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Kellus
2007-11-18, 04:32 PM
Voodoo

“Something of the head... Something of the thread... Something of the body... And something of the DEAD.”
“Hey, that almost rhymes!”

Voodoo is a mystic art which involves causing magical effects by using a simulacrum of an individual. Different classes use voodoo in different ways, but all of them use the same mechanics to create voodoo dolls. To create a voodoo doll, a class must have voodoo as a class feature.

Creating a Voodoo Doll

To create a voodoo doll of an individual, you need several components related to the being in question and a doll. Every component used in the creation adds to the Total Voodoo Modifier (TVM) depending on several factors of each. The TVM determines, among other things, the potency of the voodoo doll. You may creat a voodoo doll with only a few voodoo components, but most abilities which use the doll have certain requisite components. Ergo, a voodoo doll made with fewer components won’t be able to do as much as one with many components. A voodoo doll to be made must have at least two components and a TVM of at least 3 or the crafting automatically fails. A voodoo doll may not use the same type of component more than once. The TVM is the sum of all the bonuses provided by the components, after they have each been modified as described on Table: Component Modifiers.

Creating a voodoo doll requires a full-round action that provokes attacks of opportunity as well as the expenditure of the voodoo components. In addition, it requires two seperate checks: a Craft (voodoo) check and a Knowledge check. The Knowledge check must be applicable to the target creature’s type, as specified on page 78 of the Player’s Handbook.

Both checks have a DC equal to 10 + the target creature’s CR. Failure on either of the checks indicates that the dark lords of voodoo require more potent components for the voodoo doll. As such the components are not wasted, but you may not attempt to remake the voodoo doll until you have at least one additional applicable component. If you already have every possible component, you may attempt to remake the voodoo doll after twenty-four hours.

Voodoo dolls only work for the being that creates them. In addition, they lose potency quickly if not used. Every twenty-four hours a completed voodoo doll’s TVM decreases by 1. A voodoo doll that falls to a TVM of 0 falls apart and loses all potency. The components, however, are not restored.

Voodoo dolls have no value in and of themselves. They cannot be sold for money, nor are they ever available for sale. However, that being said, some components may be for sale, although certainly not fresh ones.

A voodoo doll is a Tiny object with 10 hit points and hardness 5. An eligible doll is worth at most 2 cp and can be found for sale practically anywhere. Voodoo dolls weight 1/2 lb.

Voodoo Components

For the purposes of voodoo components, the following terms are defined as follows.

Very Fresh: The component is used in the voodoo doll in the same day that it is taken.

Fresh: The component is used in the voodoo doll anywhere from two to seven days after it is taken.

Stale: The component is used in the voodoo doll anywhere from eight to thirty days after it is taken.

Fossilized: The component is used in the voodoo doll more than thirty days after it is taken.

The following modifiers apply to the base TVM bonus of each component used.

Table: Component Modifiers
{table=head]Qualifier|TVM Bonus
Removed willingly|+1
Taken by force|-1
Very Fresh|+2
Fresh|+1
Stale|-1
Fossilized|-2[/table]

The following substances may be used as voodoo doll components.

• Ancestral Component: An ancestral component is any body part taken from an ancestor of the being in question. The ancestor in question must be dead to qualify for this component. This component loses freshness from the time it is removed from the body of the ancestor, although it may be ‘recharged’ by returning it to the body before the doll is created. It may be taken from an undead ancestor, but it is then subject to the ‘removed willingly’ or ‘taken by force’ modifiers as described in Table: Component Modifiers. An ancestral component has a base modifier of +2.

• Bane Component: A bane component is any kind of item which the being in question is especially vulnerable to and has taken damage from. In game terms, this refers to any weapon which bypasses the correct kind of damage reduction or regeneration for the being in question. For example, a silver dagger which cut a werewolf could be used as a bane component for its voodoo doll. If the being does not have damage reduction or regeneration that is bypassed by a certain material, you may not use a bane component for its voodoo doll. Bane components lose potency since they struck the being in question, but are not affected by the ‘removed willingly’ or ‘taken by force’ modifiers on Table: Component Modifiers. Unlike other components, bane components can effectively be ‘recharged’, resetting their freshness, by striking the being again before the doll is created. In addition, bane components are not destroyed in making a voodoo doll, although they do lose all magical abilities for twenty-four hours. A bane component has a base modifier of +4.

• Fluid Body Component: A fluid body component is a sample of bodily fluid from the being in question. Saliva, sweat, and blood are common examples of this kind of component. This is a reasonably potent voodoo component, but must be held in some kind of uncontaminated receptacle to be of any use. A fluid body component has a base modifier of +2.

• Material Component: A material component is any posession of the being in question. Mundane or magical, it makes no difference. In fact, most voodoo crafters prefer mundane material components, since they are consumed in creating the voodoo doll. Material components lose potency like other components do after being seperated from the target. Unlike other components, however, material components can be ‘recharged’ by reuniting them with their owner before the voodoo doll is created. A material component provides a base modifier of +3.

