Witch Doctor in Star Wars | World Anvil

Witch Doctor

Witch Doctor
Level BAB Fort Ref Will Special Def Rep
1 +0 +1 +0 +2 Revel Sigil Feat, Sigilcraft Feat. +0 +1
2 +1 +2 +0 +3 Sigil Affinity +1 +1 +1
3 +1 +2 +1 +3 Reveal Sigil +1 +1
4 +2 +2 +1 +4 +1 +2
5 +2 +3 +1 +4 Reveal Sigil +2 +2
6 +3 +3 +2 +5 Sigil Affinity +2 +2 +2
7 +3 +3 +2 +5 Reveal Sigil +2 +3
8 +4 +4 +2 +6 +3 +3
9 +4 +4 +3 +6 Reveal Sigil +3 +3
10 +5 +5 +3 +7 Sigil Affinity +3, Mastercraft(Sigilcraft) +3 +4
Reveal Sigil
At 1st, 3rd, 5th, 7t, and 9th levels, the witch doctor chooses to commune with the spirits (meditates on the Force) to have a sigil revealed to her. The sigil is a personal pattern that works as a focus for the witch doctor to invoke that aspect (force skill). Once a sigil has been revealed to her, knowing the pattern strengthens the connection between the witch and that aspect (force skill), adding a sigil affinity bonus to checks with that aspect (force skill). As the witch doctor's ties to the revealed aspect grow stronger, her ties to all other aspects grow weaker, thus making them harder to invoke. The witch doctor deducts the sigil affinity bonus from all force skills dice checks that have not been revealed to her.   Calling upon the spirits to reveal sigils for Drain Energy, Fear, Force Grip, Force Lightning, and Force Strike requires the witch doctor to open herself up willingly to violent energies and emotions. This act immediately results in permanent taint and the loss of 1 point of Strength, Dexterity, or Constitution. The ability loss is to be determined randomly.
The witch doctor must have at least 1 rank in the Force Skill whose sigil she wishes to get revealed.
Sigil Affinity
The witch doctor gains a +1 sigil affinity bonus at the 2nd level. At the 6th level, the sigil affinity bonus increases to +2, and at the 10th level to +3. The sigil affinity bonus is applied as a penalty to all force skill dice checks that the witch doctor has no affinity with.
Sigilcraft
The witch doctor applies a sigil to an inanimate object or living organism. Crafting the sigil (preparing the surface, drawing the sigil, applying the design) corresponds to the crafting phase, while the final crafting check corresponds to imbuing the sigil with power.   The witch doctor announces the sigil's strength prior to crafting. Sigil strength cannot exceed the unmodified skill rank of the associate force skill at the time of crafting. If the witch doctor wishes to strengthen the sigil (e.g. after leveling up), the sigil has to be reapplied (enhanced).   Crafting sigils follows the rules of crafting (See RCR page 80-81).   The witch doctor can choose to apply a sigil temporarily or permanently. The cost of a temporary sigil is sigil strength times 50, whereas the cost of a permanent sigil is sigil strength times 200. Temporary sigils remain for sigil strength number of days after completion. The DC of the crafting check is sigil strength times 2. Basic tools encompass anything that can be used to apply the sigil on the chosen surface. Basic tools quality requirement follows the sigil crafting DC, aka sigil strength times 2. Forging permanent bonds between the spirit world and living organisms (willing or otherwise) is against the order of nature and thus rewarded with a minimum of one dark side point. The full extent of the dark side point penalty is situational and up to the GM's discretion.   The witch doctor may apply as many sigils to the same object/organism as her sigil affinity bonus. If multiple temporary sigils are applied, the combined sigil has to be crafted simultaneously, adding the costs of the individual sigils together and using the highest sigil strength times 2 for the final crafting check DC.   The witch doctor may apply any and all known sigils on herself (up to 5) in the form of tattoos. These sigils are permanent and follow the rules for crafting permanent sigils, however, the ink must contain powered kyber crystal or similarly potent force-attuned matter which may make the ingredients difficult to obtain. Applying these tattoos on herself does not reward dark side points to the witch doctor.   At the 10th level, the witch doctor gains the ability to Mastercraft permanent sigils. Mastercrafted sigils add a bonus to the activation roll when used. Mastercraft rules apply in determining the price (x2 for +1, x4 for +2, x8 for +3), which has to be fully paid in the form of raw materials.   Using See Force (Revised Core Rulebook, p.98), crafted sigils light up as a faint glow and shine brightly when the sigils are activated. The sigils are connected to the witch doctor and may be used as links to her. Any force skill directed against the sigil affects the witch doctor. Distance modifier of the DC applies as of Telepathy skill with a force-user target (Revised Core Rulebook, p.100).
Sigil Activation
Crafted sigils allow the witch doctor to channel spirit energy (Force) more easily and efficiently. The VP cost for activation and maintenance of the corresponding force skill or feat is halved, rounded down. The activation skill check is made with sigil strength instead of the witch doctor's current skill rank, but all other modifiers and bonuses apply. Distance modifier of the DC applies as of Telepathy skill with a non-force-user target (Revised Core Rulebook, p.100).   Activating a sigil is considered a move action* and does not provoke an attack of opportunity. Activating and maintaining sigils simultaneously is taxing, the witch doctor gets a cumulative -4 penalty for the skill check roll for every active sigil (no penalty if activating ormaintaining one sigil, -4 if two, -8 if three, etc.).   *Note that witch doctors possess the Spellcaster feat (Hero's Guide, p.46) meaning every force skill takes at least a full-round action to use and grants attacks of opportunity vs. the spellcaster. However, sigil activation grants an exception for this rule.
*The Spellcaster feat has to be taken at 1st level or before the 1st level of Force adept (Hero's Guide, p.46).

