The Glyphstone
2007-10-17, 07:03 PM
The Witch Doctor[/b]
“Do ya really want to be messin’ with me, mon?” – Ikatani, witch doctor
The principle of sympathy magic is a well-known and proven philosophy amongst spellcasters, and one often invoked through the use of material components in certain spells. The witch doctor takes this concept several steps further, creating ritualized effigies that mimic the appearance of specific persons or creatures, and then manipulating those persons for good or ill by use of the dolls he makes.
Adventures: A witch doctor goes traveling for the same reasons that many others do – quests for fame, power, wealth, or any other number of reasons. The specialized nature of their magic tends to cause witch doctors to connect with groups of like-minded individuals, who can both benefit from his powerful beneficial spells and fill roles that he is incapable of performing.
Characteristics: Witch doctors are the unparalleled masters of affecting the states and status of their friends and enemies. At the drop of a hat, they can make an ally stronger, faster, or wiser, or inflict crippling weaknesses and ailments upon their enemies. The mystic voodoo dolls they can create improve this talent further, allowing them to affect their victims from afar and with greater potency.
Alignment: Witch doctors can adhere to any sort of alignment or philosophy, and they end up coming from all ends of the spectrum. Good witch doctors see their powers as a means of improving the lives and welfare of other people, while evil witch doctors delight in their ability to torment, torture, and harm other people without the need to get up close and personal where they might be in personal danger.
Religion: Witch doctors commonly come from savage or tribal cultures, who often have their own sets of beliefs and chosen deities. This does not stop “civilized” witch doctors from adopting other gods, though, and they typically gravitate towards religions that echo their own outlook on life and other beings.
Races: Humans and savage humanoids most often produce witch doctors, since they are the most likely to form the tribal-type communities where a witch doctor is likely to be prominent. Cultures with a strong martial tradition can occasionally develop witch doctors, where their ability to improve the fighting capabilities of their fellow warriors is greatly welcomed.
Other Classes: Due to a witch doctor’s many and varied enhancing spells, almost any class can quickly appreciate the benefits he brings with him, and will greatly value the contribution. Front-line fighters and rogues are usually most enthusiastic to have a witch doctor along, and more traditional spellcasters enjoy the opportunity to let up on needing to think about aiding their party members indirectly and focus their spell choices towards other applications. In turn, any witch doctor is very keenly aware of his limitations and limited versatility, enjoying the protection and support of comrades with more directly applicable combat skills.
Role: A witch doctor is very simple and direct in his utility – buff the various members of the party, and then sit back as they go to town on whatever unsuspecting enemy lies ahead. Witch doctors are not specifically geared for melee combat, as they lack the ability to wear anything thicker than light armor, but their vast assortment of enhancement spells can make them a capable support combatant indeed alongside or behind a more dedicated warrior-type. At higher levels, he gains the ability to extend his short-range debuff spells to hit without getting into melee range himself, which exponentially boosts his effectiveness. Like the warmage, beguiler, and dread necromancer, a witch doctor is best in a party that boasts another arcanist who can cover the witch doctor's gaps in utility and damaging spells.