• Name Component: A name component is the true name of the being in question, which is spoken as the voodoo doll is constructed. This is not a bunch of stupid random syllables, as a truename is. This is the being’s actual name, their birth name, the name they recognize as their own despite any aliases they choose to go by. Unlike other voodoo components, this component does not use additional modifiers as described in Table: Component Modifiers. Instead, this component provides a static modifier of +1.

• Temporary Body Component: A temporary body component is a body part which would be removed normally. Hair, fingernails, or shed skin are all examples of a temporary body component. A temporary body component has a base modifier of +1.

• Solid Body Component: A solid body component is an actual piece, organ, or structure taken from the being in question. This is a very strong voodoo component. Examples could include a bone, a kidney, an eye, or some other permanent body part. Temporary body parts such as hair or shed skin may not be used as this component. A solid body component has a base modifier of +4.

Voodoo Feats

Body Anchor

When your soul is extended, you can still keep some control over your own body.

Prerequisites: Improved Voodoo, soul poppet class feature, base Will save +6, Wis 20, voodoo class feature
Benefit: While your soul is extended, your body is treated as normal for purposes of reacting and defending, even though you cannot take normal actions with it.
Normal: While your soul is extended, you are treated as helpless.


Improved Voodoo

Through long practice, you have become quite talented at the art of voodoo. Your voodoo dolls are more powerful than those of others.

Prerequisites: Craft (voodoo) 5 ranks, voodoo class feature
Benefit: After being created, your voodoo dolls gain an additional +1 bonus to their Total Voodoo Modifier (TVM). This does not allow you to create a voodoo doll if it would have a TVM of less than 3 without this bonus.


Instant Voodoo

By applying your experience with creating voodoo dolls, you can whip them up in the blink of an eye.

Prerequisites: Improved Voodoo, Craft (voodoo) 9 ranks, voodoo class feature
Benefit: You may create a voodoo doll as a move action which does not provoke attacks of opportunity.
Normal: Creating a voodoo doll is a full-round action which provokes attacks of opportunity.


Zombies By The Beach

Your voodoo zombies become adept in water and can help you even in aquatic situations.

Prerequisites: Improved Voodoo, voodoo class feature
Benefit: Your voodoo zombies gain a swim speed equal to their land speed, and a +8 voodoo bonus to Swim checks. In addition, if you do not command a swimming voodoo zombie, it will continue to tread water to float in place rather than do nothing and sink.
Normal: Zombies can’t swim.

Kellus
2007-11-18, 04:33 PM
The Voodoo Lady

Voodoo ladies are masters of magical mojo. They typically live by themselves in swamps, practicing their dark voodoo arts and performing strange and terrifying rites. They focus their energies on working with souls, either through their voodoo dolls or straight-up posession. Their signature skill is being able to leave their bodies at will, entering other people and messing with them as they please.

Adventures: A voodoo lady could adventure for any reason another person might. She could want riches, fame, glory, or even just a chance to practice her voodoo in the real world.

Alignment: Voodoo ladies can be of any alignment. Lawful voodoo ladies adhere to their own set of morally ambiuous rules to justify their strange practices. Chaotic voodoo ladies shun society in favor of solitary life in a swamp. Good voodoo ladies use their power over souls to protect and help others. Evil voodoo ladies instead use their craft to bring pain and suffering to those who annoy them.

Religion: Although most voodoo ladies do worship, their faith is less pronounced than most. They are generally more interested in what is at hand rather than an all-knowing figure removed from day-to-day life.

Background: Voodoo ladies could come from almost any sort of background. Some are outcasts, shunned for their abilities, while others could be the foundation of a society, as a spiritual guide.

Races: Humans are often drawn to the ways of the voodoo lady, as well as half-orcs. Any race, however, can produce an individual with the temperament and skills neccessary to become a voodoo lady.

Other Classes: A voodoo lady generally gets along fairly well with other classes. She appreciates in particular melee combattants, who can keep her body safe while she leaves it.

Role: The role a voodoo lady plays in the group is generally that of an arcane spellcaster. Although she isn’t as diverse as a wizard or sorcerer, and also doesn’t get access to the most potent of spells, her voodoo arts give her a wide range of additional abilities to make up for the loss.

Game Rule Information

Abilities: Wisdom is the key ability neccessary for all of a voodoo lady’s mystic arts. Constitution and Dexterity are also important for the voodoo lady to survive in battle, and Intelligence is very important for crafting voodoo dolls; both to acquire more skill ranks in various Knowledge skills, and also to increase her Knowledge and Craft checks.

