Witchdoctor
Contents
Notice
The following rules are from an out of date rule-set
Witchdoctor (Druid Archetype)
Description:
Part hedge wizard, part herbalist, part voodoo hougan, the tribal Witch Doctor is a potent mixture of offensive and defensive magic rolled into an insanely babbling sorcerer. Able to assist a team or survive solo, the Witch Doctor uses spear and spell to strike at his enemies with merciless abandon. It is said the Witch Doctors gain their power from invisible Ancestral Spirits. A notion strongly supported by their penchant for howling madly at unseen advisors and tendency to “consult the bones” when divining the future or seeking extra-planar support.
Garb:
Tribal make-up and face paint, tiki mask, grass skirt, brown sash
Essential Spells:
Cure Poison, Heal, Cure Disease, Mend, Confusion, Protection from Flame, Feeblemind, Regeneration, Reincarnate, Finger of Death
Suggested Spells:
Thornwall, Commune, Silence, Flamewall, Flameblade, Petrify, Immolation, Heat Weapon, Warp Wood
Role-Playing Notes:
You can play this one as seriously or silly as you like. On one hand, there are fewer things more frightening than the archetypical psychopathic Witch Doctor, a dark and wicked heathen bent on spreading evil and malice. On the other hand, think about the Witch Doctor from Gilligan’s Island, an inept, bumbling weirdo festooned with odd-ball trinkets and tribal makeup. In either event, babble incoherently and use animal noises as punctuation.
Weapons:
Spear and melee dagger or, if you’re feeling inclined to enter combat, a kite-shield and short spear (why do you think we call them “Zulu” spears?)