage, this potion helps the witcher survive wounds that would normally be lethal to him. The buzz from this powerful brew, however, adversely affects coordination. After consuming it, although he is fortified, the witcher deals reduced damage for a short time. This side effect can be alleviated by drinking the Rook potion. (In-game: Potion of Fortify Health;  Giant's Toe + Wheat)

    Swallow: Symbolizing spring and rejuvenation, the swallow lent its name to this potion that accelerates the rate at which wounds scab over and heal. As a universal brew, it is good on many occasions and additionally produces no side effects. (In-game: Potion of Regenerate Health; Namira's Rot + Luna Moth Wing)

    Tawny Owl: Tawny Owl speeds up the regeneration of Stamina. After consuming it, the witcher can parry monsters' blows more often. The potion is weaker than Lapwing, but generates no side effects. It can also be used to alleviate the side effects of Gadwall. (In-game: Potion of Regenerate Stamina; Mora Tapinella + Scaly Pholiota)

    ---Swords---
    As stated previously, Witchers carry two swords. For those operating without the mod, I've come up with supplements that should fill the roles of traditional Witcher swords adequately. 


    Silver sword: This one is basic. It can be acquired in different venues across Skyrim simply by killing members of the Silver Hand. It can be enchanted and passively deals +20 extra damage to all kinds of undead (including vampires and ghosts), as well as werewolves. 

    Steel sword: Another no-brainer. You'll likely want to put a point into Steel Smithing to improve this, however, as it could become outdated at higher levels.

    --Armor---
    The tricky part - only those on consoles should be reading this section as the inherent problem with a lack of appropriate armor is solved through the mod you'll find linked below. Console gamers shouldn't worry, however, as there is one armor set that fits the Witcher character. This armor set comes in two variations. 

    1 - Default thieve's guild armor. 
    Pros: Looks excellent for the class, easy to acquire, acquisition doesn't necessarily break character.

    Cons: Stats aren't appropriate for a Witcher in the slightest. 

    2 - Linwe's Armor



    Pros: Stats are appropriate for a witcher, is merely a minor reskin of the default thieve's guild piece. 
    Cons: Troublesome and rather tedious to acquire, will require you to break character as Witchers aren't exactly thieves by trade. 

    Major Skills: One-handed, Alchemy, Light Armor, 


    Minor Skills: Block, Speech, Restoration. 

    --Detailed Information--
    Witchers use longswords without shields, therefore their playstyle is similar to that of a duelist or rogue swordsman. You generally want to use a heavy-hitting, moderately-fast longsword. Use the enemy's momentum against him, power attack at pivotal moments, block and bash with your blade and you'll be carving monsters, men and mer to pieces with the assistance of potions. Highly-recommended perks 

    Witchers, though not sorcerers or gifted in the arcane, are trained to make use of basic magical spells through hand-gestures - or 'signs' to aid them in combat. These are as follows:

    Witcher's Aard Sign: A telekinetic blast of force, meant to knock nearby enemies to the ground. (In-game ability: Unrelenting Force shout)

    Witcher's Igni Sign: A pyrokinetic blast meant to disorient, immolate or otherwise set aflame foes. (In-game ability: Flames or Firebolt)

    Witcher's Yrden Sign: A magical rune placed upon the ground that traps or ensnares anything to activate its seal. (There really isn't a 'vanilla' duplication for this ability. See the mod section for further information.)

    Witcher's Axii Sign: A magical charm to set one foe upon his friend or otherwise manipulate one's psyche mid-combat. (In-game ability: Fear or Fury)

    Witcher's Quen Sign: A weak forcefield meant to ward close attackers and shock those daring enough to get close. (In-game ability: Shock Shield)

    ---Perk Spread---
    Initially you should invest your points into the one-handed, block and light armor trees, branching out to alchemy and minor skills once you feel sufficiently confident in your ability to stand toe-to-toe with most enemies. 

    ---Attributes---
    I went 0M, 1H, 2S. You could deviate from this mode of operation by adding more points into health. 

    ---Roleplay Concepts to Get You Started---
    A Witcher in Skyrim would be a vagabond, going horseback from one town to the other, ridding villages of draugr, frostbite spider or even bandit infestations - for a price. After getting on your feet after Helgen/Black Falls, I would suggest doing quests in Whiterun and purchasing a horse. From there, feel free to pursue your destiny as the Dovahkiin for the sake of gold, reject your destiny and adventure or do whichever impromptu witcher work you'd like. 

    ---Important!! PC users should absolutely read this as it enhances the entire quality of this build!--

    Many inconsistencies of this build (such as the absence of a working Yrden sign) are remedied using the Ultimate Witcher Mod. It adds abilities, true witcher's leather armor and weaponry, models and more. It's absolutely incredible. Those on consoles can still enjoy the build, however, it'll simply require more imagination.  The mod can be found here: skyrim.nexusmods.com/mods/9198



    Feel free to add critique in the comments as you see fit!





  • September 4, 2012
    It is a great idea but the 1 problem is that it's a WIP, you should probably finish this build before someone takes it down
  • Member
    September 4, 2012

    It's not really a WIP in the sense that it's incomplete, this is the proverbial 1.0 version of the build. 

    However, I'd like to add onto it from time to time as the mod I linked is updated and I receive critique. 

  • Member
    September 4, 2012

    ok so i am trying to post my first build on this blog but i was worried that it would be frowned upon for being " done before". now i see you did a witcher which i saw someone else post already. so my question is is it cool that some builds are very similar, also how much should i level a build before i post it. still a newbie to the site. 

    Pardon any errors in my comment.

  • September 4, 2012

    As long as it's not just a knock off version, you should be fine, especially if you worked hard on it. And I've only done two builds, but probably post around level 25 or 30.

  • Member
    September 4, 2012

    ok thanks, because i  have been fighting with myself on what to post because i didn't want someone to claim knockoff lol. i have a pathfinder build that i wanna try but it feels like every time i lay out the skills it just screams RANGER!! also i want to try a drunken swordsman but it seems like it turns into a stamina build.

  • September 4, 2012

    With proper role play, most builds can be unique. Take a look at Mason's Morag Tong, on the outside it's just a typical assassin, but the RP he's added and small gameplay changes make it truly unique. And sometimes it'll even take multiple playthroughs to get it right. But don't be disheartened if your first build doesn't live up to your expectations, " practice makes perfect."

  • September 5, 2012

    I posted a very similar build a few days ago, even the name was the same. Don´t worry about it.

    Well, discussing this build, I don´t feel that Restoration fits the roleplay part of the build, as well as the gameplay, having Alchemy to create potions for healing.

    Concerning the Signs I put them all as shouts, and even if they aren´t exactly as The Witcher skills, I think that fits better the build than spells, specially if you aren´t planning to put points in magicka or perks in Destruction or Illusion.

    Character Building: The Witcher Here is my build, if, you want to take a look, you are welcome. I like to talk with you about the pros and cons of each one.

    Salu2.

  • Member
    March 9, 2013

    Note the post date on this

  • Member
    March 9, 2013

    Nonetheless Ash Rune (Dragonborn) would be perfect for the "Witcher's Yrden Sign" ability.