Talk:Witch Doctor (3.5e NPC Class)

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Balance - 10/10[edit]

Great NPC class! This Is a good example of a npc class that works well, particularly for campaigns involving primitive worlds or islands. Balanced and great for a bad guy, plus its fun to act out one of these as DM. I had one acting against the Pc's for most of my campaign. 10/10 Good work! —The preceding unsigned comment was added by 203.87.45.181 (talkcontribs) 21:11, 9 November 2006 (MST). Please sign your posts.

The 10/10 is now added in the current rating, average rating is now 10/10. --Green Dragon 22:12, 9 November 2006 (MST)

Balance - 9/10[edit]

First, I must say that is love this class. And, in a social context, it works well. However, it is less effective in a combat sense. The primary weakness is the amount of time that each spell takes to cast. If a character really needs cure light wounds, it is likely going to be too late 10 minutes later. Similarly, many of the spells are primarily useful in a combat/action context (guidance, cause fear, charm person, calm animal, see invisibility, magic weapon, and especially neutralize poison (it takes 30 minutes to cast, but poison does all its damage in one minute and six seconds...). Overall, the class is great, but the high hit dice and number of skills do not offset the weaknesses of its spellcasting powers in a action type scenario. Used in certain contexts, though, I love this NPC. Great work, dmilewski! --EldritchNumen 16:16, 9 December 2006 (MST)

All spot-on criticisms. The witch doctor is a more RP-oriented villain. Outside of that context, the class simply doesn't work well. That's why this is an NPC class. Most NPC classes are similarly gimped. Some spells on the spell list are only useful if turned into magic items, which is why they are included on the spell list. --Dmilewski 17:49, 9 December 2006 (MST)
True. That class feature, by the way, is ingenious (craft primitive item...). Anyway, I'm changing my rating to 9/10 (same criticisms) to reflect the new, more codified rating scale. Also, I've just introduced a Witch Doctor into my campaign... just thought you might enjoy knowing the class is going to good use! --EldritchNumen 03:38, 12 December 2006 (MST)

Wikified page[edit]

I wikified the page.--Dmilewski 11:36, 10 March 2007 (MST)

Primitive Magic Items[edit]

Primitive Magic Items should be added to DnD Equipment. right? --Green Dragon 12:12, 11 March 2007 (MDT)

Thanks for doing that, however now in the "References" section a link should be supplied to all of the items, or is that not needed? --Green Dragon 19:52, 12 March 2007 (MDT)
I use a "reference" section for major inclusions. Magic items work fine as links. --Dmilewski 18:44, 25 April 2007 (MDT)

Evil Eye[edit]

Once per day, a witch doctor may cast one of his spells as a silent, still spell. In addition, this spell only takes a full round to cast. The spell must give non-beneficial effects to the target.

What if the spell in question would unknowingly provide the target with a benefit? Example: It's used to cast inflict light wounds on a lich that's disguised as a living person. —Sledged (talk) 15:33, 25 April 2007 (MDT)

In the unlikely event that this corner-case were to happen, the DM makes something up. --Dmilewski 18:19, 25 April 2007 (MDT)

Spells[edit]

On which stat are the spells keyed? —Sledged (talk) 15:50, 25 April 2007 (MDT)

Wisdom. It is a divine caster. Clarified this in the document.--Dmilewski 18:22, 25 April 2007 (MDT)

The Craft Item[edit]

Can the "Craft Primitive Item" be used to store healing spells? For example, coudl a witch doctor make Magic berries of cure light wounds or some horrible tasting potion to use in case of poisoning? —The preceding unsigned comment was added by Theophenes (talkcontribs) 15:51, 26 April 2007 (MDT). Please sign your posts.

Yes. The feat allows for any spell 3rd level or under. --Dmilewski 18:37, 26 April 2007 (MDT)