The WitchdocTor

Alignment: must be non-good and non-evil.

Hit Die: d8.

 

Class Skills

The witch doctor’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int),  Knowledge (religion) (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Level: 4 + Int modifier. Witchdoctor

 

 Witchdoctor

Le

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+0

+2

+2

+2

Walk the Line,  Bestow or Remove Curse 1/day, Turn or Command Undead

2nd

+1

+3

+3

+3

Command Life Force, Ritual of Protection

3rd

+2

+3

+3

+3

Bestow or Remove Curse 2/day

4th

+3

+4

+4

+4

Ritual of Weakness

5th

+3

+4

+4

+4

Create Zombie, Ritual of Healing

6th

+4

+5

+5

+5

Bestow or Remove Curse 3/day, Poppetry

7th

+5

+5

+5

+5

Rite of Animating the Dead 1/day, Ritual of Pain, Improved Curse

8th

+6/+1

+6

+6

+6

Improved Command Life Force, Rite of Raising the Dead 1/day, Craft of the Staff

9th

+6/+1

+6

+6

+6

Bestow or Remove Curse 4/day, Rite of Animating the Dead 2/day

10th

+7/+2

+7

+7

+7

Ranged Bestow or Remove Curse, Rite of Raising the Dead 2/day, Create Improved Zombie

11th

+8/+3

+7

+7

+7

Rite of Animating the Dead 3/day

12th

+9/+4

+8

+8

+8

Bestow or Remove Curse 5/day, Rite of Creating Undead 1/week, Ritual of Purification, Rite of Raising the Dead 3/day, Ritual of Invulnerability, Improved Poppetry

13th

+9/+4

+8

+8

+8

Rite of Resurrection 1/week, Rite of Animating the Dead 4/day, Master of the Staff, Improved Rituals

14th

+10/+5

+9

+9

+9

Greater Command Life Force, Ritual of Contamination, Rite of Raising the Dead 4/day, Ritual of Peril, Greater Curse.

15th

+11/+6/+1

+9

+9

+9

Rite of Creating Greater undead 1/month, Bestow or Remove Curse 6/day, Rite of Creating Undead 2/week, Create Greater Zombie

16th

+12/+7/+2

+10

+10

+10

Rite of True Resurrection 1/month Rite of Resurrection 2/week

17th

+12/+7/+2

+10

+10

+10

Rite of Animating the Dead 5/day, Dark Arts Incantation

18th

+13/+8/+3

+11

+11

+11

Bestow or Remove Curse 7/day, Rite of Creating Undead 3/week, Rite of Raising the Dead 5/day, greater Poppetry

19th

+14/+9/+4

+11

+11

+11

Rite of Creating Greater undead 2/month, Animating the Dead 6/day, Rite of Resurrection 3/week

20th

+15/+10/+5

+12

+12

+12

Rite of True Resurrection 2/month, Create Dire Zombie, Nasty Bad Incantation

 

Class Features

All of the following are Class Features of the witch doctor prestige class.

Weapon and Armor Proficiency:  Witch doctors are proficient with all simple weapons plus the kukri he is also proficient with light armor and shields.

Walk the line:  Even though he does not actually cast spells he counts as a full spellcaster both arcane and divine for the use of items and participation in any acts that require a spell caster.  Whenever it would be more beneficial to be a spellcaster he is counted as such and when it is not he is not.  This is also true for being good or evil.  With the exception of whenever the fact that he is neutral on the good evil axis would be negative for example neither smite evil nor smite good could affect him, he could benefit from being on hallowed or unhallowed ground, but he would still be subject to a smite sinful.

Turn or Rebuke Undead (Su):  Any witch doctor, regardless of alignment, has the power to affect undead creatures by focusing his control over the spirits through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A witch doctor can chose to turn, rebuke, destroy, or command undead creatures.  Unlike other classes which can turn or rebuke the witch doctor’s choice is not permanent, each time he uses the ability he can choose which he wishes to use.  

A witch doctor may attempt to turn or rebuke undead a number of times per day equal to 3 + his Charisma modifier. A witch doctor with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning or rebuking checks against undead.

