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Witch Archetype: Voodoo Priest
Class Options
Witch Archetype: Voodoo Priest
Deep in the steaming jungles of the Mwangi Expanse there are strange men and women who call upon and make bargains with even stranger forces. Dressed in plumed feathers and adorned with the bones of their enemies, they conceal their faces with fearsome masks painted in the symbols of the spirits they call upon. These are the voodoo priests (or priestesses) of the Mwangi Expanse and any tribesman, chieftain, or shaman knows better than to treat them disrespectfully. Those that do often find themselves unable to take another breath or being controlled like a stringed puppet.
Class Features Modifications
Gris–Gris (Su): At 8th level, the voodoo priest can spend one hour to create a crude amulet or token out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc) called a Gris–Gris. The Gris–Gris attracts and contains minor spirits of protection and luck and thus serves to protect the voodoo priest from otherworldly forces as well as enhancing her natural luck. Once the Gris–Gris completed and worn, it provides the voodoo priest with a continuous protection from chaos/evil/good/law (depending on the alignment of the voodoo priest) as well as providing a +1 luck bonus to all saving throws of the voodoo priest. The voodoo priest can only use one Gris–Gris at a time and may use a Gris–Gris for 1/day per point of her Intelligence score before it crumbles to dust. Only the voodoo priest who crafted the Gris–Gris may use it and any other character that attempts to use it finds it has no affect whosoever. This replaces the 8th–level Hex.Crisis of Breath (Su): At 10th level, the voodoo priest may force a creature to inhale deeply and then force it to hold its breath and be unable to exhale. The target may resist with a Will save. If it fails, the target is forced to inhale then hold its breath and from then on be unable to exhale. At the end of each 2nd round/per point of the target’s Constitution score, the target may make another Will save. If it succeeds, the effect ends immediately and the target is staggered for 1 round as it immediately exhales and gasps for breath. If the target has not managed to make its Will save after 2 rounds/per point of the target’s Constitution score have passed, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to –1 hit points and is dying. In the third round, it suffocates. The voodoo priest must maintain concentration on the subject or else this ability ends. The voodoo priest may choose to end this ability as a free action. This replaces the 10th–level Hex.
Voodoo Doll (Su): At 12th level, the voodoo priest can spend a full-round action to create a crude and unnerving duplicate of a creature she can see within 30 feet out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc). Once the Voodoo Doll is complete, the subject must make a Will save. If the subject fails, the voodoo priest can use the doll to force the subject to perform as she desires, within the limits of its abilities. This ability functions exactly like a dominate person spell (with a caster level equal to the witch doctor’s level) except as follows. The subject always remains fully aware of her surroundings while being controlled and remembers the entire ordeal afterwards. The voodoo priest can only use one Voodoo Doll at a time and may use a Voodoo Doll for 1/hour per point of her Intelligence score before it crumbles to dust. This replaces the 12th–level Hex.
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