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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Witch Doctor {{please critique}}

    WITCH DOCTOR

    Level Base Attack bonus Fortitude Save Reflex save Will Save Special Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th
    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.

    Spoiler
    Show
    The Witch Doctor is supposed to be the balance between an NPC adept and a Cleric in my world Hopefully around 'tier' 3.
    Last edited by ngilop; 2015-10-27 at 09:35 AM. Reason: fixed my brain!

  2. - Top - End - #2
    Bugbear in the Playground
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    My Homebrew

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
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    Default Re: Witch Doctor

    I know about your table guide, the thing i was getting at is, i still can't do a table right...

    this is what my tabl looks like that is the 5th itineration of it, not any more or less easy to get than just leaving it alone IMO
    Spoiler
    Show
    {table=head]Level|Base Attack bonus |Fortitude Save|Reflex save |Will Save| Spells per Day0-1st-2nd-3rd-4th-5th6th-7th
    1st| +0| +0| +0| +2| 3 1+1 -- -- -- -- -- --
    2nd| +1| +0| +0| +3| 3 1+1 -- -- -- -- -- --
    3rd| +1| +1| +1| +3| 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| 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| 4 4+1 3+1 2+1 1+1 -- -- --
    10th| +5| +3| +3| +7| 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| 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| 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| 5 5+1 5+1 4+1 4+1 4+1 3+1 3+1
    [/table]

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Witch Doctor

    Put a | between the spell levels. It should look like this-

    {TABLE=head] Level | BAB | Fort | Ref | Will | Special | 0lvl | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th
    1st | +0 | +0 | +0 | +2 | | 3 | 1+1 | -- | -- | -- | -- | -- | --
    2nd | +1 | +0 | +0 | +3 | | 3 | 1+1 | -- | -- | -- | -- | -- | --
    3rd | +1 | +1 | +1 | +3 | | 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 | | 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 | | 4 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | --
    10th | +5 | +3 | +3 | +7 | | 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 | | 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 | | 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 | | 5 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1
    [/TABLE]

    Feel free to quote me on that, but you should learn to make a table yourself (especially if you intend to submit more homebrew in the future). I'm sure your class is very interesting- make it legible so we can appreciate that too.

    Also, you should put in another category called 'Special,' and put that in between the Will save and the Spells, as above. All of your class features go there.

    Quote this message, and then copy-paste the table into your OP. You can then write in class features in the blank slot, in between the two | |'s.
    Last edited by Othesemo; 2012-06-02 at 03:24 PM.
    Avatar by Babale.

  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Witch Doctor

    I know that but what I was looking for was getting the Spells per day and the spells level in the same thread only the title part. i guess be one box while the spells per day were each their own.

    Im sorry if i cannot explain it well enough I am sorry

    but I'll try to say what I mean in a simple example.. i hope

    /tabel begin
    LALAAL title line {{same box here spell levels
    still same box spells per day }}
    lalala rest of the lines

    /end table

  6. - Top - End - #6
    Bugbear in the Playground
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    Default Re: Witch Doctor

    If I understand you correctly (which I think I do), that isn't possible. If you could be a bit more clear, I could help you more.
    Avatar by Babale.

  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: Witch Doctor

    this is what my table ends up liek, and i honslty have not the slightest idea what I am doing wrong, its all perfect for the first 7 levels then for some reason i just starts getting all wonky, for a few levels.. then its back to normal for the last
    ...

    {table=head]Level|Base Attack bonus |Fortitude Save|Reflex save |Will Save| Spells per Day 0|1st|2nd|3rd|4th|5th|6th|7th
    1st| +0| +0| +0| +2| 3| 1+1| --| --| --| --| --| --|
    2nd| +1| +0| +0| +3| 3| 1+1| --| --| --| --| --| --|
    3rd| +1| +1| +1| +3| 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| 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| 4| 4+1| 3+1| 2+1| 1+1| --| --| --|
    10th| +5| +3| +3| +7| 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| 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| 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| 5| 5+1| 5+1| 4+1| 4+1| 4+1| 3+1| 3+1|
    [/table]

    EDIT::: teh universe it hates me.. :( the table is perfect now.. i want to punhc the interent.
    Last edited by ngilop; 2012-05-29 at 08:21 PM.

