Witch Doctor

More Magic and Mayhem (MMM)Updated WoW RPG (3.5)

Witch Doctor is a D&D 3.5 character class from MMM. Hit die d8; 4 + Int skill points per level. Casts spells across 9 spell levels.

Type
Base
Hit Die
d8
Skill Points
4 + Int

Class Skills

View full spell list (all levels)

Class Spells

Advancement

LevelBABFortRefWillSpecial
1+0+2+0+2Brew Potion, inspiration, Witch Doctor's Brews
2+1+3+0+3-
3+2+3+1+3-
4+3+4+1+4Inspiration, Juju Potion
5+3+4+1+4Bonus feat
6+4+5+2+5-
7+5+5+2+5-
8+6/+1+6+2+6Inspiration, Mojo
9+6/+1+6+3+6-
10+7/+2+7+3+7Bonus feat, first domain (greater)
11+8/+3+7+3+7-
12+9/+4+8+4+8Inspiration, Potion Master
13+9/+4+8+4+8-
14+10/+5+9+4+9-
15+11/+6/+1+9+5+9Bonus feat
16+12/+7/+2+10+5+10Inspiration, Big Mojo
17+12/+7/+2+10+5+10-
18+13/+8/+3+11+6+11-
19+14/+9/+4+11+6+11-
20+15/+10/+5+12+6+12Bonus feat, second domain (greater)

Witch Doctor is a healer path. It uses the healer hit die, class skills, base attack bonus, and saves, and adds the features below.

The witch doctor is an alchemical master, skilled at not simply brewing potions and alchemical goods, but at awakening the spirits of the ingredients that go into her goods. A witch doctor at work can be unsettling, for she croons and chants to the herbs and animal parts that go into her brews, shaking a rattle to awaken them from their slumber, and sometimes even bursting into dance to appease them and make them favor her. Races: The arts of the witch doctor originated with the trolls, and they make up the vast majority of those who practice these arts. Some of these witch doctors have agreed to take on the occasional non-troll apprentice, usually from among the orcs. Alignment: The powers

Additional Class Skills: Intimidate (Cha), Perform (Cha), and Survival (Spt). Witch doctors receive a +2 bonus on Craft (alchemy) and Profession (herbalist) checks. Spontaneous Casting: Good-aligned witch doctors can spontaneously cast cure spells, while evil- aligned witch doctors can spontaneously cast inflict spells. Neutral witch doctors must choose either cure or inflict spells at 1st level (those who turn undead cast cure spells, those who rebuke undead cast inflict spells), and the choice cannot be reversed later.

Turn or Rebuke: Good-aligned witch doctors turn or destroy undead, while evil-aligned witch doctors rebuke, command or bolster undead. Neutral witch doctors must choose to turn or rebuke undead, and the choice cannot be reversed later; this choice affects whether they spontaneously cast cure or inflict spells.

Domains: Witch doctors have access to the Healing and Spirits domains.

Inspirations: Witch doctors gain the following inspiration abilities:

Witch Doctor's Brews: The witch doctor gains Journeyman Alchemist as a bonus feat. Additionally, she gains access to basic mojo techniques. (See the "Mojo" sidebar for details.)

Juju Potion: The witch doctor gains the ability to brew potions that grant the benefits of metamagic feats. These are potions created with the Brew Potion feat, and the witch doctor must possess the metamagic feat to be instilled into the potion or must HEALER PATH: WITCH DOCTOR have the help of someone who does. Drinking the potion means that the next spell the imbiber casts has the effect of that metamagic feat, with no increase in spell slot level. A juju potion's effects last for one hour or until the drinker casts a spell. Juju potions radiate magic of no specific school; the aura strength depends on the feat, as shown below. The cost for creating such a potion is based on the number of spell levels the feat in question increases a spell. Spell Levels GP Cost XP Cost Aura Strength 1 100 5 Faint 2 200 10 Faint 3 400 20 Moderate 4 800 40 Moderate A single juju potion can be brewed with multiple feats attached, but the gold piece (gp) and experience point (XP) cost of every feat after the first is doubled when determining the final cost.

Mojo: The witch doctor gains access to the intermediate mojo techniques, though she must still meet the prerequisites to use them. (See the "Mojo" sidebar for details.)

Potion Master: The witch doctor reduces the gp and XP costs to create potions and alchemical items by 25%. This discount is applied after the final base price for the brew (including mojo) is figured. For example, a witch doctor crafting a potion of bloodlust (market price 750 gp) normally pays 375 gp and 30 XP to create it. A witch doctor with the potion master inspiration reduces this cost to 282 gp and 23 XP .

Big Mojo: The witch doctor gains access to advanced mojo techniques, though she must still meet the prerequisites to use them. (See the "Mojo" sidebar for details.)

Witch Doctor Spell List The witch doctor spell list is identical to the shaman spell list. Mojo Mojo is a set of specialized techniques for brewing potions and alchemical compounds. It is not simply knowledge that allows the creation of mojo - the witch doctor awakens the spirits of her ingredients, encouraging them to unleash their true power in the creation of the concoction. There are three types of mojo: basic, intermediate and advanced. Each type has two creation statistics - an increase in cost (applied to both potions and alchemical brews; this increase affects the base price of the item, and therefore increases a potion's XP cost as well) and a DC increase (for the purpose of creating alchemical brews). Note that it is possible for a skilled witch doctor to add multiple mojo techniques to a given concoction. In order to do so, however, she must possess intermediate mojo to combine two mojo techniques in a single brew, and advanced mojo for three or more. Gold piece costs for these are simply added together; percentage increases are applied after other costs and one at a time to the base cost, with the lowest percentage applied first, then the second to the resultant cost, and so forth. For example, an 8th-level witch doctor with intermediate mojo is crafting a potion of bloodlust with berserker mojo and bambe mojo. The potion's base price is 750 gp. Adding berserker mojo increases this price by 200, making in 950 gp. Bambe mojo increases the cost by 50%, boosting it to 1,425 gp. To create the potion, the witch doctor pays half this amount in raw materials (712 gp and 5 sp) and 1/25 this amount in XP (57 XP). The end result is two potions (thanks to bambe mojo) that grant their imbiber the effects of bloodlust and the berserker mojo benefits. Basic Mojo • Berserker Mojo: The witch doctor can add this mojo to any potion or alchemical brew that grants bonuses to a physical ability (Strength, Agility or Stamina). While the potion is active, the first time the character enters combat, he enters a rage (identical to that of a barbarian; see WoW RPG, Chapter 3: Classes). This effect happens only once, even if the character enters combat multiple times while under the effect of this brew. Price: +200 gp; DC: +5. • Clay Mojo: Oils (both magic and alchemical) can be prepared with the clay mojo, imbedding the oils in a special clay that includes a variety of strange herbs. This clay can coat a weapon, and the oil activates only when the clay is moistened with blood or ichor. Such a clay is tough and hard to scrape away when dry; generally speaking, only the touch of blood and the subsequent activation of the oil's properties cause it to scrape away. The clay may be activated anytime within a week of its application; after that point, it loses its potency. Price: +100 gp; DC: +3.