Requirements

Base Save Bonuses: Will +6.
Skills: Diplomacy or Intimidate 6 ranks, Empathy 6 ranks, Move Object 6 ranks, See Force 6 ranks.
Feats: Spellcaster*.
Region: Any noncivilized sector of space.
  Only Force adepts can become witch doctors.
  A character with even one Jedi level cannot unlearn her Jedi training to embrace the way of the spirits and magic.
  Force adepts who become witch doctors more often than not, come from worlds without a Jedi tradition, which usually means a primitive world located somewhere in the Outer Rim territories, however, Force Adepts from other worlds can potentially travel to distant planets where their potential is "unlocked". This occurs at the discretion of the game master.

Starting Feats

Witch doctors gain the following feats:
Sigilcraft (Craft(sigil) skill at rank 0)
Weapon Group Proficiency (primitive weapons)
Weapon Group Proficiency (simple weapons)
*The Spellcaster feat has to be taken at 1st level, or before the 1st level of Force adept (Hero's Guide, p.46).

Background

  Witch doctors hail from remote worlds where no one has ever heard of the Force. All the wonderous phenomena associated with its power are explained through tales of spirits and magic. Those who are gifted with sensing the spirit world, in other words, are Force-sensitive, may commune with the spirits to bargain for favors. When the deal is struck, it is sealed with a sigil, a unique pattern that marks the witch doctor's connection to the spirit and her devotion to upholding the pact. These sigils grant a deeper connection with the spirits' aspects and allow for greater control in exposing their powers while other spirits resent the witch doctor and become more reluctant to help when called upon.   The witch doctor can imbue objects and even living beings with the help of her sigils. When the sigil is crafted upon an object or being, the witch doctor creates a link between its target and the spirit's aspect allowing the spirit energy to flow directly, piercing the veil between the seen and unseen worlds. This renders exposing and maintaining the spirit's powers much more efficient.   The witch doctor is a specialist with a keen focus on merely a handful of force skills. Using these skills and manipulating the world through her sigils render the witch doctor a force to be reckoned with. The witch doctor does not concern herself with the light or dark side of the Force. To her, there are spirits who are gentle or violent, sincere or conniving. She relies heavily on the favors of spirit allies and suffers a considerable penalty for dealing with others. The witch doctor is dependent on spellcasting and summoning rituals when invoking her powers. True mastery becomes evident when activating intricately crafted sigils and imbued items.

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