ngilop
2012-05-29, 05:57 PM
WITCH DOCTOR
\n\n\t
[tr]
Level
Base Attack bonus
Fortitude Save
Reflex save
Will Save
Special
Spells per Day 0
1st
2nd
3rd
4th
5th
6th
7th
[td]1st
+0
+0
+0
+2
Hex
3
1+1
--
--
--
--
--
--
2nd
+1
+0
+0
+3
3
1+1
--
--
--
--
--
--
3rd
+1
+1
+1
+3
Cause Fear
3
2+1
--
--
--
--
--
--
4th
+2
+1
+1
+4
3
2+1
1+1
--
--
--
--
--
5th
+2
+1
+1
+4
3
3+1
1+1
--
--
--
--
--
6th
+3
+2
+2
+5
Gift Fortune
3
3+1
2+1
--
--
--
--
--
7th
+3
+2
+2
+5
3
3+1
2+1
1+1
--
--
--
--
8th
+4
+2
+2
+6
4
4+1
3+1
1+1
--
--
--
--
9th
+4
+3
+3
+6
Fear
4
4+1
3+1
2+1
1+1
--
--
--
10th
+5
+3
+3
+7
Grand Hex
4
4+1
3+1
2+1
1+1
--
--
--
11th
+5
+3
+3
+7
4
4+1
4+1
3+1
2+1
--
--
--
12th
+6
+4
+4
+8
4
4+1
4+1
3+1
2+1
1+1
--
--
13th
+6
+4
+4
+8
Visions
4
4+1
4+1
3+1
3+1
1+1
--
--
14th
+7
+4
+4
+9
4
4+1
4+1
4+1
3+1
2+1
1+1
--
15th
+7
+5
+5
+9
4
4+1
4+1
4+1
3+1
2+1
1+1
--
16th
+8
+5
+5
+10
Rebirth
5
5+1
4+1
4+1
4+1
3+1
2+1
1+1
17th
+8
+5
+5
+10
5
5+1
4+1
4+1
4+1
3+1
2+1
1+1
18th
+9
+6
+6
+11
5
5+1
4+1
4+1
4+1
3+1
3+1
2+1
19th
+9
+6
+6
+11
5
5+1
5+1
4+1
4+1
4+1
3+1
2+1
20th
+10
+6
+6
+12
Visions of Terror
5
5+1
5+1
4+1
4+1
4+1
3+1
3+1
In addition to the stated number of spells per day for 1st- through 7th-level spells, a witch doctor gets a sphere spell for each spell level, starting at 1st.
The "+1" in the entries on this table represents that spell. Sphere spells are in addition to any bonus spells the Witch Doctor may receive for having a high Wisdom score.
Hit Die
D6.
Class Skills
The Witch Doctor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the Witch Doctor class.
Weapon and Armor Proficiency
Witch Doctors are skilled with all simple weapons, and also with tribal weapons, ( as determined by the DM) Witch Doctors are proficient with light armor, but not with shields.
Spells
A Witch Doctor casts divine spells which are drawn from the Witch Doctor spell list (see below). Like a cleric, a Witch Doctor must choose and prepare his spells in advance. Unlike a cleric, an Witch Doctor cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a Witch Doctor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Witch Doctor’s spell is 10 + the spell level + the Witch Doctor’s Wisdom modifier.
Witch Doctors, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each Witch Doctor must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
Like other spellcasters, a Witch Doctor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on In addition, he receives bonus spells per day if she has a high Wisdom score.
Each Witch Doctor has a particular totem (as a divine focus) depending on the Witch Doctor’s magical tradition.
Witch Doctors can use wizard magical items like wizards of one-half their level (round up). Thus, a 5th level Witch Doctor can use wizard items as a 3rd level wizard.
Spell List
0 Level
Acid splash, create water, cure minor wounds,daze, detect magic, ghost sound, guidance, light, mending, purify food and drink, ray of frost, read magic, touch of fatigue.
