To African Campaign
|Two Lassa Witch Doctors|
Originally Posted by
NakedCelt of the Giant in the Playground Forums.
On this Thread
The witchdoctor is an arcane healer and abjurer, whose ability to dispel curses and heal wounds derives not from the favour of a god or spirit but from his own knowledge of magical secrets. At higher levels his detailed knowledge of anatomy gives him an edge in close combat, and he crafts valuable magical talismans for protection and healing. Witchdoctors are particularly common among savage races with evil gods whose clerics are unable to cast heal spells spontaneously.
GAME RULE INFORMATION
Abilities: Intelligence determines how powerful a spell a witchdoctor can cast, how many spells he can
cast, and how hard those spells are to resist. A high Dexterity score is helpful
for a witchdoctor because it provides him with a bonus to Armour Class.
Hit Die: d8. A witchdoctor's knowledge of health and healing make him rather more robust than most arcane casters.
witchdoctor's class skills (and the ability for each skill) are Concentration (Constitution), Craft (Intelligence), Decipher Script (Intelligence), Heal (Wisdom), Knowledge (Arcana) (Intelligence), Knowledge (local) (Intelligence), Knowledge (nature) (Intelligence), Profession (Wisdom), and Spellcraft (Intelligence).
Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
Skill Points at Each Additional Level: 2 + Intelligence modifier.
of the following are class features of the witchdoctor.
and Armour Proficiency: Witchdoctors are proficient with all simple weapons
except the crossbow, and with the blowpipe. Witchdoctors are not proficient with
any armour, nor with shields. Witchdoctors who wear armour incur the usual arcane
spell failure chance.
Spells: A witchdoctor casts arcane spells. A witchdoctor must choose and prepare
his spells ahead of time.
To learn, prepare, or cast a spell, the witchdoctor must have an Intelligence score of at least 10 + the spell level. The Difficulty Class for a saving throw against a witchdoctor's spell is 10 + the spell level + the witchdoctor's Intelligence modifier.
Like a wizard, a witchdoctor may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the witchdoctor decides which spells to prepare.
Spellbooks: Witchdoctors must study their spellbooks each day to prepare their spells, much like wizards. A witchdoctor cannot prepare any spell not recorded in his spellbook (except for read magic, which all witchdoctors can prepare from memory). A witchdoctor begins play with a spellbook containing all 0-level witchdoctor spells plus three 1st-level spells of the player's choice. For each point of Intelligence bonus the witchdoctor has, the spellbook holds one additional 1st-level spell. Each time the witchdoctor achieves a new level, he gains two new spells of any level or levels that he can cast (according to his new level). The witchdoctor can also add spells found in the spellbooks of other witchdoctors.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|1st||+0||+2||+0||+2||Canny defence, defensive strike, transference||3||1||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Precise strike +1d6||4||2||—||—||—||—||—||—||—||—|
|6th||+4||+5||+2||+5||Precise strike +2d6||5||3||3||2||—||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Precise strike +3d6||6||4||4||3||3||2||—||—||—||—|
|14th||+10/+5||+9||+4||+9||Precise strike +4d6||6||5||5||4||4||3||3||2||—||—|
|18th||+13/+8/+3||+11||+6||+11||Precise strike +5d6||6||5||5||5||5||4||4||3||3||2|
Defence (Ex): When wearing no armour and not using a shield, a witchdoctor
adds his Intelligence bonus to his AC. Any condition that causes the witchdoctor
to lose his Dexterity bonus to AC also causes him to lose this bonus.
Strike (Ex): If an opponent attacks a witchdoctor and misses while he
is using the total defence action, but wearing no armour and not using a shield,
he can attack that opponent on his next turn with a +4 bonus on his attack roll.
He gains no bonus against an opponent that does not attack him or against an opponent
that attacks and does not miss. The witchdoctor may use a defensive strike to
make a touch attack if he so chooses.
(Sp): A witchdoctor may "lose" any prepared spell in order
to cast a Conjuration (healing) spell of the same level or lower, provided the
healing spell is in his spellbook. The witchdoctor must then make a touch attack
on another creature within a number of rounds equal to his Intelligence bonus,
thus inflicting the damage healed on the victim. Spells that raise or resurrect
the dead cannot be transferred in this way. If the touch attack succeeds, the
victim is entitled to a Fortitude saving throw to negate the damage. If the touch
attack fails, or the saving throw succeeds, or the victim is immune to the damage
dealt, the healing is cancelled and, in addition, the witchdoctor receives damage
equal to half the damage he attempted to transfer. Many witchdoctors keep animals
such as goats or chickens, or sometimes captive enemies, in order to have ready
victims for transferred damage.