Alignment: Any

Hit Die: d6

Skill Points at 1st Level: (4 + Int) x 4
Skill Points at Each Additional Level: 4 + Int

Table: The Voodoo Lady
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th

1st|
+0|
+2|
+0|
+2|Soul poppet (1), voodoo|4|1|—|—|—|—|—|—

2nd|
+1|
+3|
+0|
+3|Soul technique|4|2|—|—|—|—|—|—

3rd|
+1|
+3|
+1|
+3||4|3|1|—|—|—|—|—

4th|
+2|
+4|
+1|
+4||4|4|2|—|—|—|—|—

5th|
+2|
+4|
+1|
+4|Soul technique|4|4|3|—|—|—|—|—

6th|
+3|
+5|
+2|
+5||4|4|3|1|—|—|—|—

7th|
+3|
+5|
+2|
+5|Soul poppet (2)|4|4|4|2|—|—|—|—

8th|
+4|
+6|
+2|
+6|Soul technique|4|4|4|3|—|—|—|—

9th|
+4|
+6|
+3|
+6||4|4|4|3|1|—|—|—

10th|
+5|
+7|
+3|
+7|Extended voodoo|5|4|4|4|2|—|—|—

11th|
+5|
+7|
+3|
+7|Soul technique|5|4|4|4|3|—|—|—

12th|
+6/+1|
+8|
+4|
+8||4|4|4|4|3|1|—|—

13th|
+6/+1|
+8|
+4|
+8|Soul poppet (3)|5|4|4|4|4|2|—|—

14th|
+7/+2|
+9|
+4|
+9|Soul technique|5|5|4|4|4|3|—|—

15th|
+7/+2|
+9|
+5|
+9||5|5|5|4|4|3|1|—

16th|
+8/+3|
+10|
+5|
+10||5|5|5|5|4|4|2|—

17th|
+8/+3|
+10|
+5|
+10|Soul technique|5|5|5|5|5|4|3|—

18th|
+9/+4|
+11|
+6|
+11||5|5|5|5|5|5|3|1

19th|
+9/+4|
+11|
+6|
+11|Soul poppet (4)|5|5|5|5|5|5|5|3

20th|
+10/+5|
+12|
+6|
+12|Body of my body and flesh of my flesh|5|5|5|5|5|5|5|5

[/table]

Table: Voodoo Lady Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th
1st|5|2|—|—|—|—|—|—
2nd|6|3|—|—|—|—|—|—
3rd|6|3|2|—|—|—|—|—
4th|6|4|3|—|—|—|—|—
5th|6|4|3|—|—|—|—|—
6th|6|4|4|2|—|—|—|—
7th|6|4|4|3|—|—|—|—
8th|6|4|4|3|—|—|—|—
9th|6|4|4|4|2|—|—|—
10th|6|4|4|4|3|—|—|—
11th|6|4|4|4|3|—|—|—
12th|6|4|4|4|4|2|—|—
13th|6|4|4|4|4|3|—|—
14th|6|4|4|4|4|3|—|—
15th|6|5|4|4|4|4|2|—
16th|6|5|5|4|4|4|3|—
17th|6|5|5|5|4|4|3|—
18th|6|5|5|5|5|4|4|2
19th|6|5|5|5|5|5|4|3
20th|6|5|5|5|5|5|5|3
[/table]

Class Skill List: The voodoo lady’s class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (voodoo) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken seperately) (Int), Spellcraft (Int), and Survival (Wis).

All of the following are class features of the voodoo lady.

Weapon and Armor Proficiencies: A voodoo lady is proficient with all simple weapons. She is not proficient with any kind of armor or shield. Armor of any kind interferes with the voodoo lady’s ability to cast spells.

Voodoo (Su): A voodoo lady can use voodoo. She may construct voodoo dolls as described above.

Spellcasting: The voodoo lady casts arcane spells, the same kind that a sorcerer or a wizard can cast. However, she may only cast spells from the schools of enchantment, evocation, and transmutation. Like a sorcerer, the voodoo lady may cast any spell she knows at any time. However, her selection of spells is extremely limited. She knows a number of spells of each level as shown on Table: Voodoo Lady Spells Known. She may only select spells to add to her spells known from the schools of enchantment, evocation, and transmutation.

To learn or cast a spell, the voodoo lady must have a Wisdom score equal to at least 10 + the level of the spell. The difficulty class for a saving throw against a spell cast by a voodoo lady is equal to 10 + the level of the spell + the voodoo lady’s Wisdom modifier.

The voodoo lady receives bonus spells per day for having a high Wisdom score. Her base daily allotement of spells is given on Table: The Voodoo Lady.

Upon reaching 4th level, and at every even-numbered voodoo lady level after that (6th, 8th, and so on), a voodoo lady can choose to learn a new spell in place of one she already knows. In effect, the voodoo lady “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level voodoo lady spell the voodoo lady can cast. A voodoo lady may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Soul Poppet (Su): The voodoo lady works her dark arts by extending her soul into unwilling receptacles. Her abilities use soul poppets to work. A soul poppet may be one of two things for the purposes of this class:

• A creature is always considered a soul poppet if the voodoo lady has a voodoo doll of that creature and is within 60ft. of it.

