Witch Doctor

Shaman Archetype

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Fortitude
Low
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8
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Max level of Spells
10
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Caster ability
Wisdom
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Witch Doctor is a sub-class in Pathfinder: Wrath of the Righteous. Witch Doctors draw upon their power to shape the world and expand the influence of their spiritual patrons. These divine adventurers have strong ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need.

 

"The witch doctor is a healer who specializes in afflictions of the soul. Often misunderstood, she protects her tribe with healing powers, powerful defensive magic, and her own divine 'witchcraft.'"

 

Witch Doctor Information

  • Base Class: Shaman
  • High saves: Will, Reflex
  • Low saves: Fortitude
  • Class skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Lore (Nature), Persuasion
  • Proficient with all simple weapons, light armor, and medium armor.
 

Witch Doctor Progression

Level

Abilities

 1 Spirit, Spirit Animal, Simple Weapon Proficiency, Armor Proficiency (Light Armor), Armor Proficiency (Medium Armor)
 2 Hex
 3  
 4 Wandering Spirit, Channel Energy
 5  
 6 Wandering Hex
 7  
 8 Counter Curse
 9  
 10 Hex
 11  
 12  
 13  
 14 Wandering Hex
 15  
 16 Hex
 17  
 18 Hex
 19  
 20 Hex

 

 

Hex

A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman earns new hexes. A shaman can select from any Of the hexes available to her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.

Spirit Animal

At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells.

Wandering Spirit

At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version Of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Wandering Hex

At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes Of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a  ifferent hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

 

Counter Curse

At 8th level, the witch doctor can choose to lose any prepared magic spell that is 3rd level or higher in order to spontaneously cast dispel magic or remove curse. This ability can Only target a spell effect that is on an ally (including herself If she forfeits a magic spell higher than 3rd level, she gains a +2 sacred bonus on her caster level check to dispel the spell or to remove the curse for every spell level higher than 3rd that she sacrifices.

Wandering Hex

At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes Of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a  ifferent hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead Of one. This ability otherwise functions as the hex class feature.

Simple Weapon Proficiency (Class Feature)

You become proficient with all Simple Weapons.

Armor Proficiency - Light Armor (Class Feature)

You become proficient with Light Armor.

 

Armor Proficiency - Medium Armor (Class Feature)

You become proficient with Medium Armor.

Spirit

A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a nurnber of abilities and defines many of her other class features. At 1st level, a haman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

 

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




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