Witch Doctor[/b
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Craft Voodoo, Armored Mage|5|3|—|—|—|—|—|—|—|—
2nd|
+1|
+0|
+0|
+3||6|4|—|—|—|—|—|—|—|—
3rd|
+2|
+1|
+1|
+3||6|5|—|—|—|—|—|—|—|—
4th|
+3|
+1|
+1|
+4|Advanced Learning|6|6|3|—|—|—|—|—|—|—
5th|
+3|
+1|
+1|
+4|Improved Voodoo|6|6|4|—|—|—|—|—|—|—
6th|
+4|
+2|
+2|
+5||6|6|5|3|—|—|—|—|—|—
7th|
+5|
+2|
+2|
+5|Rapid Voodoo, Voodoo Reach|6|6|6|4|—|—|—|—|—|—
8th|
+6/+1|
+2|
+2|
+6|Advanced Learning|6|6|6|5|3|—|—|—|—|—
9th|
+6/+1|
+3|
+3|
+6|Spiritual Voodoo|6|6|6|6|4|—|—|—|—|—
10th|
+7+2|
+3|
+3|
+7|Enhanced Voodoo|6|6|6|6|5|3|—|—|—|—
11th|
+8/+3|
+3|
+3|
+7|Instinctive Voodoo|6|6|6|6|6|4|—|—|—|—
12th|
+9/+4|
+4|
+4|
+8|Advanced Learning|6|6|6|6|6|5|3|—|—|—
13th|
+9/+4|
+4|
+4|
+8||6|6|6|6|6|6|4|—|—|—
14th|
+10/+5|
+4|
+4|
+9|Impromptu Voodoo|6|6|6|6|6|6|5|3|—|—
15th|
+11/+6/+1|
+5|
+5|
+9|Powerful Voodoo|6|6|6|6|6|6|6|4|—|—
16th|
+12/+7/+2|
+5|
+5|
+10|Advanced Learning|6|6|6|6|6|6|6|5|3|—
17th|
+12/+7/+2|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|—
18th|
+13/+8/+3|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+6|
+6|
+11|Animate Voodoo|6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+6|
+6|
+12|Mighty Voodoo, Voodoo Fatebond|6|6|6|6|6|6|6|6|6|6
[/table]
GAME RULES
[b]Abilities: A high Charisma score gives a witch doctor even more available uses of his spells, makes his offensive spells more powerful, and aids the various skills at his disposal that help in obtaining materials for his voodoo dolls. Like any character, a witch doctor benefits from a good Constitution score, and a decent Strength and/or Dexterity score can improve a witch doctor’s functionality in combat once his beneficial spells are up and running.
Alignment: Any
Hit Die: d6
Class Skills:
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Craft (Int), Intimidate (Cha), Knowledge(Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
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:
Weapons and Armor Proficiency: Witch doctors are proficient with all simple weapons and with light armor.
Spells: A witch doctor casts arcane spells (The same type of spells available to sorcerers and wizards, which are drawn from the witch doctor spell list below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a witch doctor gains access to a new level of spells, he automatically knows all the spells of that level listed on the witch doctor’s spell list. Essentially, his spell list is the same as his spells known list. Witch doctors also have the option of adding to their existing spell list through their advanced learning ability as they advance in level.
To cast a spell, a witch doctor must have a Charisma score of 10+ the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a witch doctor’s spell is 10 + the spell’s level + the witch doctor’s Charisma modifier. Like other spellcasters, a witch doctor can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given in the table.
Craft Voodoo: The signature talent of a witch doctor is his ability to craft voodoos, small effigy dolls in the shape and vague appearance of specific individuals. Creating a voodoo doll requires 1 hour of uninterrupted work, 10GP worth of materials per Hit Die of the subject, including a small portion of the person after whom the doll in modeled (a tuft of hair, bit of skin or scales, fingernail/toenail, a few drops of fresh blood, etc.), and a Craft check with a DC of 10+the subject’s Hit Dice. This special component is no longer required after the witch doctor reaches 9th level (see Spiritual Voodoo, below). Once complete, a mystical link forms between the voodoo doll and the individual it represents, allowing spells cast by the witch doctor on the doll to affect that individual despite intervening distance or obstacles. A voodoo doll is a non-magical, Diminutive object with 0 hardness and 1 hit point per Hit Die of the subject creature. Multiple voodoo dolls created by the same witch doctor towards the same subject have no additional effect, and a witch doctor cannot use voodoo dolls created by any other witch doctor. If a creature represented by a voodoo doll later gains permanent Hit Dice after the doll is created, additional materials must be incorporated into the doll to make up for the difference.
Whenever the witch doctor casts a spell that designates a target, he may choose to use a voodoo doll in his possession as a focus for the spell in addition to any other foci or material components required. If the individual linked to the doll is within 10 feet per witch doctor class level of the witch doctor, the spell’s effects are applied to that individual even if they would normally be out of range, out of line of sight, or out of line of effect of the spell. Similarly, if the witch doctor would make a touch attack as part of an ongoing spell, he may touch a doll in his possession instead, and the effects are applied to the doll’s subject.
A voodoo doll becomes nonfunctional if its linked individual is currently within the boundaries of an antimagic field. If a bonded individual is slain, any voodoo dolls currently linked to them become useless forever – even if they are later returned to life, a new doll must be created.)
