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Witch Doctor Kit

So, since regaining the ability to mess around with Baldur's Gate again, one thing I'm noticing is that the Half-Orc doesn't get a lot of love in the Infinity Engine. Hell, he's the only non-human race that DOESN'T have infravision (even though AD&D Half-Orcs do have this ability).

Following the example set by the Dwarven Defender kit, I thought maybe we could throw the Half-Orcs a bone by adding a unique kit just for their use. This kit, per this request/suggestion, is the Witch Doctor kit.

The Witch Doctor is a feature of many of the humanoid tribes of Faerün (and as such the only race to whom it would be available is the Half-Orc). But even among the humanoids, the Witch Doctor is a figure regarded with suspicion and fear, for they alone among their kin have sought to master the forces of arcane wizardry.

The Witch Doctor is a Cleric kit that greatly expands the Half-Orc's ability to function as a spellcaster. Because they employ both wizardly and priestly magic, the Witch Doctor must have a minimum Intelligence of 9. Because the tribal religions they serve are often harsh and cruel, a Witch Doctor may not have a Good alignment.

Witch Doctors have the same spellcasting ability as Clerics, but in addition are able to select one school of Mage spells to cast from. In effect, the Witch Doctor functions like a multi-classed Mage-Cleric, save that their Wizardly abilities are always 3 levels behind their Clerical abilities (minimum mage casting level of 1).

Because they are part mage and part cleric, the Witch Doctor can use magic items intended for both classes. However, they suffer some limitations as well:
-Witch Doctors use d6 hit dice, rather than d8
-Witch Doctors abide by the Wizard's weapon limitations
-Witch Doctors cannot wear armor, since it would inhibit their Wizardly casting abilities
-Witch Doctors cannot Turn or Command Undead
-Only Half-Orcs can be Witch Doctors

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