1st Level
bless, beast claws, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos/law/good/evil, endure elements enrage animal, healthful rest, inflict light wounds, inhibit, obscuring mist, omen of peril, protection from chaos/law/good/evil, ray of enfeeblement, sleep.
2nd Level
aid, animal trance, bear’s endurance, brambles, bull’s strength, cat’s grace, cure moderate wounds, curse of ill fortune, darkness, delay poison, earthen grasp, embrace the wild, inflict moderate wounds, invisibility, mirror image, phantom foe, ray of sickness, ray of stupidity, ray of weakness, resist energy, scare, shield of faith, scorching ray, see invisibility, wave of grief, web.
3rd Level
animate dead, blind sight, bestow curse, circle dance, contagion, continual flame, cure serious wounds, daylight, deeper darkness, infestation of maggots, inflict serious wounds, lesser restoration, lightning bolt, nauseating breathe, neutralize poison, remove curse, remove disease, stinking cloud, tongues, tremor, wipergout.
4th Level
cure critical wounds,dispel magic, fear, haste, heroism, hypothermia, inflict critical wounds, minor creation, jaws of the wolf, panacea, polymorph, restoration, revenance, stoneskin, wall of fire, wrack.
5th Level
baleful polymorph, break enchantment, commune, death throes, harm, heal, insect plague, major creation, raise dead, true seeing, wall of stone.
6th Level
animate objects, control weather, dominate person, eyebite, find the path, freezing fog, geas/quest. Greater scrying, hide the path, ice storm, legend lore, ray of entropy, rejection, repulsion, tenser’s transformation, true seeing
7th Level
Creeping doom, evil glare, greater bestow curse, hiss of sleep, horrid wilting, insanity, reverse gravity, spell turning, storm of elemental fury, trap the soul, wave of exhaustion
Sphere Spells
At 1st level, when a Witch Doctor he must also select a patron. This patron is a vague and mysterious force, granting the Witch Doctor power, in the form of one(and only one) sphere for reasons that he might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
Each Sphere gives the Witch Doctor access to a sphere spell at each spell level he can cast, from 1st on up.
Animal Sphere
1st—charm animals, 2nd—speak with animals, 3rd—dominate animal, 4th—summon nature’s ally IV, 5th—animal growth, 6th—anti-life shell, 7th—summon nature’s ally VII.
Augury Sphere
1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight
Battle Sphere
1st—true strike; 2nd—protection from arrows; 3rd—greater magic weapon; 4th—fire shield; 5th—interposing hand; 6th—transformation; 7th—power word: blind
Deceit Sphere
1st—ventriloquism, 2nd—invisibility, 3rd— blink, 4th—confusion, 5th—passwall, 6th—programmed image, 7th—invisibility (mass)
Enlightenment Sphere
1st—shield of faith, 2nd—owl’s wisdom, 3rd— magic vestment, 4th—globe of invulnerability (lesser), 5th— dream, 6th—globe of invulnerability (greater), 7th—spell turning,
Elements Sphere
1st—shocking grasp, 2nd—acid arrow, 3rd—fireball, 4th—wall of ice, 5th—flame strike, 6th— freezing sphere, 7th—fire storm,
* The Witch Doctor selecting this as his sphere must choose only 1 type of energy (acid, fire, cold, or electricity) all spells from this sphere operate liked the named spells, but deal the chosen energy type instead
Healing Sphere
1st—cure light wounds; 2nd—lesser restoration; 3rd—remove disease; 4th—cure critical wounds; 5th—dance of the unicorn; 6th—heal; 7th—greater restoration
Necromancy Sphere
1st—ray of enfeeblement; 2nd—false life; 3rd—vampiric touch; 4th—fear; 5th—waves of fatigue; 6th—circle of death; 7th—control undead
Protection Sphere
1st—shield; 2nd—resist energy; 3rd—dispel magic; 4th—remove curse; 5th—mage's private sanctum; 6th—greater dispel magic; 7th—banishment
Trickery Sphere: 1st—animate rope, 2nd—mirror image, 3rd—major image, 4th—hallucinatory terrain, 5th—mislead, 6th—confusion, 7th—screen
Special Abilities
Hex{Su}: As a swift action a Witch Doctor can unleash a curse upon a foe. The target must be visible to the WItch Doctor and within 60 feet. The target of a Witch Doctor's curse takes a -2 penalty on their next attack, save, ability check, or skill check.