Armored Mage: A great deal of any witch doctor's spells are extremely similar in their movements and gestures, with only minor variations to change the exact effect delivered upon the being who is touched. This relative simplicity allows a witch doctor to exercise his body to the point where he can make those gestures despite the emcumberance of armor. A witch doctor's spells do not suffer from arcane spell failure as long as he is wearing only light armor.
Advanced Learning: At 4th, 8th, 12th, and 16th levels, a witch doctor can add a new spell to his spell list, representing the results of personal study and experimentation. The spell must meet all of the following criteria:
- Must be drawn from the wizard, cleric, or druid spell list.
- Must be of the Abjuration, Conjuration, Transmutation, or Necromancy school.
- Must have a range of touch, personal, or short.
Once a spell is selected, it is forever added to that witch doctor’s spell list and can be cast just like any other spell on the warmage’s list.
Improved Voodoo: Beginning at 5th level, whenever a witch doctor casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +1 bonus to its save DC (if any) and a +1 bonus on all caster level-related variables and checks.
Rapid Voodoo: Beginning at 7th level, a witch doctor can create a voodoo doll with only 1 minute of uninterrupted work, instead of 1 hour. All other requirements remain unchanged, including the necessary supplies.
Voodoo Reach: At 7th level, a witch doctor gains an intuitive understanding of the magic that links his voodoo dolls and their subjects, and learns to apply it to all spells he casts. The witch doctor gains the feat Reach Spell as a bonus feat.
Spiritual Voodoo: Beginning at 9th level, a witch doctor can create voodoo dolls that bond to their intended subjects without the need for a physical connection, linking through the spirit alone. This eliminates the need for the witch doctor to include a piece of the subject when creating their voodoo doll, though all other requirements remain unchanged.
Enhanced Voodoo: Beginning at 10th level, whenever a witch doctor casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +2 bonus to its save DC (if any) and a +2 bonus on all caster level-related variables and checks. This bonus does not stack with the bonuses granted by Improved Voodoo.
Instinctive Voodoo: Beginning at 11th level, a witch doctor can utilize any voodoo doll carried on his person in his spells without the need to physically hold them, allowing him to cast multiple-target spells on such dolls more easily. From this point on, a spell cast by a witch doctor automatically includes any voodoo doll (and thus its subject) as a focus if desired by the witch doctor.
Impromptu Voodoo: Beginning at 14th level, a witch doctor can create a voodoo doll incredibly fast, even in the heat of combat if necessary. It now requires only a full-round action to craft a Voodoo doll that provokes attacks of opportunity. All other requirements remain unchanged.
Powerful Voodoo: Beginning at 15th level, whenever a witch doctor casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +3 bonus to its save DC (if any) and a +3 bonus on all caster level-related variables and checks. This bonus does not stack with the bonuses granted by Improved Voodoo or Enhanced Voodoo.
Animate Voodoo: Upon reaching 19th level, a witch doctor can call upon the magical forces imbuing his voodoo dolls and bring them to life in his defense. When animated, a doll transforms into a construct of the same size as the subject with the hit points, base attack bonus, base saving throws, Strength score, and Dexterity score of its subject. It has no Constitution or Intelligence score, a Wisdom score of 10, and a Charisma score of 1. The doll gains two slam attacks, each dealing damage equal to 1d6+ the doll’s Strength modifier (for a Medium doll). Despite its physical appearance, the doll remains a construct, gaining construct traits but none of its subject’s special attacks, special qualities, class features, skills, or feats. Any equipment or items modeled on the doll grow along with it, but are ornamental only and give no benefit, bonuses, or usage. The animated doll is mindless and cannot speak, but it obeys the witch doctor, or its subject individual, or both, chosen by the witch doctor when it is animated. A doll remains animated for 1 round per witch doctor class level, after which it shrinks back to its original size and appearance. A specific doll can only be animated once per day, and the witch doctor may not use this ability more than three times per day in total.
