Witch Doctor (Priest Kit)[]
Witch doctors are a somewhat rarer version of shamans, combining shamanism with magical ability. Much of the background and role of the witch doctor is identical to that of the shaman, and all shaman abilities, benefits, and restrictions apply to the witch doctor as well. Generally a tribe will have shamans or witch doctors, not both.
Requirements: The witch doctor kit is only available to the following humanoid races: bugbears, gnolls, flinds, goblins, hobgoblins, kobolds, minotaurs, half-ogres, orcs, half-orcs, and wemics. Witch doctor gender is restricted only by tribal custom, and they can be of any alignment. Witch doctors must have a minimum Intelligence of 9.
Role: Witch doctors walk within the twilight between wizardry and priestly magic. On one hand, they function as shamans for their tribe. At the same time, they make use of wizard spells, employing magic to defend the tribe and establish their own power.
Because humanoids are impressed, awed, and made fearful by magic, witch doctors hold positions of great influence in their tribes. They often act as advisors to the chiefs, giving counseling and support to their leaders.
Most primitive humanoids are very superstitious, and sometimes turn against the witch doctor. A witch doctor who cannot regain his authority must flee or be killed. (This might be the background for a PC witch doctor.)
If a master witch doctor has more than one apprentice, only one will receive the mantle of tribal witch doctor when the master retires or dies. The others are banished or killed to keep the harmony of the tribe intact. Other apprentices leave when there is no more that the master can teach them.
Weapon Proficiencies: Witch doctors have access to the weapons available to wizards, and they can also choose tribal weapons.
Nonweapon Proficiencies:
- Bonus Proficiencies: Local history.
- Recommended, General: Agriculture, crowd working, dancing, singing, winemaking.
- Recommended, Warrior: None.
- Recommended, Priest: Healing, religion.
- Recommended, Wizard: Astrology, herbalism, languages (ancient), spellcraft.
- Recommended, Rogue: None.
- Forbidden: Heraldry.
Equipment: Witch doctors can use any weapon with which they can become proficient. They cannot wear armor of any type. They can use any magical items normally usable by wizards.
Special Benefits: Witch doctors have all the special benefits of shamans. Witch doctors can take wizard proficiencies without spending an extra slot.
Special Hindrances: Witch doctors are limited to a single school of magic (though they have none of the bonuses or penalties of specialist wizards).
Witch doctors cast wizard spells like wizards of one-half their level (round up). Thus, a 5th level witch doctor can cast wizard spells as a 3rd level wizard.
A witch doctor cannot gain priest or wizard spells outside the chosen spheres and school.
Wealth Options: Witch doctors begin play with (1d4 + 1) x 5 gp.