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 |
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The witch doctor must have at least 1 rank in the Force Skill whose sigil she wishes to get revealed.
Sigil Affinity |
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Sigilcraft |
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Sigil Activation |
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*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.Remove these ads. Join the Worldbuilders Guild
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