• A creature is a soul poppet if the voodoo lady has extended her soul into the creature’s body. The effective Total Voodoo Modifier (TVM) of such a being is equal to 1/2 of the voodoo lady’s class level (minimum 1)

To extend her soul into another requires a move action that provokes attacks of opportunity. The target must be within 60ft. and must fail a Will saving throw (DC 10 + 1/2 of the voodoo lady’s class level + the voodoo lady’s Wisdom modifier). Upon success, the voodoo lady enters a trance-like state where her body is uninhabited. In this state, she is treated as helpless. She may return to her body as a move action.

A being who hosts her soul is unaware of the effect. This effect ends if the target moves further than 60ft. away from the voodoo lady’s body, as well as if the voodoo lady’s body or the host creature are killed. While her soul is extended, the voodoo lady may not take normal actions. She may cast spells and use certain class features, but she may not take normal swift, immediate, standard, or move actions while her soul is extended.

At first level the voodoo lady may extend her soul into one being at a time. She may spend a move action to extend her soul from there into another being within 60ft. of her body, which must then make a saving throw against the ability as normal. At 7th level, she may extend her soul into two beings at once. Attempting to inhabit multiple beings at a time is one move action, but each being must make a seperate saving throw. If her soul is extended into multiple bodies, the voodoo lady still has her normal allotment of actions, which she may divide between the bodies hosting her soul as she wishes. At 13th level she may extend to three bodies at once, and at 19th level she may extend to four bodies at once. Returning to her own body is always a move action.

The voodoo lady may cast her spells as if from a soul poppet. For all intents and purposes, she may treat a soul poppet as if it were her body for the purposes of casting spells. For example, she may force a soul poppet to use a touch spell against an adjacent enemy, using its own attack modifiers. Alternatively, she could cast a spell normally centered on herself around the soul poppet or cast a personal spell on the soul poppet. This does not effect the casting time, spell level, or save DC of the spell. It is still cast on the voodoo lady’s turn, and requires a standard action. Spells cast through a soul poppet do not have arcane spell failure from armor or shields, and neither do they provoke attacks of oppurtunity like normal spellcasting.

Casting a spell through a poppet in this way requires the voodoo lady to succeed on a Spellcraft check (DC equal to twice the poppet’s CR). Failure means the spell is not cast, but it is not lost from the voodoo lady’s spell slots.

Soul Technique (Su): At second level and every three levels thereafter, the voodoo lady learns a special technique to improve her mastery over souls. Every time she gains this class feature, she may select one of the following abilities. Unless otherwise noted, she may not select the same ability more than once. These abilities do not provoke attacks of opportunity, even if the voodoo lady is using a voodoo doll.

• Crippling Voodoo Strike: As a swift action, the voodoo lady can inflict a minor injury on a soul poppet. Its land speed is reduced by half until it receives a DC 15 Heal check or receives at least 1 point of magical healing. It may avoid this effect by succeeding on a Reflex saving throw against a DC equal to the TVM for the soul poppet in question + the voodoo lady’s Wisdom modifier.

• Excruciating Pain: As a swift action, the voodoo lady can inflict horrible pain on a soul poppet. The target must make a Will saving throw against a DC equal to the TVM for the soul poppet in question + the voodoo lady’s Wisdom modifier or lose the benefit of all morale bonuses affecting it.

• Irresistable Voodoo: The saving throw difficulty class of any spell cast through a soul poppet is increased by a value equal to 1/3 of the TVM for the soul poppet in question.

• Jump Into The Attack: The voodoo lady may force a soul poppet to intentionally put itself in danger. As an immediate action, she may force a soul poppet to take a penalty on AC against any one melee or ranged attack equal to 1/3 of the TVM for the soul poppet in question.

• Knowledge Of An Art Most Foul: The voodoo lady gains a bonus metamagic feat for which she qualifies. This ability may be selected more than once.

• Martial Arts Voodoo Style: The voodoo lady may make trip and disarm attempts against a soul poppet as a move action. Instead of the normal trip or disarm roll, she instead uses a value equal to the TVM of the soul poppet in question + her Wisdom modifier.

• Poke A Pin In It: The voodoo lady may deal piercing damage against a soul poppet equal to the TVM of the soul poppet as a standard action. In addition, the poppet must make a Fortitude saving throw against a DC of the TVM for the soul poppet in question + the voodoo lady’s Wisdom modifier or be stunned for one round. This ability can only be used with a voodoo doll, and may not be used by means of the voodoo lady’s extended soul.

• That Tingly Feeling: The voodoo lady may use her magic to make the target uncomfortable. As a move action, she may attempt to unnerve a soul poppet. This requires a Will saving throw against a DC equal to the TVM of the poppet + her Wisdom modifier. Success indicates that the target is rendered flanked against all of the voodoo lady’s allies until her next turn.