Bestow or Remove Curse 1/day (sp):  Once a day witch doctor can Bestow or Remove a Curse once a day as per the spells of the same name except for the following attributes.  First, it must he can only Bestow a Curse from the 3 predetermined affects.  Secondly, he can only remove curses if the curse is one of the three standard curses listed by the spell bestow curses or if the target is cursed by an item which could normally be removed by using the spell remove curse.  If the curse had a non-standard affect the witch doctor can grant a second attempt to save from the spell using their current will save, if they succeed it negates the spell.  Regardless of whether it was a standard curse or not, a witch doctor can only remove a curse cast by a caster of the same caster level or lower. 

Command Life Force (su):  a witch doctor and touch a creature and channel positive or negative energy to deal or heal a number of health points equal his class level x his charisma modifier per day.  Whenever this would harm the target, the target creature receives a will save for half DC 10+1/2 CLASS LEVEL+Cha

Rituals:  performing rituals requires concentration, anything that would distract a spell caster can distract a witch doctor and would require the same concentration checks.  The affects of all rituals always stack with the bonuses of any other bonuses granted by other Witch Doctors performing a ritual other than the same ritual.  A witchdoctor can only perform one ritual at a time.  He can never target himself with a ritual.  When two witchdoctors perform the same ritual apply the affect of the greater value.  He can perform a number of rituals per battle equal to his constitution modifier, any other rituals made during that battle fatigues that the witch doctor.  Every round the witchdoctor continues the ritual he provokes attacks of opportunity and he is considered flatfooted.

Ritual of Protection (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to protect his allies, everyone he considers an ally who is near him benefits.  The Ritual takes one round after it begins before it can take affect.  The area extends 10ft+ 10ft x class level.  The witch doctor and his allies in the area gain a deflection bonus to AC equal to the witch doctor’s wisdom modifier and a +2 sacred or profane (his choice) bonus to will saves.  A witch doctor can only perform one ritual at a time.  A witch doctor can only maintain a ritual of protection for a number equal to his class level + his Constitution Modifier. 

Ritual of Weakness (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to weaken his enemies, everyone he considers an enemy who is near him benefits.  The Ritual takes one round after it begins before it can take affect.  The area extends 10ft+ 10ft x class level.  The witch doctor’s enemies in the area gain suffer a penalty to AC equal to the witch doctor’s wisdom modifier and a -2 will saves.  A witch doctor can only perform one ritual at a time.  A witch doctor can only maintain a ritual of weakness for a number equal to his class level + his Constitution Modifier. 

Create Zombie (ex): 1   a witch doctor can make a formula, a kind of powder; the cost of each dose is 100gp.  By getting the living target to inhale or ingest a special substance he can turn them into a zombie under his complete control.  They slowly turn over 1d4 days.  He can keep a number of zombies made this way with a total number of HD equal to his class level.  Any zombie created with more HD than he can keep is free to do as it wills.  The witch doctor can create cure for any zombie he has made, the cost of which is 200gp.  His zombies made through this process are not counted against the total he can control through his command undead ability.  The target receives a Fort save 10+ ½ Witch Doctor’s class level + Witch Doctor’s Int Modifier as of the time he created the powder.  It is a melee touch attack to toss the powder into the face of the target.  The formula does not work underwater.

Ritual of Healing (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to heal his allies, everyone he considers an ally who is near him benefits.  The Ritual takes one round after it begins before it can take affect.  The area extends 5ft x 5ft/class level.  The witch doctor and his allies in the area gain fast healing equal to his Charisma modifier.  This can target living and undead allies healing both.  A witch doctor can only perform one ritual at a time.   A witch doctor can only maintain a ritual of healing for a number equal to his class level + his Constitution Modifier.  He can perform a number of rituals per battle equal to his constitution modifier, any other rituals made during that battle fatigues that the witch doctor. 

Poppetry (su):  A witch doctor, using a piece of the body or a very personal item of the target, can make a doll which allows the witch doctor to cause the target extreme pain or pleasure.  He can also immobilize any target that fails a Will save, DC 10+1/2 class level.  Anyone who makes a successful will save is immune to all poppetry power of that witchdoctor for seven years.

Rite of Animating the Dead 1/day (sp):  A witch doctor can perform a Rite to animate a dead body as per the spell animate the dead.  This does not cost any material components, but instead it cost 1xp per HD of the creature your are trying to raise.  The rite takes one hour to complete.