Powerful Voodoo: At 20th level, a witch doctor has reached the pinnacle of his craft. Whenever he casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +4 bonus to its save DC (if any) and a +4 bonus on all caster level-related variables and checks. This bonus does not stack with the bonuses granted by Improved Voodoo, Enhanced Voodoo, or Powerful Voodoo.
Voodoo Fatebond: A 20th level witch doctor’s voodoo dolls are so lifelike and convincing that their destruction can actually kill the subject. As a standard action, a witch doctor can permanently destroy any voodoo doll in his possession. If that voodoo doll’s subject has line of sight to the witch doctor, they must succeed on a Fortitude save (DC14+1/2 witch doctor’s Hit Dice + witch doctor’s Charisma modifier) or be slain instantly. Even if the save succeeds, the subject is shaken for 1d6 rounds, but it becomes immune to Voodoo Fatebond for 24 hours. This is considered a death effect.
The Witch Doctor’s Spell List
0th – Guidance, Resistance, Touch of Fatigue, Virtue
1st – Conviction*, Cause Fear, Doom, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Ironguts*, Jump, Mage Armor, Nerveskitter*, Protection from Good/Evil/Law/Chaos, Reduce Person, Sanctuary, Wings of the Sea*
2nd – Aid, Animalistic Power*, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Curse of Ill Fortune* Curse of Impending Blades*, Eagle’s Splendor, Fox’s Cunning, Ghoul Touch, Insight of Good Fortune*, Living Undeath*, Owl’s Wisdom, Protection From Arrows, Resist Energy, Spider Climb, Wings of Air*
3rd – Air Breathing*, Amorphous Form*, Bestow Curse, Blindsight*, Contagion, Displacement, Earthen Grace*, Fear, Fly, Gaseous Form, Girallon’s Blessing*, Greater Mage Armor*, Hamatula Barbs*, Hold Person*, Nondetection, Protection From Energy, Reverse Arrows*, Safety*, Shadow Phase*, Spiderskin*, Tremorsense*, Unluck*, Water Breathing, Water Walk
4th – Air Walk, Death Ward, Freedom of Movement, Greater Blindsight*, Great Invisibility Greater Resistance*, Life Ward*, Poison, Polymorph, Rusting Grasp, Sheltered Vitality*, Spell Immunity, Stoneskin,
5th – Baleful Polymorph, Divine Grace*, Dominate Person, Draconic Polymorph*, Greater Enlarge Person*, Hold Monster, Indomitability*, Lesser Ironguard*, Life’s Grace*, Mantle of the Icy Soul*, Mass Fly*, Slay Living, Spell Resistance, Xorn Movement*
6th – Energy Immunity, Fires of Purity, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Contagion, Mass Fox’ Cunning, Mass Eagle’s Splendor, Spectral Touch, Superior Resistance, Tortoise Shell
7th – Greater Bestow Curse, Ironguard, Mass Invisibility, Mass Hold Person, Mass Spell Resistance, Statue, Withering Palm
8th – Greater Spell Immunity, Mass Death Ward, Mind Blank, Otto’s Irresistable Dance, Polymorph Any Object, Protection From Spells, Superior Invisibility, Temporal Stasis, Trap The Soul
9th – Imprisonment, Dominate Monster, Mass Hold Monster, Soul Bind, Shapechange
*Taken from Spell Compendium
Designer’s Notes:
Originally, this was going to be a Transmuter to the Beguiler’s Illusionist and the Warmage’s Evoker, it sort of took on a life of its own. Now the buffmonkey class from h**l, I’m actually hoping it’s good enough for someone to want to play. The spell list appears ridiculously large at first glance, but it’s actually quite limited – there are no utility spells and very few damage spells, only buffs and save-or-lose/save-or-suck with mostly short ranges. The bard’s primary problem was that it suffered from a lack of direction application beyond making the other party members better – I’m worried that the Witch Doctor might have Bard Syndrome to a much greater degree, since he doesn’t even have the built-in melee support abilities of a bard, but is dependent on his own self-buffs before engaging anything. The Voodoo ability chain I thought was neat, though it doesn’t really come into its full utility until 9th level, when the need for a “sample piece” goes away, and 14th level, when a voodoo doll can be whipped together in a single turn – its primary usage until then is more effective on-the-fly buffing of teammates without the need to get close and in danger.