• Voodoo Of The Body: The voodoo lady may force her target to make a Fortitude saving throw instead of a Will saving throw to avoid hosting her when she attempts to extend her soul.

• Voodoo Metamagic: The voodoo lady may select any one metamagic feat she knows. From this point on, whenever she applies this feat to a spell she casts through a soul poppet, the spell level adjustment of the spell is reduced by a value equal to 1/5 of the TVM for the soul poppet in question. This may not reduce the spell level adjustment below +1.

Extended Voodoo (Su): At 10th level, the range for all of the voodoo lady’s voodoo abilities extends to 120ft. instead of 60ft.

Body of my Body and Flesh of my Flesh (Su): At 20th level, the voodoo lady may seal herself inside of a voodoo doll for safekeeping. This requires a voodoo doll of herself with a TVM of at least 20. Activating this ability is a full-round action. The voodoo lady's body vanishes instantly. The doll cannot take actions, and is still treated as an unattended object for all purposes. However, the voodoo lady may still use her voodoo lady class features to extend her soul from the doll and use her spells and voodoo abilities from inside of the doll.

While in the doll, the voodoo lady does not age. She may exit as a full-round action which destroys the doll and replaces it with her body, exactly as it was when she used the ability. She also exits in this fashion if the voodoo doll is destroyed. So long as the voodoo lady remains in the doll, the TVM of the doll does not decrease over time.

Kellus
2007-11-18, 04:34 PM
The Bokor

The bokor is a student of the natural world. He observes all aspects of life and all aspects of death. Through his study, he is able to gain power over living things and thusly over the dead as well. By practicing voodoo, he may capture the spirits of his enemies inside voodoo dolls and thus gain control of their corpses.

Adventures: A bokor adventures to further his understanding of nature. He is fascinated by anything which could lead to a deeper knowledge of life and death. Although not interested in fame or glory for the most part, bokors love gaining knowledge and treasure.

Alignment: A bokor’s study of life and death is extremely thorough. His life is dedicated to gleaning an understanding of the workings of the natural world. Such studies are not for the flighty or unfocused. As such, chaotic beings may not undertake the bokor’s path.

Religion: Bokors traditionally revere deities of death or deities of nature. Wee Jas and Obad-Hai are two common icons of worship, although bokors are far more interested in study than in worship for the most part.

Background: Bokors traditionally come from a background in a community with experience in voodoo. They are generally the learned people of such a society, who undertake study of the higher mysteries of life and death for the benefit of the village.

Races: Elves and half-elves are especially drawn to the path of the bokor, although elves often lack the fortitude of body neccessary to walk it. Dwarves and gnomes are also common bokors, who study the natural world in their subterranean homes.

Other Classes: Bokors traditionally see other party members more as subjects for study or experimentation than allies. That said, they are often intrigued by the arcane magic wielded by wizards and their ilk, as it is a force which lies outside their study.

Role: In a party, bokors are both necromancers and healers. Their undead allies can hold the enemy while their divine magic can help a party survive.

Game Rule Information

Abilities: Constitution and Intelligence are the key abilities for a successful bokor, although Dexterity is also important if he hopes to survive in battle.

Alignment: Any nonchaotic.

Hit Die: d4

Skill Points at First Level: (4 + Int) x 4
Skill Points at Each Additional Level: 4 + Int

Table: The Bokor
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th

1st|
+0|
+2|
+0|
+2|Voodoo, voodoo zombie|3|1|—|—|—|—|—|—|—

2nd|
+1|
+3|
+0|
+3|Advanced zombie|4|2|—|—|—|—|—|—|—

3rd|
+1|
+3|
+1|
+3|Death’s face 1/day|4|2|1|—|—|—|—|—|—

4th|
+2|
+4|
+1|
+4|Brew potion|5|3|2|—|—|—|—|—|—

5th|
+2|
+4|
+1|
+4|Advanced zombie|5|3|2|—|—|—|—|—|—

6th|
+3|
+5|
+2|
+5|Death’s face 2/day|5|3|3|1|—|—|—|—|—

7th|
+3|
+5|
+2|
+5||6|4|3|2|—|—|—|—|—

8th|
+4|
+6|
+2|
+6|Advanced zombie|6|4|3|2|1|—|—|—|—

9th|
+4|
+6|
+3|
+6|Death’s face 3/day|6|4|4|3|2|—|—|—|—

10th|
+5|
+7|
+3|
+7|Draught of death|6|4|4|3|2|—|—|—|—

11th|
+5|
+7|
+3|
+7|Advanced zombie|6|5|4|3|3|1|—|—|—

12th|
+6/+1|
+8|
+4|
+8|Death’s face 4/day|6|5|4|4|3|2|—|—|—

13th|
+6/+1|
+8|
+4|
+8||6|5|5|4|3|2|1|—|—

14th|
+7/+2|
+9|
+4|
+9|Advanced zombie|6|5|5|4|4|3|2|—|—

15th|
+7/+2|
+9|
+5|
+9|Death’s face 5/day|6|5|5|4|4|3|2|—|—

16th|
+8/+3|
+10|
+5|
+10||6|6|5|5|4|3|3|1|—

17th|
+8/+3|
+10|
+5|
+10|Advanced zombie|6|6|5|5|4|4|3|2|—

18th|
+9/+4|
+11|
+6|
+11|Death’s face 6/day|6|6|6|5|5|4|3|2|1

19th|
+9/+4|
+11|
+6|
+11||6|6|6|5|5|4|4|3|2

20th|
+10/+5|
+12|
+6|
+12|Unending service|6|6|6|5|5|4|4|3|2

[/table]