Ritual of Pain (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to harm his enemies, everyone he considers an enemy who is near him benefits.  The Ritual takes one round after it begins before it can take affect.  The area extends 5ft x 5ft /class level.  The witch doctor’s enemies must make a will save DC 10 + ½ class level + his wisdom modifier.  This can target living and undead enemies harming both.  All those that save take 1 point of damage.  All who fail save take damage equal to his charisma modifier every round.  After a number of rounds equal to his charisma modifier every enemy in the area makes another will save.  This is repeated for as long as the witch doctor can maintain the ritual.  A witch doctor can still only perform one ritual at a time.  A witch doctor can only maintain a ritual of pain for a number equal to his class level + his Constitution Modifier.  He can perform a number of rituals per battle equal to his constitution modifier, any other rituals made during that battle fatigues that the witch doctor.  Damage Reductions of all kinds apply to this damage.  Every round the witchdoctor continues the ritual he provokes attacks of opportunity and he is considered flatfooted.

Improved Curse:  the Witch Doctor’s Bestow or Remove Curse ability now exactly as the spells of the same name

Rite of Raising the Dead 1/day (sp):  this functions as the spell raise the dead, but instead of a material component the witch doctor the loses 1xp points per HD of the raised dead.  The rite takes one hour to complete.

Improved Command Life Force (su):  a witch doctor can now heal or deal points at a distance up to 5ft x his charisma modifier.  This is a ranged touch attack.  He still can only target one creature at a time. 

Craft of the Staff (su):  a witch doctor channel this Command life force and Curse abilities through any quarterstaff magical or not using any bonuses to attack of the staff on the touch attack. 

Ranged Curse (su):  When wielding a quarter staff, a witch doctor can now remove and bestow a curse at a distance up to 10ft x his charisma modifier.  This is a ranged touch attack.  He still can only target one creature at a time.

Create Improved Zombie:  Zombies made by the Witch Doctor’s formula no longer suffer a -2 to dex and has an Int of 1 and may retain one feat but it must still be able to meet any prerequisites.  Each HD of the improved zombie counts as 2 zombie HD for control issues.  Creating an improved zombie cost 800gp.

Rite of Creating Undead 1/week (sp):  A witch doctor can perform a Rite once a week to Create Undead per the spell of the same name.  This does not cost any material components, but instead it cost 1xp per HD of the creature your are trying to raise.  The rite takes one hour per HD of the undead you are trying to create to complete.

Ritual of Purification (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to purify one of his allies.  The Witch Doctor can expel unwanted or violent spirits as well purge the body of poisons and diseases.  For every hour the ritual continues the subject is restored of one lost point to one ability score, and receives a second save against any magical disease.  One hour after beginning of the ritual all poisons and non magical diseases are removed, and receives one save to expel any unwanted charisma inhabiting her body the DC of this save is 10 + ½ HD of the charisma with the highest HD + the same charisma’s charisma modifier.  She receives a sacred or profane bonus (Witch Doctor’s choice) equal to the Witch Doctor’s charisma modifier.  At the end of every hour the ritual continues the subject takes 1 point of damage regardless of the number of witch doctors performing the ritual and every witch doctor takes one point of non lethal damage and the subject becomes fatigued if the ritual takes 2 or more hours the subject is exhausted.  At the end of every hour the subject receives another save to expel the spirits and to be cleansed of any magical diseases with a bonus equal to the number of points the subject has taken, and a sacred or profane bonus (doc’s choice) equal to the number of points he has taken during the ritual.  Alternatively if the subject is currently suffering a negative level that has not become permanent or magical diseases the same process for removing spirits can be used to restore lost levels so long a the only the DC is the same as it would be for removing the magical disease or lost level. 

Ritual of Invulnerability (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to protect his allies, everyone he considers an ally who is near him benefits.  The Ritual takes one round after it begins before it can take affect.  The area extends 10ft+ 5ft x class level.  He grants all allies a bonus equal to the Doc’s Wisdom Modifier and gain a DR equal to the Witch Doctor’s Charisma Modifier, if an ally already has one or more DRs this improves the lowest of their DRs by the Witch Doctor’s Charisma modifier.  A witch doctor can only maintain a ritual of invulnerability for a number equal to his class level + his Constitution Modifier.  He can perform a number of rituals per battle equal to his constitution modifier, any other rituals made during that battle fatigues that the witch doctor. 