Every fourth level (4, 8, 12, etc) a Witch Doctor's Hex increases by 1, so becoming -3 at 4th to a max of -7 at 20th.
Any effect that removes or dispels a curse eliminates the effect of a Witch Doctor's Hex.
While there is no limit to the number of times that a Witch Doctor can use his Hex ability, he may only have one active Hex at a time, wherein an active Hex is defnied as one that has not yet been used to give the pentaly to the target's action.
Gift Fortune{Su}: As a standard action a Witch Doctor can give a luck bonus to an ally's AC, Attack, Saves, Skill checks, or ability checks equal to the Witch Doctor's Charisma modifier for 3 minutes per Witch Doctor level, the Witch DOctor cannot be the recipient of his own Gift Fortune. There is no limit on the number of times the Witch Doctor can use Gift Fortune, but only once such boon can be in effect at a time.
Grand Hex{Su}: As a standard action a Witch Doctor can infuse his Hex with a much more powerful effect, each of these effects last 3 rounds and one of the following additions can be selected, these effects overwrite the normal Hex, and another Hex cannot be performed untill a grand hex has its duration ended. Grand Hex operates as Hex would in regards to number of uses.
Bewilderment as the spell Confusion.
Dread as the spell Fear.
Doom the target has a 75% chance to fail each action the perform apart from moving and free actions.
Vacillate the target is staggered.
Revolt the target is nauseated.
Lathargy the target is exhausted.
Plague of Snakes the target acts as though they cast the spell Vipergout, the vipers though, are under the control of the Witch Doctor
Grasping Umbra as the spell Shadow Binding.
Indolence as the spell Slow
Cause Fear {Sp}: As the spell usable once a day, plus an additional time per day for every 5th level afterwards.
Fear {Sp}: As the spell usable once a day, this counts as a terror effect.
Visions {Su}: As a full round action, the Witch Doctor slips into a brief trance wherein he is shows glimpses of the future. For the next minute all allies (including the Witch Doctor) may re-roll one die result on a D20, with a +2 bonus. This ability may only be used once by any particular ally during the minute.
Rebirth {Sp}: A Witch Doctor has obtain powers beyond death. This ability is a full round action and acts as if the Witch Doctor has cast True Resurrection. The target of this ability must have been dead no more than a number of rounds equal to 1 plus the Witch Doctor's Charisma modifier.
Visions of Terror {Su}: Once per encounter a Witch Doctor unleashes upon all foes a horribly frightening curse that lasts 3 rounds. This functions akin to mirage arcana, except that each creature views the illusion differently, seeing the one scene or series of events that it finds disturbing or horrifying. A creature that believes the illusion becomes trapped in a nightmare of their own creation, Whether it is being burnt alive, their arch-nemesis in a battle to the death, or ageing dozens of years supernaturally. In the victims mind this is reality and they suffer all the consequences thereof, taking fire damage, actually fighting combat for 3 rounds, etc etc. One who successfully saves is instead panicked for 3 rounds and must make a 2nd will save or be shaken for 5 addition rounds. The DC for this ability is 10+1/2 Witch Doctor level+ Wisdom modifier. This counts as a terror effect and can affect those immune to illusion, though such beings get a +4 bonus to the save.
The Witch Doctor is supposed to be the balance between an NPC adept and a Cleric in my world Hopefully around 'tier' 3.