  8. - Top - End - #8
    Bugbear in the Playground
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    Default Re: Witch Doctor

    Quote Originally Posted by ngilop View Post
    I know that but what I was looking for was getting the Spells per day and the spells level in the same thread only the title part. i guess be one box while the spells per day were each their own.

    Im sorry if i cannot explain it well enough I am sorry

    but I'll try to say what I mean in a simple example.. i hope

    /tabel begin
    LALAAL title line {{same box here spell levels
    still same box spells per day }}
    lalala rest of the lines

    /end table

    You mean something like...

    {table=head]{colsp=5}Table: The McSexy |{colsp=4} Spells Per Day
    Level | BAB | Fort | Reflex | Will | 1 | 2 | 3 | 4
    [/table]

    or...

    {table=head]{colsp=5}Table: The McSexy |{colsp=4} Spells Per Day |♫|{colsp=4} Spells Known
    Level | BAB | Fort | Reflex | Will | 1 | 2 | 3 | 4 |♫| 1 | 0 | 0 | 0
    [/table]

    I'm confused. The tutorial explains everything. And it comes with Pre-made tables. You can just copy the Spell tables and have them separate from the Main table if you can't attach it.

    My Homebrew

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    Default Re: Witch Doctor {{please critique}}

    Hmm, simple/totem weapon proficiency and spells... Hmm, feels like some class features would make it more interesting. Also citing books/page numbers for non-core spells is handy for DMs and players (or at least the books). Finally I'd suggest bolding individual class feature names (like 'spells')
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Ogre in the Playground
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    Default Re: Witch Doctor {{please critique}}

    allright finished up the class abilities as well as added a healing sphere.


    I want this class to be 'Tier 3', and I hope that with the spell list alone one can say that the Witch Doctor is close if not already there.

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    Ogre in the Playground
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    Default Re: Witch Doctor {{please critique}}

    Ok i added a couple more grand hexes and reliazed that i had bestow curse randomly a sa 7th level spell..


    anyways look this version over and tell me what yas think, especially what you think about the spell list.

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    Default Re: Witch Doctor {{please critique}}

    I'm confused why your 0 level spells are at-will but called "prepared" and completely unlike the rest of your casting system. What is your purpose in doing that?

    granted, most 0 level spells are worthless and casting them 1/day versus 10^9/day won't make much difference. But there are some where it's actually a HUGE impact to have them be at will. Cure minor wounds being the primary one I'm thinking of.

    However, beyond that, it just seems really jarring to me that they operate under a separate set of rules from the rest of the spells with little reason.

    also, a grammatical thing: the wording you're looking for on hex for the levels where it gains more power is actually "every four levels" and not "every four levels after 1st". The second wording actually would mean levels 5,9,13,17... etc etc.

    and I didn't see where you specified how often gift fortune and grand hex can be used.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
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    Default Re: Witch Doctor {{please critique}}

    the cantrips are not 'at will' thew have to prepare them in slots still, the Witch Docotr can just cast an unlimited number of those slots a day, and I am well aware on the whole endless healing via cure minor but after a couple of levels waiting around for several minutes while repeated casting a spell, is not the most umm tactically sound action, at least in the games that i play and run.


    thatk you for cathcing teh gaff with the every 4 levels thing, i'll correct that, and teh limits on grand hex and gift fortune.

    What do you think of the spell selection, is it pretty solid?

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    Default Re: Witch Doctor {{please critique}}

    at will means "unlimited number of times a day". In-combat healing, no. But saving the big heals for combat by having every out-of-combat fully heal the party is a huge thing. Especially at low levels. I still don't get why your witch-doctor class has the weird thing about cantrips. I don't see what part of a witch-doctor's mythos that fits in.

    If I was to ever allow this class in my game, I'd not have the cantrips be at will but they'd just be prepared one-shot spell slots as normal. Besides that, I'd use this class.

