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Originally Posted by
NakedCelt
WITCHDOCTOR
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. His detailed knowledge of anatomy makes him a force to be reckoned with in close combat. 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.
Alignment: Any.
Hit Die: d8. A witchdoctor's knowledge of health and healing make him rather more robust than most arcane casters.
Class Skills
The witchdoctor's class skills (and the ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the witchdoctor.
Weapon and Armour Proficiency: Witchdoctors are proficient with all simple weapons except the crossbow, and with the blowpipe. Witchdoctors are proficient with light armour, but not with shields.
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.
THE WITCHDOCTOR
{table=head]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 +0, defensive strike, spell turning, transference|3|1|—|—|—|—|—|—|—|—
2nd|+1|+3|+0|+3||4|2|—|—|—|—|—|—|—|—
3rd|+2|+3|+1|+3|Craft wondrous item|4|2|1|—|—|—|—|—|—|—
4th|+3|+4|+1|+4|Precise strike +1d6|5|3|2|—|—|—|—|—|—|—
5th|+3|+4|+1|+4|Canny defence +1|5|3|2|1|—|—|—|—|—|—
6th|+4|+5|+2|+5||5|3|3|2|—|—|—|—|—|—
7th|+5|+5|+2|+5||6|4|3|2|1|—|—|—|—|—
8th|+6/+1|+6|+2|+6|Improved critical, precise strike +2d6, stunning strike|6|4|3|3|2|—|—|—|—|—
9th|+6/+1|+6|+3|+6|Venom immunity|6|4|4|3|2|1|—|—|—|—
10th|+7/+2|+7|+3|+7|Canny defence +2|6|4|4|3|3|2|—|—|—|—
11th|+8/+3|+7|+3|+7||6|5|4|4|3|2|1|—|—|—
12th|+9/+4|+8|+4|+8|Precise strike +3d6, painful strike|6|5|4|4|3|3|2|—|—|—
13th|+9/+4|+8|+4|+8||6|5|5|4|4|3|2|1|—|—
14th|+10/+5|+9|+4|+9||6|5|5|4|4|3|3|2|—|—
15th|+11/+6/+1|+9|+5|+9|Canny defence +3|6|5|5|5|4|4|3|2|1|—
16th|+12/+7/+2|+10|+5|+10|Precise strike +4d6, paralysing strike|6|5|5|5|4|4|3|3|2|—
17th|+12/+7/+2|+10|+5|+10||6|5|5|5|5|4|4|3|2|1
18th|+13/+8/+3|+11|+6|+11||6|5|5|5|5|4|4|3|3|2
19th|+14/+9/+4|+11|+6|+11||6|5|5|5|5|5|4|4|3|3
20th|+15/+10/+5|+12|+6|+12|Canny defence +4, precise strike +5d6, deadly strike|6|5|5|5|5|5|4|4|4|4[/table]
Looks good so far
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Canny Defence (Ex): When wearing light or no armour and not using a shield, a witchdoctor adds his Intelligence bonus to his AC. In addition, the witchdoctor gains a +1 dodge bonus to his AC at 5th level. This bonus increases by +1 for every five witchdoctor levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th). Any condition that causes the witchdoctor to lose his Dexterity bonus to AC also causes him to lose these bonuses.
Odd, possibly to strong.
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Defensive Strike (Ex): If an opponent attacks a witchdoctor and misses while he is using the total defence action, 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.
Interesting ability.
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Spell Turning (Su): A 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 rolls a d20 and adds his witchdoctor level and Int modifier. If the result beats the offensive spell's DC, the spell has no effect on its target but instead takes full effect on the caster.
Too Powerful. Saves start to work almost constantly at higher levels. On other hand it requires a readied action. But also, why wouldn't this guy just stay full-defensed?
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A witchdoctor may turn any offensive spell or spell-like effect of a level equal to or lower than the highest-level spells he himself can cast, or any supernatural attack form produced by a creature whose HD is no greater than twice the level of the highest-level spells he himself can cast. He can 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 cone-shaped area beginning just in front of the witchdoctor and extending away from the original caster. The original caster receives the damage the witchdoctor would otherwise have received. If the point of origin for an area-of-effect spell is beyond the witchdoctor (from the caster's point of view), a successful spell turning places the point of origin on the witchdoctor instead, and the original caster receives damage appropriate to the spell's point of origin. A witchdoctor cannot turn an area-of-effect spell whose area does not include his space.
Too powerful.
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Transference (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.
So, he casts a healing spell like a cleric, and channels the damage he just healed to someone else? Strange.
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Craft Wondrous Item: At 3rd level a witchdoctor gains the Craft Wondrous Item feat for free.
Umm why? There seems to be no reason for it.
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Precise Strike (Ex): At 4th level a witchdoctor's knowledge of anatomy enables him to make a precise strike with any melee weapon he is proficient with, dealing an extra +1d6 damage. The witchdoctor must take a full-round action to make a precise strike, as he must concentrate on his enemy's movements in order to place the attack. He cannot use a precise strike to transfer damage. At every 4th level thereafter, the witchdoctor adds another +1d6 to damage with a precise strike: +2d6 at 8th level, +3d6 at 12th level, +4d6 at 16th level and +5d6 at 20th level. He cannot make a precise strike against any creature that is immune to critical hits for any reason.
A Caster should not be a melee combatant.
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Improved Critical (Ex): At 8th level a witchdoctor gains the Improved Critical feat for free with one weapon that he is proficient with, even if he does not have the normal prerequisites for that feat.
One again, Why?
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Stunning 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 Int modifier) or become stunned for one round. If the saving throw succeeds, the attack is a normal precise strike.
So why wouldn't he every time?
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Venom Immunity (Ex): At 9th level, a witchdoctor gains immunity to all poisons.
Ok.
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Painful 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.
Once again, there is no reason not to do this.
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Paralysing 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 Int modifier) or become paralysed for 1d6 rounds plus 1 round per level of the witchdoctor. If the saving throw succeeds, the attack is a normal precise strike.
Once again, no disadvantage to doing so, why not just say that gains these capabilities?
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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 Int modifier) or die. If the saving throw succeeds, the attack is a normal precise strike.
Nothing at 20th level.
The way I see it, this class is attempting to combine a rogue with a wizard with a spell thief. It is a bit too strong.