Class Skills: The bokor’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (alchemy/voodoo) (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Ride (Dex), Sense Motive (Cha), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

All of the following are class features of the bokor.

Weapon and Armor Proficiencies: Bokors are proficient with all simple weapons and light and medium armor. They are not proficient with shields.

Voodoo (Su): A bokor can use voodoo. He may construct voodoo dollsl as described above.

Spellcasting: The bokor casts divine spells, which are drawn from the druid spell list, with the following exception: the bokor gains access to cure spells as if they were one spell level lower than for a druid. In addition, whenever the bokor gains access to a cure spell, he also gains access to the equivalent inflict spell.

To learn or cast a spell, the bokor must have a Constitution score equal to at least 10 + the level of the spell. The difficulty class for a saving throw against a spell cast by a bokor is equal to 10 + the level of the spell + the bokor’s Intelligence modifier.

The bokor receives bonus spells per day for having a high Intelligence score. His base daily allotment of spells is given on Table: The Bokor.

A bokor must prepare his spells in advance, exactly like a druid.

Voodoo Zombie (Su): The bokor uses voodoo to capture the spirits of the departed and uses the trapped power to animate their bodies. When a being dies within 60ft. of the bokor, the bokor may attempt to capture their spirit within a voodoo doll of the being. The spirit must make a Will saving throw against a DC of 10 + the TVM for the voodoo doll in question. Failure means that the spirit is captured and trapped in the voodoo doll. Attempting to trap a spirit is an immediate action.

A spirit trapped in a voodoo doll does not go on to the afterlife. It is unable to sense anything during its stay. It may be brought back to life by raise dead or a similar effect without losing a level so long as it remains within the voodoo doll. Moreover, so long as the spirit remains trapped, the body may not be brought back to life without the voodoo doll.

While the spirit of the being is trapped, the bokor may animate its body as a standard action. The body in question must be in good condition. For example, a body which has been disintegrated could not be made into a voodoo zombie.

A voodoo zombie gains the zombie template. It is under the direct control of the bokor. However, commanding a voodoo zombie requires a move (manipulation) action. Zombies not being commanded simply stand in place doing nothing, despite previous manipulations. For this reason, most bokors attempt to capture a few powerful zombies instead of many weak zombies.

Voodoo zombies may gain additional abilities and qualities from the Advanced Zombie class feature of the bokor. In addition, they also benefit from any quality the bokor would bestow on undead he creates, such as from the Corpsecrafter feat (Libris Mortis).

When a voodoo doll breaks apart, either from damage or as a result of the TVM draining to 0, the voodoo zombie drops to the ground inert, loses the zombie template, and begins to decay normally. The spirit at this point travels on to find whatever would await it normally in death. A spirit may not be trapped more than once by the bokor.

A bokor may only have a number of Hit Dice of voodoo zombies under his control equal to four times his class level at once. No voodoo zombie may have more Hit Dice than twice his class level. This limit also includes spirits trapped in dolls that he chooses not to animate.

Advanced Zombie (Su): At 2nd level, and each three levels thereafter (except 20th) the bokor gains an additional ability to apply to his voodoo zombies. He may select it from the following list.

• Deadly Aim: The voodoo zombie gains a +3 bonus on attack and damage rolls.

• Dead of Mind: The voodoo zombie becomes immune to any effect which would require a Will saving throw.

• Death’s Armor: The voodoo zombie’s DR changes to DR 5/- and it gains +2 to natural armor. A bokor or character affected by this ability from a draught of death or death’s face gains no damage reduction, but if they already have any it changes to DR/-.

• Fast Repair: The voodoo zombie repairs 2 hit points every round.

• Improved Stench: The voodoo zombie causes adjacent beings with the Scent ability to become nauseated until they move away from it.

• Magic Sink: The voodoo zombie gains SR equal to 10 + the bokor’s class level. If this ability is applied through a draught of death, it uses the bokor’s class level at the time of brewing.

• Nimble Zombie: The voodoo zombie gains the Improved Evasion ability.

• Speedy: The voodoo zombie loses the Single Actions Only quality. A bokor or character affected by this ability from a draught of death or death’s face gains the benefit of a haste spell.

• Strong Zombie: The voodoo zombie gains a +4 insight bonus to its Strength score.