    I think the spell selection very fitting for the concept. Though I'd like to point out that for a pseudo-npc class, you've given them better spellcasting than a bard and given them other abilities are really powerful at-will effects.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
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    Default Re: Witch Doctor {{please critique}}

    aren;t teh Witch Doctor is not an NPC class, i only mentioned the adept becuase THe witch doctor was supposed to be a mid way between it adn the cleric class.

    this is supposed to be a calss that a PC can grab and be competant with.

    the peopel I play with would never tryt o use the full heal out of combat by spamming elvel 0 spells course of action


    for various reason but teh major one being they would be dead before they ever got to full. as the areas and times theyw ould need to do out of combat healing like that are very deadly palces ( i.e. dungoens) and taking a break for such a long period of time would undotuledt get teh attacked.

    but that is how my groups play, very.. brutal i guess is the word for it, thinkg ToH style dungeons only not so many orbs of anhiliation in statues and more 4 armed gargoyles.

    so the ability to me does not seem very powerful

    and while grand hex and hex seems really powerful they are really onlt good for a couple of levels as at 12th and afterwards most things are immune to fear, curses and such.

    thanks It took me a while to think of those spells, which i took from myths of african vodun, witch tales from europe, and native medicien men

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    Default Re: Witch Doctor {{please critique}}

    I get that you don't see it as powerful. But if the party can't find 5 minutes to rest between fights, you're basing something's utility based on a very specific scenario. 50 hp is pretty potent between level 1-5. However, considering that this is homebrew and this is the only mechanic I find too OP to use at the level it's granted, you're pretty solid. Like I said before, if I ever use this, that'll be the only change I make to it.

    I think you did a pretty spot on job of shooting somewhere between cleric and adept.

    although if you really think modular at will viper gout, shadow binding, greater curse, slow, and confusion is useless after level 12, I don't know the kind of games you play, but in mine those things all are still effective. Add in they're all (su) and you make warlocks jealous.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
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    Default Re: Witch Doctor {{please critique}}

    Well there's a feat that can let someone heal a little damage/round (I think it was more cleric focused, but I forget what/where it was ) It's things like create water and ray of frost that worry me...
    create water->flood the place
    Ray of frost->slowly drop the temperature freezing large bodies of water... I think you can see how these two together...
    Acid splash-> you get the idea (castle-wall-be-gone)
    or mending-> (castle wall be back)
    ... these can do allot, and this is only looking at their direct spammed effect. A tactically minded character could do much much worse... (I'm sure you know how useful create water for instance can be...)
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    Default Re: Witch Doctor {{please critique}}

    oh yes, they all can be useful too. I just think cure minor is the most egregious.

    If there are a pair of witch doctors in the party, while one is spamming create acid for castle-b-gone, the other is spending a few minutes to fully heal the party with time to spare to flood the place.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
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    Default Re: Witch Doctor {{please critique}}

    DO people who play pathfinder abuse teh unlimited cantrips in such ways as you 2 have described so far?

    Minus the cure minor wounds as that does not exist in pathfinder, or course.

    considering, that it will take approximately 45 rounds for a 20th level Witch docort to fill up a 15X10 foot room and thats only if it is 7 feet high im not really worried about one drowing an entire room, let alone a whole castle.

    EDITL also i enjoy that sinece my post of realzie i put bestow curse as a 7th levle spell addiotnally this has gotten 133 more view ( 3 of which were indeed mine), wish that a couple more people would put their opinion up though.
    Last edited by ngilop; 2012-06-02 at 07:28 PM.

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    Default Re: Witch Doctor {{please critique}}

    Quote Originally Posted by ngilop View Post
    DO people who play pathfinder abuse teh unlimited cantrips in such ways as you 2 have described so far?

    Minus the cure minor wounds as that does not exist in pathfinder, or course.

    considering, that it will take approximately 45 rounds for a 20th level Witch docort to fill up a 15X10 foot room and thats only if it is 7 feet high im not really worried about one drowing an entire room, let alone a whole castle.

    EDITL also i enjoy that since my post of realize i put bestow curse as a 7th level spell additionally this has gotten 133 more view ( 3 of which were indeed mine), wish that a couple more people would put their opinion up though.
    Yes, hey do, and 45 rounds is only 4.5 minutes, what can you do with a week? the idea of course being not that everyone does this, but that it's best not to provide those that do with a means.

    and yes, our posting is keeping it towards the top where more people see the title, think it's interesting, click, read, and decide that they are disinterested/don't have confidence in their ability to critique it since it's not in their specialty.

