Witch Doctor (Witch/Alchemist)

Witch doctors unite the alchemical brewing skills of an alchemist with the magic of a witch. She can invoke hexes, cast witch spells, and brew extracts and mutagens. (Original Concept by Elghinn Lightbringer)

Primary Class: Witch.

Secondary Class: Alchemist.

Alignment: Any.

Hit Dice: d6.

Bonus Skills and Ranks: Witch doctors may select three alchemist skills to add to her class skills in addition to the normal witch class skills. The witch doctor gains a number of ranks at each level equal to 2 + Int.

Weapon and Armor Proficiency: Witch doctors gains no more proficient with weapons, armor, or shields.

Spellcasting: Witch doctors cast spells from the witch spell list and formulae from the alchemist’s formulae list as spells. She may also use spells from her witch’s spell list to create alchemical extracts. A witch doctor has a caster level equal to their witch doctor level when casting her arcane spells. However, when she casts alchemist formulae as spells, her caster level is equal to her witch doctor level –3. Like other witches, a witch doctor may know any number of spells, but she must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour in a meditative trance while in contact with her talisman (see below). While in this meditative trance, she decides which spells to prepare.

Talisman (Sp): At 1st level, a witch doctor forms a powerful bond with a magical talisman, instead of a familiar. A talisman is a small bundle that contains small objects said to possess particularly potent ties to otherworldly spirits. It is then worn around the neck or at the waist, functioning as a receptacle for her spells in much the same way as a witch’s familiar, but lacking any additional enchantments. A talisman is considered a masterwork item, and only functions for the witch doctor who owns it, while she remains alive. However, if a talisman’s owner dies, the spells stored within may be learned by another witch doctor, much in the same manner a wizard learns a new spell to add to his spellbook. At any time, a witch doctor can add spells found in another witch doctor’s talisman or spells learned from another source to her talisman.

If a talisman is damaged, it is restored to full hit points the next time the witch doctor prepares her spells. If the talisman is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per witch doctor level plus the cost of the masterwork item. This ritual takes 8 hours to complete. This ability replaces witch’s familiar.

Alchemy (Su): Beginning at 1st level, a witch doctor gains the alchemy ability of the alchemist class, allowing her to create mundane alchemy items and extracts from the spells in her spell list, but not bombs or mutagens. She gains a competence bonus equal to 1/2 her witch doctor level on Craft (alchemy) checks when crafting these items. A witch doctor has a caster level equal to her witch doctor level when creating extracts drawn from the alchemist formulae list. When creating extracts from drawn from the witch’s spell list, she has a caster level equal to her witch doctor level –3.

Brew Potion: At 1st level, a witch doctor gains Brew Potion as a bonus feat, and is limited to 3rd level spells.

Cognatogen: At 4th level, a witch doctor can now create cognatogens, and may select any discovery pertaining to cognatogens. She otherwise follows the same rules for creating cognatogens when creating mutagens.

Discovery (Su): Beginning at 4th level, a witch doctor may select an alchemist discovery for which she qualifies in place of a hex. A witch doctor counts her total witch doctor level as her alchemist level for the purpose of qualifying for alchemist discoveries.

Swift Alchemy (Ex): At 11th level, a witch doctor gains the alchemist swift alchemy ability of the alchemist class.

Patron Themes: The following patron themes complement the witch doctor archetype: ancestors*, animal, death*, elemental, healing*, light*, occult*, portents*, spirits*, stars*, wisdom. (*Ultimate Magic)

Hexes: The following hexes complement the witch doctor archetype: beast of ill-omen*, blight, charm, feral speech*, fortune, healing, scar*, slumber, tongues, ward. (*Ultimate Magic)

Major Hexes: The following major hexes complement the witch doctor archetype: hoarfrost*, ice tomb*, major healing, retribution, speak in dreams*, vision. (*Ultimate Magic)

Grand Hexes: The following grand hexes complement the witch doctor archetype: death curse, forced reincarnation, life giver, summon spirit*. (*Ultimate Magic)

Discoveries: The following discoveries compliment the witch doctor multiclass archetype: bottled ooze*, cognatogen*, combine extracts, dilution, grand cognatogen*, greater cognatogen*, healing touch*, infusion, lingering spirit*, spontaneous healing*, and wings*. (*Ultimate Magic)

Table: Witch Doctor