\n\n\t
[tr]
Level
Base Attack bonus
Fortitude Save
Reflex save
Will Save
Special
Spells per Day 0
1st
2nd
3rd
4th
5th
6th
7th
[td]1st
+0
+0
+0
+2
Hex
3
1+1
--
--
--
--
--
--
2nd
+1
+0
+0
+3
3
1+1
--
--
--
--
--
--
3rd
+1
+1
+1
+3
Cause Fear
3
2+1
--
--
--
--
--
--
4th
+2
+1
+1
+4
3
2+1
1+1
--
--
--
--
--
5th
+2
+1
+1
+4
3
3+1
1+1
--
--
--
--
--
6th
+3
+2
+2
+5
Gift Fortune
3
3+1
2+1
--
--
--
--
--
7th
+3
+2
+2
+5
3
3+1
2+1
1+1
--
--
--
--
8th
+4
+2
+2
+6
4
4+1
3+1
1+1
--
--
--
--
9th
+4
+3
+3
+6
Fear
4
4+1
3+1
2+1
1+1
--
--
--
10th
+5
+3
+3
+7
Grand Hex
4
4+1
3+1
2+1
1+1
--
--
--
11th
+5
+3
+3
+7
4
4+1
4+1
3+1
2+1
--
--
--
12th
+6
+4
+4
+8
4
4+1
4+1
3+1
2+1
1+1
--
--
13th
+6
+4
+4
+8
Visions
4
4+1
4+1
3+1
3+1
1+1
--
--
14th
+7
+4
+4
+9
4
4+1
4+1
4+1
3+1
2+1
1+1
--
15th
+7
+5
+5
+9
4
4+1
4+1
4+1
3+1
2+1
1+1
--
16th
+8
+5
+5
+10
Rebirth
5
5+1
4+1
4+1
4+1
3+1
2+1
1+1
17th
+8
+5
+5
+10
5
5+1
4+1
4+1
4+1
3+1
2+1
1+1
18th
+9
+6
+6
+11
5
5+1
4+1
4+1
4+1
3+1
3+1
2+1
19th
+9
+6
+6
+11
5
5+1
5+1
4+1
4+1
4+1
3+1
2+1
20th
+10
+6
+6
+12
Visions of Terror
5
5+1
5+1
4+1
4+1
4+1
3+1
3+1
In addition to the stated number of spells per day for 1st- through 7th-level spells, a witch doctor gets a sphere spell for each spell level, starting at 1st.
The "+1" in the entries on this table represents that spell. Sphere spells are in addition to any bonus spells the Witch Doctor may receive for having a high Wisdom score.
Hit Die
D6.
Class Skills
The Witch Doctor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the Witch Doctor class.
Weapon and Armor Proficiency
Witch Doctors are skilled with all simple weapons, and also with tribal weapons, ( as determined by the DM) Witch Doctors are proficient with light armor, but not with shields.
Spells
A Witch Doctor casts divine spells which are drawn from the Witch Doctor spell list (see below). Like a cleric, a Witch Doctor must choose and prepare his spells in advance. Unlike a cleric, an Witch Doctor cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a Witch Doctor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Witch Doctor’s spell is 10 + the spell level + the Witch Doctor’s Wisdom modifier.
Witch Doctors, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each Witch Doctor must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
Like other spellcasters, a Witch Doctor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on In addition, he receives bonus spells per day if she has a high Wisdom score.
Each Witch Doctor has a particular totem (as a divine focus) depending on the Witch Doctor’s magical tradition.
Witch Doctors can use wizard magical items like wizards of one-half their level (round up). Thus, a 5th level Witch Doctor can use wizard items as a 3rd level wizard.
Spell List
0 Level
Acid splash, create water, cure minor wounds,daze, detect magic, ghost sound, guidance, light, mending, purify food and drink, ray of frost, read magic, touch of fatigue.