• Team Zombie: The voodoo zombie gains an additional +6 bonus on attack rolls when flanking an enemy with another voodoo zombie.

Death’s Face: Beginning at 3rd level, the bokor has gained enough insight into death to take on its power for himself. Activating death’s face is a swift action, and it lasts for a number of rounds equal to 3 + the bokor’s Intelligence modifier.

While under the effects of death’s face, the bokor undergoes several changes. He gains the undead type, and loses his Constitution score. This means that while under this effect, he may not cast bokor spells, as they rely on Constitution. Unlike traditional undead, the bokor’s Hit Dice do not change to d12s. Instead he may use his Intelligence modifier to determine bonus hit points at each level.

While under this effect, the bokor also gains all of the abilities and qualities he has learned through his Advanced Zombie class feature, as well as any other benefits he would normally apply to undead he creates.

In this state, the bokor gains an unparalleled link with his voodoo zombies. He may command each one as a free (mental) action, and thus is able to command each one each round.

The bokor gains another daily use of this ability every three levels after 3rd level.

Brew Potion: At 4th level, the bokor receives Brew Potion as a bonus feat.

Draught of Death (Su): At 10th level, the bokor gains the ability to create a potion which gives the aspect to death to its drinker. Creating this potion requires a Craft (alchemy) check and a Craft (voodoo) check, each against a DC of 25. Success indicates that he succeeds in creating a draught of death. Creating a draught requires one hour of work, as well as 50 gp for the ingredients.

A being who willingly drinks a draught of death undergoes the effect of death’s face (see above), but does not gain any control over voodoo zombies. This effect lasts for a number of rounds equal to 3 + the bokor’s Intelligence modifier at the time of brewing the potion. A being may only benefit from a draught once per day. The bokor may not benefit from his own draught.

Unending Service (Su): At 20th level, the TVM of a bokor’s voodoo doll which holds a spirit does not diminish from time. The spirit may only be freed by destroying the doll through physical means.

Kellus
2007-11-19, 07:54 PM
No love for voodoo? :smalleek:

reorith
2007-11-19, 08:10 PM
i like the tvm. i'm still waiting for the divine voodoo master

Kellus
2007-11-22, 09:23 PM
The bokor is live. Comments? Critiques? :smallfrown:

littlechicory
2007-11-22, 09:43 PM
To learn or cast a spell, the bokor must have a Constitution score equal to at least 10 + the level of the spell. The difficulty class for a saving throw against a spell cast by a bokor is equal to 10 + the level of the spell + the bokor’s Intelligence modifier.

... Better double-check that. Is he casting from Con or from Int?

Kellus
2007-11-22, 09:47 PM
... Both? Con determines if he can cast a spell, Int determines everything else about them. It also means that while undead he can't cast spells.

Thunderbuckets
2007-11-22, 10:46 PM
Looks pretty cool. The bokor's got some really interesting abilities, I have to say; Con-based spellcasting, an effective version of the druid's list, and the ability to actually Turn Undead, so to speak. :smallwink:

What happens if a being unwillingly drinks a Draught of Death? Do they get a save to avoid?

As for the Voodoo Lady, two things. First of all, I'd let her pull from Necromancy as well as the three listed schools, as it fits the theme just as well. If four schools is too many, maybe make her choose one of them to be a barred school? Give a bit of individuality to the class.

I'd also take out Poppit Imprisonment, as it sort of steps on the toes of the Bokor a bit. In addition, it's really not that great... she has to make a voodoo doll of an epic-level character, and have them fail two saves, and it doesn't even last forever, like the Bokor's capstone. I think it could be better, as there are much better save / die abilities available at that level, y'know?

Overall, another excellent class system. Hurry and integrate the Pirate of Monkey Island with it! :smallsigh:

Skelengar
2007-11-22, 11:18 PM
Could work, but the class might end up suffering from minor MAD (multiple ability dependence).

The voodoo lady is good. What happens if a guy wants to take the class?

Kellus
2007-11-22, 11:33 PM
It would only be suffering from MAD in the sense that it has two important abilities... And one of them only has to be an 18 (10 + 8) at level 20. Not that stringent. Especially when you consider that it's Con, an actually useful ability in and of itself.

Remember, MAD isn't always a bad thing.

I guess a guy could take the class if he wanted to be known as a voodoo lady.

Unwilling draught of death... Will think on it. Probably a Fort save.

I specifically avoided necro for the voodoo lady, as it would step on the toes of the bokor. I focused more on the idea of a witch woman instead of a necromaster.

I'll think about the voodoo lady's capstone. I'm sure I can find something more fitting. :smallsmile:

Karma Guard
2007-11-23, 12:18 AM
One thing: Poppit is spelled Poppet.

How about some feats to go with this? Or some PrCs that grant voodoo? (or, you know, make the Voodoo better).