Strike (Ex): At 2nd level, a witchdoctor's knowledge of anatomy enables
him to make a precise strike with any light or one-handed melee weapon he is proficient
with, dealing an extra +1d6 damage. The witchdoctor must study his foe for 3 rounds
first, during which time he can take only move actions. Having completed the 3
rounds of study, the witchdoctor must make the strike within the next 3 rounds,
or the study is wasted. A defensive strike cannot be a precise strike. The witchdoctor
cannot use a precise strike to deliver a spell (not even to transfer damage).
At every 4th level thereafter, the witchdoctor adds another +1d6 to damage with
a precise strike: +2d6 at 6th level, +3d6 at 10th level, +4d6 at 14th level and
+5d6 at 18th level. He cannot make a precise strike against any creature that
is immune to critical hits for any reason.
Talisman: At 4th level, a witchdoctor gains the Craft Talisman feat for
free. He can create a one-use magic talisman, imbuing it with the power of any
spell in his spellbook that is 3rd level or lower. The witchdoctor must provide
any material components or focuses the spell requires. If casting the spell would
reduce his XP total, he pays the cost upon beginning the process in addition to
the XP cost for making the talisman itself.
Turning (Su): At 5th level, witchdoctor who has readied spell turning as an action, or who is using the total defence action, may turn offensive spells
back on enemy spellcasters. The witchdoctor must first make a Spellcraft check
(DC 15 + the spell's level, or 20 + the spell's level for divine spells) to identify
the spell. If the check fails, the witchdoctor (if he is the target) must make
a save against the spell as normal, at a -2 penalty due to the distraction of
making the Spellcraft check. If the check succeeds, the witchdoctor expends a
spell slot of the offensive spell's level or higher. If he has no such spells
left, he cannot turn the offensive spell, but can make his save against it (if
he is the target) as usual; he gets a +2 bonus for knowing what's about to hit
him, which merely cancels the -2 penalty for the distraction of making the check.
The witchdoctor then makes a caster level check against the spell's usual save
DC. If it succeeds, the spell has no effect on its target but instead takes full
effect on the caster. If the caster level check fails, the witchdoctor has forfeited
any saving throw against the spell and (if he is the target) takes full damage.
may turn any offensive spell or spell-like attack of a level equal to or lower
than the highest-level spells he himself can cast, or any supernatural attack
effect produced by a creature whose HD is no greater than twice the level of the
highest-level spells he himself can cast. For spell-like abilities the DC to the
initial Spellcraft check DC is 20 + spell level. For supernatural abilities the
witchdoctor must instead make a Knowledge check at DC 25: Knowledge (nature) if
the creature is an animal, a fey, a magical
beast, a plant, or vermin; Knowledge (Arcana) if it is an aberration, a construct, or a dragon; Knowledge (the planes)
if it is an elemental or an outsider; Knowledge (local) if it is a humanoid or monstrous
humanoid; Knowledge (religion) if it is undead. If the witchdoctor chooses
an inappropriate knowledge skill, the check automatically fails. The spell slot
he expends to turn a supernatural ability must be of a level equal to or higher
than one-half the creature's HD, or, for supernatural abilities granted by class
levels, one-half those class levels.
witchdoctor may turn spells and powers targeted on himself or an adjacent ally,
or whose effect is to create a ray (ranged touch attack) aimed at himself or an
adjacent ally. In these cases, the spell is completely countered as regards its
intended target. Spells whose effect is to deceive, charm, or control the target
simply fail if successfully turned; other spells affect the original caster as
they were intended to affect the target, with no saving throw (but Spell
Resistance and other forms of resistance or immunity still apply). The witchdoctor can also
partially turn area-of-effect spells. In such a case, the spell is not completely
dispelled, but is cancelled out within a cylinder of 10-foot radius centred on
the witchdoctor. The original caster receives the damage the witchdoctor would
otherwise have received (again, Spell
Resistance and other forms of resistance
or immunity still apply). A witchdoctor cannot turn an area-of-effect spell whose
area does not include his space.
Strike (Ex): At 8th level, a witchdoctor may use a precise strike to
stun a foe. If the witchdoctor so desires, an opponent struck by a precise strike
must make a Fortitude saving throw (DC 10 + 1/2 level + witchdoctor's Intelligence modifier)
or become stunned for one round. If the saving throw succeeds, the precise strike
deals 1d6 less extra damage than a normal precise strike.
Immunity (Ex): At 9th level, a witchdoctor gains immunity to all poisons.
Strike (Ex): At 12th level, if a witchdoctor so desires, the victims
of his successful stunning strikes are subject to such debilitating pain that
they are nauseated for one round following the round they are stunned. If the
saving throw succeeds, the precise strike deals 2d6 less extra damage than a normal
Strike (Ex): At 16th level, a witchdoctor may use a precise strike to
paralyse a foe. If the witchdoctor so desires, an opponent struck by a precise
strike must make a Fortitude saving throw (DC 10 + 1/2 level + witchdoctor's Intelligence
modifier) or become paralysed for 1d6 rounds plus 1 round per level of the witchdoctor.