1st Level
bless, beast claws, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos/law/good/evil, endure elements enrage animal, healthful rest, inflict light wounds, inhibit, obscuring mist, omen of peril, protection from chaos/law/good/evil, ray of enfeeblement, sleep.
2nd Level
aid, animal trance, bear’s endurance, brambles, bull’s strength, cat’s grace, cure moderate wounds, curse of ill fortune, darkness, delay poison, earthen grasp, embrace the wild, inflict moderate wounds, invisibility, mirror image, phantom foe, ray of sickness, ray of stupidity, ray of weakness, resist energy, scare, shield of faith, scorching ray, see invisibility, wave of grief, web.
3rd Level
animate dead, blind sight, bestow curse, circle dance, contagion, continual flame, cure serious wounds, daylight, deeper darkness, infestation of maggots, inflict serious wounds, lesser restoration, lightning bolt, nauseating breathe, neutralize poison, remove curse, remove disease, stinking cloud, tongues, tremor, wipergout.
4th Level
cure critical wounds,dispel magic, fear, haste, heroism, hypothermia, inflict critical wounds, minor creation, jaws of the wolf, panacea, polymorph, restoration, revenance, stoneskin, wall of fire, wrack.
5th Level
baleful polymorph, break enchantment, commune, death throes, harm, heal, insect plague, major creation, raise dead, true seeing, wall of stone.
6th Level
animate objects, control weather, dominate person, eyebite, find the path, freezing fog, geas/quest. Greater scrying, hide the path, ice storm, legend lore, ray of entropy, rejection, repulsion, tenser’s transformation, true seeing
7th Level
Creeping doom, evil glare, greater bestow curse, hiss of sleep, horrid wilting, insanity, reverse gravity, spell turning, storm of elemental fury, trap the soul, wave of exhaustion
Sphere Spells
At 1st level, when a Witch Doctor he must also select a patron. This patron is a vague and mysterious force, granting the Witch Doctor power, in the form of one(and only one) sphere for reasons that he might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
Each Sphere gives the Witch Doctor access to a sphere spell at each spell level he can cast, from 1st on up.
Animal Sphere
1st—charm animals, 2nd—speak with animals, 3rd—dominate animal, 4th—summon nature’s ally IV, 5th—animal growth, 6th—anti-life shell, 7th—summon nature’s ally VII.
Augury Sphere
1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight
Battle Sphere
1st—true strike; 2nd—protection from arrows; 3rd—greater magic weapon; 4th—fire shield; 5th—interposing hand; 6th—transformation; 7th—power word: blind
Deceit Sphere
1st—ventriloquism, 2nd—invisibility, 3rd— blink, 4th—confusion, 5th—passwall, 6th—programmed image, 7th—invisibility (mass)
Enlightenment Sphere
1st—shield of faith, 2nd—owl’s wisdom, 3rd— magic vestment, 4th—globe of invulnerability (lesser), 5th— dream, 6th—globe of invulnerability (greater), 7th—spell turning,
Elements Sphere
1st—shocking grasp, 2nd—acid arrow, 3rd—fireball, 4th—wall of ice, 5th—flame strike, 6th— freezing sphere, 7th—fire storm,
* The Witch Doctor selecting this as his sphere must choose only 1 type of energy (acid, fire, cold, or electricity) all spells from this sphere operate liked the named spells, but deal the chosen energy type instead
Healing Sphere
1st—cure light wounds; 2nd—lesser restoration; 3rd—remove disease; 4th—cure critical wounds; 5th—dance of the unicorn; 6th—heal; 7th—greater restoration
Necromancy Sphere
1st—ray of enfeeblement; 2nd—false life; 3rd—vampiric touch; 4th—fear; 5th—waves of fatigue; 6th—circle of death; 7th—control undead
Protection Sphere
1st—shield; 2nd—resist energy; 3rd—dispel magic; 4th—remove curse; 5th—mage's private sanctum; 6th—greater dispel magic; 7th—banishment
Trickery Sphere: 1st—animate rope, 2nd—mirror image, 3rd—major image, 4th—hallucinatory terrain, 5th—mislead, 6th—confusion, 7th—screen
Special Abilities
Hex{Su}: As a swift action a Witch Doctor can unleash a curse upon a foe. The target must be visible to the WItch Doctor and within 60 feet. The target of a Witch Doctor's curse takes a -2 penalty on their next attack, save, ability check, or skill check.