The Witch
“Do ya really want to be messin’ with me, mon?” – Ikatani, witch doctor
The principle of sympathy magic is a well-known and proven philosophy amongst spellcasters, and one often invoked through the use of material components in certain spells. The witch doctor takes this concept several steps further, creating ritualized effigies that mimic the appearance of specific persons or creatures, and then manipulating those persons for good or ill by use of the dolls he makes.
Adventures: A witch doctor goes traveling for the same reasons that many others do – quests for fame, power, wealth, or any other number of reasons. The specialized nature of their magic tends to cause witch doctors to connect with groups of like-minded individuals, who can both benefit from his powerful beneficial spells and fill roles that he is incapable of performing.
Characteristics: Witch doctors are the unparalleled masters of affecting the states and status of their friends and enemies. At the drop of a hat, they can make an ally stronger, faster, or wiser, or inflict crippling weaknesses and ailments upon their enemies. The mystic voodoo dolls they can create improve this talent further, allowing them to affect their victims from afar and with greater potency.
Alignment: Witch doctors can adhere to any sort of alignment or philosophy, and they end up coming from all ends of the spectrum. Good witch doctors see their powers as a means of improving the lives and welfare of other people, while evil witch doctors delight in their ability to torment, torture, and harm other people without the need to get up close and personal where they might be in personal danger.
Religion: Witch doctors commonly come from savage or tribal cultures, who often have their own sets of beliefs and chosen deities. This does not stop “civilized” witch doctors from adopting other gods, though, and they typically gravitate towards religions that echo their own outlook on life and other beings.
Races: Humans and savage humanoids most often produce witch doctors, since they are the most likely to form the tribal-type communities where a witch doctor is likely to be prominent. Cultures with a strong martial tradition can occasionally develop witch doctors, where their ability to improve the fighting capabilities of their fellow warriors is greatly welcomed.
Other Classes: Due to a witch doctor’s many and varied enhancing spells, almost any class can quickly appreciate the benefits he brings with him, and will greatly value the contribution. Front-line fighters and rogues are usually most enthusiastic to have a witch doctor along, and more traditional spellcasters enjoy the opportunity to let up on needing to think about aiding their party members indirectly and focus their spell choices towards other applications. In turn, any witch doctor is very keenly aware of his limitations and limited versatility, enjoying the protection and support of comrades with more directly applicable combat skills.
Role: A witch doctor is very simple and direct in his utility – buff the various members of the party, and then sit back as they go to town on whatever unsuspecting enemy lies ahead. Witch doctors are not specifically geared for melee combat, as they lack the ability to wear anything thicker than light armor, but their vast assortment of enhancement spells can make them a capable support combatant indeed alongside or behind a more dedicated warrior-type. At higher levels, he gains the ability to extend his short-range debuff spells to hit without getting into melee range himself, which exponentially boosts his effectiveness. Like the warmage, beguiler, and dread necromancer, a witch doctor is best in a party that boasts another arcanist who can cover the witch doctor's gaps in utility and damaging spells.
