Witchdoctor

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The Witchdoctor is a Master advancement path for the Healer/Druid class.

To become a Shaman, you must complete 6 levels of both Healer and Druid.

The Witchdoctor is the path with the least emphasis on religious dogma; their interests reach beyond that in other areas such as black magic and control of the elements.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 14

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - Low, Will - High

Base Skill Points: 3 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Battle Training, Concentration, Dark Arts, Diplomacy, Heal, Lore, Nature Affinity, Spellcraft, Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Appraise, Bluff, Disable Device, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Piety, Search, Set Trap, Sleight of Hand, Spot, Survival, Tactician, Taunt, Tumble

Automatic Feats Granted:


 * At Level 2: Nature's Bounty I - The Witchdoctor is at home in wilderness areas and can quickly identify plants or herbs that might be beneficial. The Witchdoctor has a 20% chance of locating any medicinal herbs that might be nearby.   This feat is passive and additional ranks increase the detection chance.

Master Feats Eligibility:


 * Divine Nature I - VI


 * Focused Wrath I - IX


 * Faith Healer I - III


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'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 & 18) if you meet the prerequisites '''  *** Available to all classes

Feats not available to the Druid Custom Feats - one can be selected at each level up if you meet the prerequisites