Every fourth level (4, 8, 12, etc) a Witch Doctor's Hex increases by 1, so becoming -3 at 4th to a max of -7 at 20th.
Any effect that removes or dispels a curse eliminates the effect of a Witch Doctor's Hex.
While there is no limit to the number of times that a Witch Doctor can use his Hex ability, he may only have one active Hex at a time, wherein an active Hex is defnied as one that has not yet been used to give the pentaly to the target's action.
Gift Fortune{Su}: As a standard action a Witch Doctor can give a luck bonus to an ally's AC, Attack, Saves, Skill checks, or ability checks equal to the Witch Doctor's Charisma modifier for 3 minutes per Witch Doctor level, the Witch DOctor cannot be the recipient of his own Gift Fortune. There is no limit on the number of times the Witch Doctor can use Gift Fortune, but only once such boon can be in effect at a time.
Grand Hex{Su}: As a standard action a Witch Doctor can infuse his Hex with a much more powerful effect, each of these effects last 3 rounds and one of the following additions can be selected, these effects overwrite the normal Hex, and another Hex cannot be performed untill a grand hex has its duration ended. Grand Hex operates as Hex would in regards to number of uses.
Bewilderment as the spell Confusion.
Dread as the spell Fear.
Doom the target has a 75% chance to fail each action the perform apart from moving and free actions.
Vacillate the target is staggered.
Revolt the target is nauseated.
Lathargy the target is exhausted.
Plague of Snakes the target acts as though they cast the spell Vipergout, the vipers though, are under the control of the Witch Doctor
Grasping Umbra as the spell Shadow Binding.
Indolence as the spell Slow
Cause Fear {Sp}: As the spell usable once a day, plus an additional time per day for every 5th level afterwards.
Fear {Sp}: As the spell usable once a day, this counts as a terror effect.
Visions {Su}: As a full round action, the Witch Doctor slips into a brief trance wherein he is shows glimpses of the future. For the next minute all allies (including the Witch Doctor) may re-roll one die result on a D20, with a +2 bonus. This ability may only be used once by any particular ally during the minute.
Rebirth {Sp}: A Witch Doctor has obtain powers beyond death. This ability is a full round action and acts as if the Witch Doctor has cast True Resurrection. The target of this ability must have been dead no more than a number of rounds equal to 1 plus the Witch Doctor's Charisma modifier.
Visions of Terror {Su}: Once per encounter a Witch Doctor unleashes upon all foes a horribly frightening curse that lasts 3 rounds. This functions akin to mirage arcana, except that each creature views the illusion differently, seeing the one scene or series of events that it finds disturbing or horrifying. A creature that believes the illusion becomes trapped in a nightmare of their own creation, Whether it is being burnt alive, their arch-nemesis in a battle to the death, or ageing dozens of years supernaturally. In the victims mind this is reality and they suffer all the consequences thereof, taking fire damage, actually fighting combat for 3 rounds, etc etc. One who successfully saves is instead panicked for 3 rounds and must make a 2nd will save or be shaken for 5 addition rounds. The DC for this ability is 10+1/2 Witch Doctor level+ Wisdom modifier. This counts as a terror effect and can affect those immune to illusion, though such beings get a +4 bonus to the save.
The Witch Doctor is supposed to be the balance between an NPC adept and a Cleric in my world Hopefully around 'tier' 3.