Witch Doctor[/b
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Craft Voodoo, Armored Mage|5|3|—|—|—|—|—|—|—|—
2nd|
+1|
+0|
+0|
+3||6|4|—|—|—|—|—|—|—|—
3rd|
+2|
+1|
+1|
+3||6|5|—|—|—|—|—|—|—|—
4th|
+3|
+1|
+1|
+4|Advanced Learning|6|6|3|—|—|—|—|—|—|—
5th|
+3|
+1|
+1|
+4|Improved Voodoo|6|6|4|—|—|—|—|—|—|—
6th|
+4|
+2|
+2|
+5||6|6|5|3|—|—|—|—|—|—
7th|
+5|
+2|
+2|
+5|Rapid Voodoo, Voodoo Reach|6|6|6|4|—|—|—|—|—|—
8th|
+6/+1|
+2|
+2|
+6|Advanced Learning|6|6|6|5|3|—|—|—|—|—
9th|
+6/+1|
+3|
+3|
+6|Spiritual Voodoo|6|6|6|6|4|—|—|—|—|—
10th|
+7+2|
+3|
+3|
+7|Enhanced Voodoo|6|6|6|6|5|3|—|—|—|—
11th|
+8/+3|
+3|
+3|
+7|Instinctive Voodoo|6|6|6|6|6|4|—|—|—|—
12th|
+9/+4|
+4|
+4|
+8|Advanced Learning|6|6|6|6|6|5|3|—|—|—
13th|
+9/+4|
+4|
+4|
+8||6|6|6|6|6|6|4|—|—|—
14th|
+10/+5|
+4|
+4|
+9|Impromptu Voodoo|6|6|6|6|6|6|5|3|—|—
15th|
+11/+6/+1|
+5|
+5|
+9|Powerful Voodoo|6|6|6|6|6|6|6|4|—|—
16th|
+12/+7/+2|
+5|
+5|
+10|Advanced Learning|6|6|6|6|6|6|6|5|3|—
17th|
+12/+7/+2|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|—
18th|
+13/+8/+3|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+6|
+6|
+11|Animate Voodoo|6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+6|
+6|
+12|Mighty Voodoo, Voodoo Fatebond|6|6|6|6|6|6|6|6|6|6
[/table]
GAME RULES
[b]Abilities: A high Charisma score gives a witch doctor even more available uses of his spells, makes his offensive spells more powerful, and aids the various skills at his disposal that help in obtaining materials for his voodoo dolls. Like any character, a witch doctor benefits from a good Constitution score, and a decent Strength and/or Dexterity score can improve a witch doctor’s functionality in combat once his beneficial spells are up and running.
Alignment: Any
Hit Die: d6
Class Skills:
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Craft (Int), Intimidate (Cha), Knowledge(Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
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:
Weapons and Armor Proficiency: Witch doctors are proficient with all simple weapons and with light armor.
Spells: A witch doctor casts arcane spells (The same type of spells available to sorcerers and wizards, which are drawn from the witch doctor spell list below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a witch doctor gains access to a new level of spells, he automatically knows all the spells of that level listed on the witch doctor’s spell list. Essentially, his spell list is the same as his spells known list. Witch doctors also have the option of adding to their existing spell list through their advanced learning ability as they advance in level.
To cast a spell, a witch doctor must have a Charisma score of 10+ the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a witch doctor’s spell is 10 + the spell’s level + the witch doctor’s Charisma modifier. Like other spellcasters, a witch doctor can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given in the table.
Craft Voodoo: The signature talent of a witch doctor is his ability to craft voodoos, small effigy dolls in the shape and vague appearance of specific individuals. Creating a voodoo doll requires 1 hour of uninterrupted work, 10GP worth of materials per Hit Die of the subject, including a small portion of the person after whom the doll in modeled (a tuft of hair, bit of skin or scales, fingernail/toenail, a few drops of fresh blood, etc.), and a Craft check with a DC of 10+the subject’s Hit Dice. This special component is no longer required after the witch doctor reaches 9th level (see Spiritual Voodoo, below). Once complete, a mystical link forms between the voodoo doll and the individual it represents, allowing spells cast by the witch doctor on the doll to affect that individual despite intervening distance or obstacles. A voodoo doll is a non-magical, Diminutive object with 0 hardness and 1 hit point per Hit Die of the subject creature. Multiple voodoo dolls created by the same witch doctor towards the same subject have no additional effect, and a witch doctor cannot use voodoo dolls created by any other witch doctor. If a creature represented by a voodoo doll later gains permanent Hit Dice after the doll is created, additional materials must be incorporated into the doll to make up for the difference.
Whenever the witch doctor casts a spell that designates a target, he may choose to use a voodoo doll in his possession as a focus for the spell in addition to any other foci or material components required. If the individual linked to the doll is within 10 feet per witch doctor class level of the witch doctor, the spell’s effects are applied to that individual even if they would normally be out of range, out of line of sight, or out of line of effect of the spell. Similarly, if the witch doctor would make a touch attack as part of an ongoing spell, he may touch a doll in his possession instead, and the effects are applied to the doll’s subject.
A voodoo doll becomes nonfunctional if its linked individual is currently within the boundaries of an antimagic field. If a bonded individual is slain, any voodoo dolls currently linked to them become useless forever – even if they are later returned to life, a new doll must be created.)