If the saving throw succeeds, the precise strike deals 3d6 less extra damage than
a normal precise strike.
Deadly Strike (Ex): At 20th level, a witchdoctor may use a precise strike to kill a foe. If the witchdoctor so desires, an opponent struck by a precise strike must make a Fortitude saving throw (DC 10 + 1/2 level + witchdoctor's Intelligence modifier) or die. If the saving throw succeeds, the precise strike deals 4d6 less extra damage than a normal precise strike.
0-Level Witchdoctor Spells (Cantrips): arcane mark, Cure Minor Wounds, daze, detect disease (OA), Detect Magic, detect poison, Guidance, Inflict Minor Wounds, mending, Purify Food and Drink, read magic, resistance, touch of fatigue, virtue
1st-Level Witchdoctor Spells: accuracy (OA), alarm, bane, bless, calm animals, cause fear, charm animal, charm Person, command, cure light wounds, deathwatch, detect chaos/evil/good/law, doom, endure elements, enlarge person, Entropic Shield, erase, expeditious retreat, ghost light (OA), hypnotism, identify, inflict light wounds, magic fang, magic stone, magic weapon, magic aura, object reading, protection from chaos/evil/good/law, reduce person, remove fear, Sanctuary, shield
2nd-Level Witchdoctor Spells: aid, Augury, backbiter (OA), barkskin, bear's endurance, blur, bull's strength, calm emotions, cat's grace, cure moderate wounds, darkness, death knell, delay poison, eagle's splendour, Fox's Cunning, gentle repose, hold animal, Inflict Moderate Wounds, know motivation (OA), know the shadows (OA), Lesser restoration, locate object, magic mouth, Make whole, owl's wisdom, protection from charm (OA), rebuke (OA), remove paralysis, Resist Energy, scare, shield other, silence, snare, Spider Climb, status, warning (OA), zone of truth
3rd-Level Witchdoctor Spells: attraction (PHB), bestow curse, blindness/deafness, Contagion, Cure serious wounds, detect curse (OA), detect thoughts (PHB), discern lies, discern shapechanger (OA), dispel magic, glyph of warding, haste, inflict serious wounds, keen edge, kiss of the toad (OA), Magic Circle Against Chaos/evil/good/law, magic vestment, mental strength (OA), mental weakness (OA), Neutralize poison, nondetection, poison, protection from energy, Remove blindness/deafness, remove curse, remove disease, slow, vampiric touch, water breathing
4th-Level Witchdoctor Spells: aversion (PHB), blight, cure critical wounds, death ward, divination, enervation, fatigue (OA), freedom of movement, giant vermin, imbue with spell ability, inflict critical wounds, lesser globe of invulnerability, obscure object, pain (OA), Rary's mnemonic enhancer, reanimation (OA), remove fatigue (OA), repel vermin, restoration, rusting grasp, sensitivity to psychic impressions (PHB), snake barrier (OA), spell immunity, sustain (OA), tongues
5th-Level Witchdoctor Spells: advice, awaken, break enchantment, commune with nature, dispel chaos/evil/good/law, fatal attraction (PHB), greater command, Insect Plague, mark of justice, mass cure light wounds, mass inflict light wounds, permanency, possess (OA), raise dead, sense magic (as sense psionics PHB), scrying, slay living,Spell Resistance, symbol of pain, symbol of sleep, telekinesis, true seeing
6th-Level Witchdoctor Spells: animate objects, antilife shell, antimagic field, baleful polymorph, Blade Barrier, find the path, geas/quest, greater dispel magic, greater glyph of warding, globe of invulnerability, harm, heal, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure moderate wounds, mass eagle's splendour, mass fox's cunning, mass inflict light wounds, mass owl's wisdom, mind probe (PHB), Mordenkainen's lucubration, Prying Eyes, repel wood, snake darts (OA), spellstaff, symbol of fear, symbol of persuasion, transfix (OA), vulnerability (OA)
7th-Level Witchdoctor Spells: destruction, greater restoration, Greater Scrying, ironwood, mass cure serious wounds, mass inflict serious wounds, mislead, refuge, regenerate, repulsion, resurrection, sequester, spell turning, symbol of stunning, symbol of weakness, transmute metal to wood
8th-Level Witchdoctor Spells: compel (OA), discern location, finger of death, greater spell immunity, limited wish, mass cure critical wounds, mass inflict critical wounds, mind blank, moment of prescience, surelife (OA), symbol of death, symbol of insanity, waves of exhaustion, withering palm (OA)
9th-Level Witchdoctor Spells: antipathy, energy drain, freedom, Foresight, Greater Scrying, horrid wilting, Implosion, imprisonment, mass harm, mass heal, Mordenkainen's mage's disjunction, psychic chirurgery (PHB), refuge, soul bind, sympathy, true resurrection, wish
To African Campaign
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