On the voodoo lady:

I kinda want there to be another Will save to keep from delivering touch spells through a poppet. It's making someone act forcibly against their will, and all the other will-based possession abilities grant a save. Otherwise, you're basically casting spells through them like a familiar, and I'm okay with that. v(._.)v

Martial Arts voodoo style's wording is awkward.

On the Bokor:

He has to keep a constant source of bodies around until L20 so he can command them to do one thing a turn, unless he's faking death. Thankfully, he has Druid spells to cover him. That right?

Also, when animating a voodoo zombie, do you have to pay for the animation or anything (like the spell)?

Kellus
2007-11-23, 12:45 AM
One thing: Poppit is spelled Poppet.

How about some feats to go with this? Or some PrCs that grant voodoo? (or, you know, make the Voodoo better).

On the voodoo lady:

I kinda want there to be another Will save to keep from delivering touch spells through a poppet. It's making someone act forcibly against their will, and all the other will-based possession abilities grant a save. Otherwise, you're basically casting spells through them like a familiar, and I'm okay with that. v(._.)v

Martial Arts voodoo style's wording is awkward.

On the Bokor:

He has to keep a constant source of bodies around until L20 so he can command them to do one thing a turn, unless he's faking death. Thankfully, he has Druid spells to cover him. That right?

Also, when animating a voodoo zombie, do you have to pay for the animation or anything (like the spell)?

Thanks for the comments.

Feats should be fairly simple. I'll make a few tomorrow and stick them up on the OP. I've already got one PrC bouncing around in my head as a mystic theurge-like cross between the two classes. But better and with more voodoo.

On the voodoo lady:

Upon further consideration, you seem to be right about the spelling of poppet. Will be fixed on next update (ie. tomorrow afternoon).

A will save could make sense. I was alternatively thinking that instead the voodoo lady could have to make a Concentration check to cast a spell through a poppet.

Is the wording awkward? I'll fix it up.

On the bokor:

That's about right. Bear in mind that the voodoo dolls degrade very slowly (-1 TVM/day), so he's not exactly churning through an army of them. The druid spells give him magic for basic combat, and the zombies are most of the time just a nice alternative, since they take a move action to command. If he wants to, he can break out the zombie power and send his horde at the enemy all at once, but he gives up his spellcasting to do it. A nice trade-off, I think.

As for cost, no. No cost for zombies besides the trouble of collecting components for their voodoo dolls. Reanimating the dead is cheap! :smalltongue:

Shadow of the Sun
2007-11-23, 01:29 AM
You should do a homebrew Baron Samehdi or some of the other Guédé.

What better god for those of the Vodun?

Kellus
2007-11-23, 07:44 PM
The voodoo lady is updated. Poppit is now spelled poppet, Martial Arts is reworded, and she has a new capstone. :smallsmile:

Working on a few feats now.

Vadin
2007-11-23, 07:53 PM
Voodoo, always a great tool for a sneaky villain (or traitorous player...:smallamused: ).

So, Kellus, now that you've added another axis of alignment, turned our fighters into dinosaurs, filled our wizards with outsiders, and made our druids into necrophiliacs (I know I must be leaving out something...), what's next?

Karma Guard
2007-11-23, 08:26 PM
The voodoo lady is updated. Poppit is now spelled poppet, Martial Arts is reworded, and she has a new capstone. :smallsmile:

Working on a few feats now.

Yay :D

I like the new ability, and the clarification is good.

Kellus
2007-11-23, 09:38 PM
So, Kellus, now that you've added another axis of alignment, turned our fighters into dinosaurs, filled our wizards with outsiders, and made our druids into necrophiliacs (I know I must be leaving out something...), what's next?

A whole bunch of things, actually. More work on voodoo, another dinosaur class coming soon (a caster this time!), and a new race with lots of accompaniment. :smallwink:

Mind if I sig this? :smalltongue:

Also, four new voodoo feats are up.

Vadin
2007-11-23, 09:59 PM
Feel free! Can't wait to see the new stuff and throw one of these at my players.

Thunderbuckets
2007-11-24, 01:15 AM
Hee. Nice feats. An idea...

Zombies In the Snow

Prerequisites: Improved Voodoo, voodoo class feature
Benefits: When creating a Voodoo zombie, you may choose to lower the TVM by 2. In return, your zombie gains immunity to Cold and a +2 voodoo bonus to Survival checks in winter environments.

If you choose to lower the TVM by an additional 2, your zombie's attacks deal 50% normal damage and 50% unblockable cold damage.


Or just an idea; the ability to lower your TVM with items or feats to gain additional benefits... ponder that, hermano. Nice new voodoo lady capstone, though.

DrunkPrivateer
2007-12-07, 01:14 AM
Awesome stuff. Although...
Seriously...
Enchantment, evocation, and transmutation?
She's a Voodoo Lady! Divination!
and come to think of it, illusion
personally I would make it enchantment, divination, and illusion
but then it's not my homebrew
What do you think?

Heliomance
2007-12-09, 11:03 AM
You remind me of the babe.