    Most of my homebrew has a new system of magic entirely, and hence I get hundreds, sometimes thousands of views before I get even one comment
    Last edited by drack; 2012-06-02 at 07:42 PM.
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    Default Re: Witch Doctor {{please critique}}

    It can be really mind-blowing what all sorts of shenanigans an at-will cantrip can do in 5 minutes.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
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    Default Re: Witch Doctor {{please critique}}

    and my math was entirely off. damn you brain for doing sqaured isntead of cubed..

    its more along the lines of 120ish rounds to fill up a 15X10 foot room at 20th level..

    anyways, i guess can see how incosiderate people would abuse such rules and proceed to destroy campaigns, just like how some poepel feel that
    Elf Domain Generalist Wiz X/Mindbender X/Incantrix X/Divine Oracle X

    is the only way to play a wizards and such..

    oh well, I will correct this overpowered abilty, and then write a letter to paizo and inform them on all that unlimited cantrips can do to completel destroy, disrupt, and otherwise wreck any campaign.

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    Default Re: Witch Doctor {{please critique}}

    Honestly, you say that with snark, but that kind of crap is why I don't do pathfinder. The tweak superficial issues and call it "fixing" things, the leave the core problems alone, and they add in bits of things which are sometimes as unbalanced as the things they "fixed".
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
    Yurhzorg is a nuclear warhead disguised as a playable character
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    Default Re: Witch Doctor {{please critique}}

    Quote Originally Posted by ngilop View Post
    Just like how some poepel feel that
    Elf Domain Generalist Wiz X/Mindbender X/Incantrix X/Divine Oracle X

    is the only way to play a wizards and such..
    There are other ways?
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    Default Re: Witch Doctor {{please critique}}

    I just figurd out why bestow curse was a 7th level spell.. it was supposed to be GREATER bestow curse...

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    Default Re: Witch Doctor {{please critique}}

    SO.. while I do not want to give my Witch Doctor a capstone ( nothing that has 6th or greater spells deserves a capstone due to how powerful spells are-IMO)

    I do reaize that there is a total of 9 levels with nothing.. Id like to slap down a couple more abilities.. maybe one at 12th and another at 16th seems fair

    I want to keep with teh feel of a curse and fear based guy. so Imam have to thik hard on that.

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    Default Re: Witch Doctor {{please critique}}

    ok.. looking for some new abilities.. a capstone would be great!



    ideally id like something at 13th level 16th level and the capstone :)

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    Default Re: Witch Doctor {{please critique}}

    Whew, I got some 13th and 16th abilities.


    Still need help with a capstone though

    I have an idea for according to my notes
    "some kind of ultimate black magic stuff. Harms enemies maybe a super curse. Or something along those lines."

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    Default Re: Witch Doctor {{please critique}}

    Oh, I'm subscribed to a brew thread, fancy that.
    Quote Originally Posted by ngilop View Post
    I just figurd out why bestow curse was a 7th level spell.. it was supposed to be GREATER bestow curse...
    Yup, that'd make sense.
    Quote Originally Posted by ngilop View Post
    SO.. while I do not want to give my Witch Doctor a capstone ( nothing that has 6th or greater spells deserves a capstone due to how powerful spells are-IMO)
    Especially considering bestow curse spells are among the strongest/most versatile in the game.
    Quote Originally Posted by ngilop View Post
    ok.. looking for some new abilities.. a capstone would be great!

    ideally id like something at 13th level 16th level and the capstone :)
    Oh, you want one after all.
    Quote Originally Posted by ngilop View Post
    I do reaize that there is a total of 9 levels with nothing.. Id like to slap down a couple more abilities.. maybe one at 12th and another at 16th seems fair

    I want to keep with teh feel of a curse and fear based guy. so Imam have to thik hard on that.
    Well to fill empty space you could add scaling passive abilities. A minor penalty to enemies from having something like an evil eye, mark of evil, or some other manner of unsettling feature. Similarly a minor passive moral bonus might apply to allies because you're working the juju in their favor.

    Hmm, I've seen some pretty good curse capstones before, so it's hard not to rip one off, but you might want to think of something on the scale of wish, and make it a 1/day ability to curse someone, someplace, something, or an area really badly. Else you could go with a bundle of passive abilities like the monk capstone.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Default Re: Witch Doctor {{please critique}}

    Quote Originally Posted by drack View Post
    Oh, I'm subscribed to a brew thread, fancy that.
    fancy that indeed, considering its an old homebrew of mine.

    Also, I actually got a capstone and a couple higher level abilities(13th&16th) so check them out as well :) the last post of mine you quoted was from over 2 years ago, LOL.

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