Improved Poppetry (su):  A witch doctor can now control the movements of any one who fails the save. 

Rite of Resurrection 1/week (sp):  A witch doctor can perform a Rite once a week to perform a Resurrection per the spell of the same name.  This does not cost any material components, but instead it cost 10xp per HD of the creature your are trying to raise.  The rite takes one hour to complete per HD of the creature you are trying to raise.

Magi of the Staff (su):  When a witch doctor uses his Command life force and Curse abilities through a quarterstaff he now can target one creature per enhancement bonus on the staff + his Charisma Modifier.  The quarterstaff must have a minimum enhancement bonus of +1.

Improved Ritual:  the Witch Doctor can now use multiple rituals at once, but all the rituals must have the same targets.

Greater Command Life Force (su):  a witch doctor can now heal or damage ability scores instead of HP each point cost 10 points from the pool he would use to heal or harm. 

Ritual of Contamination (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to contaminate one creature per point of Charisma Modifier.  He chooses a number of poisons and non magical diseases equal to his Int Mod.  None of these poisons or diseases can have a DC greater than 10 + ½ class level+ his Int Mod.  Alternatively, the Witch Doctor can choose a magical disease  with the same limit on DC or force a charisma of his choice to infect the target.  The charisma must either be willing or the Witch Doctor must have more class levels than the charisma has HD.  This ritual affects one enemy within an area of 15ft + 10 ft /class level+ 5ft/ charisma modifier.  The subject must have remained in this area for one minute.  After which he must make a save against the Witch Doctor’s choice of ailments.  The DC of the Save is the a same as if the creature had come into contact with the disease or poison naturally, for resisting spirits the DC is 10+ ½ the charisma’s HD + the Witch Doctor’s Charisma Modifier.  Every round the Witch Doctor continues the ritual he takes 1 point of non lethal damage.

Ritual of Peril (su):  a witch doctor sits down (during this he can not engage in any other activities) and begins a ritual to protect his allies, everyone he considers an ally who is near him benefits.  The Ritual takes one round after it begins before it can take affect.  The area extends 10ft+ 5ft x class level.  All enemies in the area must make a will save DC 10+1/2class level+Int Bonus or suffer a penalty equal to the Doc’s Wisdom Modifier to all saves and a penalty to AC is reduced a number of points equal to the Witch Doctor’s Charisma Modifier to a minimum of 1.  A witch doctor can only maintain a ritual of peril for a number equal to his class level + his Constitution Modifier.  He can perform a number of rituals per battle equal to his constitution modifier, any other rituals made during that battle fatigues that the witch doctor. 

Rite of Creating Greater Undead 1/month (sp):  A witch doctor can perform a Rite once a week to Create Greater Undead per the spell of the same name.  This does not cost any material components, but instead it cost 1xp per HD of the creature your are trying to raise.  The rite takes one day per HD of the undead you are trying to create to complete.

Create Greater Zombie:  Zombies made by the Witch Doctor’s formula no longer suffer a penalty to Dexterity and gain a +4 to Strength, Dexterity, and Wisdom, its Intelligence becomes 10 and may retain all feats which have no prerequisites feats.  Each HD of the greater zombie counts as 3 zombie HD for control issues.  The formula for making a Greater Zombie cost 5,000 gp  

Greater Curse:  the Witch Doctor’s Bestow or Remove Curse ability now can be used to bestow or remove Greater Curses.

Rite of True Resurrection 1/Month (sp):  A witch doctor can perform a Rite once a Month to perform a Resurrection per the spell of the same name.  This does not cost any material components, but instead it cost 100xp per HD of the creature your are trying to raise.  The rite takes one day to complete per HD of the creature you are trying to raise.