Armored Mage: A great deal of any witch doctor's spells are extremely similar in their movements and gestures, with only minor variations to change the exact effect delivered upon the being who is touched. This relative simplicity allows a witch doctor to exercise his body to the point where he can make those gestures despite the emcumberance of armor. A witch doctor's spells do not suffer from arcane spell failure as long as he is wearing only light armor.
Advanced Learning: At 4th, 8th, 12th, and 16th levels, a witch doctor can add a new spell to his spell list, representing the results of personal study and experimentation. The spell must meet all of the following criteria:
- Must be drawn from the wizard, cleric, or druid spell list.
- Must be of the Abjuration, Conjuration, Transmutation, or Necromancy school.
- Must have a range of touch, personal, or short.
Once a spell is selected, it is forever added to that witch doctor’s spell list and can be cast just like any other spell on the warmage’s list.
Improved Voodoo: Beginning at 5th level, whenever a witch doctor casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +1 bonus to its save DC (if any) and a +1 bonus on all caster level-related variables and checks.
Rapid Voodoo: Beginning at 7th level, a witch doctor can create a voodoo doll with only 1 minute of uninterrupted work, instead of 1 hour. All other requirements remain unchanged, including the necessary supplies.
Voodoo Reach: At 7th level, a witch doctor gains an intuitive understanding of the magic that links his voodoo dolls and their subjects, and learns to apply it to all spells he casts. The witch doctor gains the feat Reach Spell as a bonus feat.
Spiritual Voodoo: Beginning at 9th level, a witch doctor can create voodoo dolls that bond to their intended subjects without the need for a physical connection, linking through the spirit alone. This eliminates the need for the witch doctor to include a piece of the subject when creating their voodoo doll, though all other requirements remain unchanged.
Enhanced Voodoo: Beginning at 10th level, whenever a witch doctor casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +2 bonus to its save DC (if any) and a +2 bonus on all caster level-related variables and checks. This bonus does not stack with the bonuses granted by Improved Voodoo.
Instinctive Voodoo: Beginning at 11th level, a witch doctor can utilize any voodoo doll carried on his person in his spells without the need to physically hold them, allowing him to cast multiple-target spells on such dolls more easily. From this point on, a spell cast by a witch doctor automatically includes any voodoo doll (and thus its subject) as a focus if desired by the witch doctor.
Impromptu Voodoo: Beginning at 14th level, a witch doctor can create a voodoo doll incredibly fast, even in the heat of combat if necessary. It now requires only a full-round action to craft a Voodoo doll that provokes attacks of opportunity. All other requirements remain unchanged.
Powerful Voodoo: Beginning at 15th level, whenever a witch doctor casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +3 bonus to its save DC (if any) and a +3 bonus on all caster level-related variables and checks. This bonus does not stack with the bonuses granted by Improved Voodoo or Enhanced Voodoo.
Animate Voodoo: Upon reaching 19th level, a witch doctor can call upon the magical forces imbuing his voodoo dolls and bring them to life in his defense. When animated, a doll transforms into a construct of the same size as the subject with the hit points, base attack bonus, base saving throws, Strength score, and Dexterity score of its subject. It has no Constitution or Intelligence score, a Wisdom score of 10, and a Charisma score of 1. The doll gains two slam attacks, each dealing damage equal to 1d6+ the doll’s Strength modifier (for a Medium doll). Despite its physical appearance, the doll remains a construct, gaining construct traits but none of its subject’s special attacks, special qualities, class features, skills, or feats. Any equipment or items modeled on the doll grow along with it, but are ornamental only and give no benefit, bonuses, or usage. The animated doll is mindless and cannot speak, but it obeys the witch doctor, or its subject individual, or both, chosen by the witch doctor when it is animated. A doll remains animated for 1 round per witch doctor class level, after which it shrinks back to its original size and appearance. A specific doll can only be animated once per day, and the witch doctor may not use this ability more than three times per day in total.
Powerful Voodoo: At 20th level, a witch doctor has reached the pinnacle of his craft. Whenever he casts a spell on an individual by use of that person’s bonded voodoo doll, the spell receives a +4 bonus to its save DC (if any) and a +4 bonus on all caster level-related variables and checks. This bonus does not stack with the bonuses granted by Improved Voodoo, Enhanced Voodoo, or Powerful Voodoo.