Dark Arts Incantation (su):  a witch doctor begins to perform an incantation (during this he can not engage in any other activities) every round he provokes an attack of opportunity.  The incantation takes one round after it begins before it can take affect.  The area extends 10ft+ 5ft x class level.  After one round crawl out of the ground and serve the Doc’s every command, they do not need to speak his language.  The Doc may summon a total of number vermin, wolves, bats, ravens, snakes, toads, baboons, monkeys, hyenas, weasels, badgers, and swarms whose total CR is equal to the Witch Doctor’s class level + his Charisma Modifier.  They can only move within the area of effect.  Also all undead he controls in the area gain a bonus to attack, save and damage rolls equal to the Witch Doctors Int Modifier, and act as if they are under the affect of the spell haste, this does not stack with the effects of the spell haste.  All his improved and greater zombie are freed of the single action only ability for the duration of the Incantation.  Every round he continues the Incantation he takes one point of lethal damage. He can only perform Dark Arts Incantation once per day. 

Greater Poppetry (su):  A witch doctor can now deal 1d6/class level of force damage to anyone who fails the save Fort save DC 10+ ½ class level+ Witch Doctor’s Int Mod for to make the damage non-leathal.  This can only be done once per day per creature under the witchdoctor’s control.  Also he can simply cause any subject who has failed their will save to die, although they do receive a Fort save DC 10+ ½ class level+ Witch Doctor’s Int Mod.

Create Dire Zombie:  the Witch Doctor can now create one Zombie to serve as his lieutenant.  This zombie does not suffer a penalty to Dexterity, but instead gains a +8s to Strength, Dexterity, and Wisdom, the creature’s charisma score is unaffected and its appearance score only suffers a -2 penalty, it gains a bonus to Intelligence equal to the Witch Doctor’s Int Mod but not exceeding the Int score of the Witch Doctor.  This Zombie has saves of Fort   +1/2 HD + 2, Ref + 1/2 HD + 2, and Will +1/2 HD + 2.  This Zombie does not suffer the single action only attribute.  This Zombie does not lose any feats.  The formula for a creating a dire zombie cost 25,000 gp

Nasty Bad Incantation (su):  a witch doctor begins to perform an incantation (during this he can not engage in any other activities) every round he provokes an attack of opportunity.  The incantation takes one round after the incantation begins before it can take affect.  The area extends 10ft+ 5ft x class level.  At the discretion of the Witch Doctor anyone other than himself with in the area gains a bonus to all skill checks and DR which requires an enhancement bonus equal to Doc Wisdom Modifier to bypass equal to his Class level, and his allies gain a bonus to +6 Attack, Save, and Damage, and all allies gain Regeneration, healing non lethal damage equal to the Doc’s Charisma Modifier per round.  All allies are dealt normal damage by weapons with an enhancement bonus equal to Doc’s wisdom mod.  At the discretion of the Witch Doctor any enemy in the area must make a will save DC 10+ ½ Doc’s class level + the witch doctor’s Charisma modifier or suffer a -6 penalty to AC and to attack, damage, and save rolls.   Every round he continues the Incantation he and all enemies in the area takes one point of lethal damage. He can only perform a Nasty Bad Incantation once per day.  He cannot target himself with this ability

 

© 2005-2007 Daniel (DM) Malone

  1   CREATING A ZOMBIE

“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size:

 

size

Normal

Improved

Greater

Dire

Fine

+0

+0

+0

+1

Diminutive

+0

+0

+1

+1

Tiny

+0

+1

+1

+2

Small

+1

+2

+2

+3

Medium

+2

+3

+4

+6

Large

+3

+4

+5

+7

Huge

+4

+5

+7

+10

Gargantuan

+7

+10

+13

+16

Colossal

+11

+15

+20

+25

Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.

Note: Dire Zombies use the BAB of the class they had before becoming a zombie

Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack. 

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)

size

Normal

Improved

Greater

Dire

Fine

1

1d2

1d3

1d4

Diminutive

1d2

1d3

1d4

1d6

Tiny

1d3

1d4

1d6

1d8

Small

1d4

1d6

1d8

1d10

Medium

1d6

1d8

1d10

2d8

Large

1d8

1d10

2d8

3d8

Huge

2d6

2d8

4d6

6d6

Gargantuan

2d8

4d6

6d6

8d6

Colossal

4d6

6d6

8d6

12d6

Special Attacks: A zombie retains none of the base creature’s special attacks.

Note: Dire Zombies retain the class special abilities they had before becoming a zombie

Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution, Intelligence, or Charisma score, its Wisdom changes to 10, and it suffer a -10 to appearance.

Skills: A zombie has no skills.

Feats: A zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

© 2005 Daniel (DM) Malone

 

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