Voodoo Fatebond: A 20th level witch doctor’s voodoo dolls are so lifelike and convincing that their destruction can actually kill the subject. As a standard action, a witch doctor can permanently destroy any voodoo doll in his possession. If that voodoo doll’s subject has line of sight to the witch doctor, they must succeed on a Fortitude save (DC14+1/2 witch doctor’s Hit Dice + witch doctor’s Charisma modifier) or be slain instantly. Even if the save succeeds, the subject is shaken for 1d6 rounds, but it becomes immune to Voodoo Fatebond for 24 hours. This is considered a death effect.
The Witch Doctor’s Spell List
0th – Guidance, Resistance, Touch of Fatigue, Virtue
1st – Conviction*, Cause Fear, Doom, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Ironguts*, Jump, Mage Armor, Nerveskitter*, Protection from Good/Evil/Law/Chaos, Reduce Person, Sanctuary, Wings of the Sea*
2nd – Aid, Animalistic Power*, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Curse of Ill Fortune* Curse of Impending Blades*, Eagle’s Splendor, Fox’s Cunning, Ghoul Touch, Insight of Good Fortune*, Living Undeath*, Owl’s Wisdom, Protection From Arrows, Resist Energy, Spider Climb, Wings of Air*
3rd – Air Breathing*, Amorphous Form*, Bestow Curse, Blindsight*, Contagion, Displacement, Earthen Grace*, Fear, Fly, Gaseous Form, Girallon’s Blessing*, Greater Mage Armor*, Hamatula Barbs*, Hold Person*, Nondetection, Protection From Energy, Reverse Arrows*, Safety*, Shadow Phase*, Spiderskin*, Tremorsense*, Unluck*, Water Breathing, Water Walk
4th – Air Walk, Death Ward, Freedom of Movement, Greater Blindsight*, Great Invisibility Greater Resistance*, Life Ward*, Poison, Polymorph, Rusting Grasp, Sheltered Vitality*, Spell Immunity, Stoneskin,
5th – Baleful Polymorph, Divine Grace*, Dominate Person, Draconic Polymorph*, Greater Enlarge Person*, Hold Monster, Indomitability*, Lesser Ironguard*, Life’s Grace*, Mantle of the Icy Soul*, Mass Fly*, Slay Living, Spell Resistance, Xorn Movement*
6th – Energy Immunity, Fires of Purity, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Contagion, Mass Fox’ Cunning, Mass Eagle’s Splendor, Spectral Touch, Superior Resistance, Tortoise Shell
7th – Greater Bestow Curse, Ironguard, Mass Invisibility, Mass Hold Person, Mass Spell Resistance, Statue, Withering Palm
8th – Greater Spell Immunity, Mass Death Ward, Mind Blank, Otto’s Irresistable Dance, Polymorph Any Object, Protection From Spells, Superior Invisibility, Temporal Stasis, Trap The Soul
9th – Imprisonment, Dominate Monster, Mass Hold Monster, Soul Bind, Shapechange
*Taken from Spell Compendium
Designer’s Notes:
Originally, this was going to be a Transmuter to the Beguiler’s Illusionist and the Warmage’s Evoker, it sort of took on a life of its own. Now the buffmonkey class from h**l, I’m actually hoping it’s good enough for someone to want to play. The spell list appears ridiculously large at first glance, but it’s actually quite limited – there are no utility spells and very few damage spells, only buffs and save-or-lose/save-or-suck with mostly short ranges. The bard’s primary problem was that it suffered from a lack of direction application beyond making the other party members better – I’m worried that the Witch Doctor might have Bard Syndrome to a much greater degree, since he doesn’t even have the built-in melee support abilities of a bard, but is dependent on his own self-buffs before engaging anything. The Voodoo ability chain I thought was neat, though it doesn’t really come into its full utility until 9th level, when the need for a “sample piece” goes away, and 14th level, when a voodoo doll can be whipped together in a single turn – its primary usage until then is more effective on-the-fly buffing of teammates without the need to get close and in danger.
The Witch