Razke ShamDoc    (Goblin Male Witch Doctor)
Character Information   
Name: Razke ShamDoc XP/Next lvl: 1500 / 3000
Class: Witch Doctor HP:curr/max 10 / 15
Alignment: LE AC:reg/rear/no shield 10 / 12 / 10
Race: Goblin Level: 2
Age: 15 Height: 48'
Weight: 80 Gender: Male
Encumbrance: Max 60 lbs Movement:
Languages: Goblin, Kobold, Orc, Hobgoblin & Common
Ability Scores   
STR: 10 (Normal None 40 115 6 2 -1 here 11 to 10)
INT: 14 (4 7th 60 9 --)
WIS: 13 (0 1st 0 --)
DEX: 12 ( 0 0 0)
CON: 12 ( 0 80 85 0 Nil)
CHR: 9 ( 4 0 0 -1 here 10 to 9)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Staff 1 4 1d6/1d6 n n 20
Dagger 1 2 1d4/1d3 n n 20
Equipment
Qty Item Location
1 Backpack 2 lbs Back
7 Rations Backpack
1 50' Rope Backpack
1 Small Belt Pouch Backpack
1 Robe Worn
3 Torches Backpack
1 Bag of bones Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 15 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
1 Wizard Spell
3 Priest Spells
Color Spray
Cure light wounds - Priest
Cure light wounds - Priest
Sanctuary - Priest


Spell Book


Level 1
Burning Hands
Color Spray
comprehend language
Cure light wounds - Priest
Detect Magic - Priest
Detect Poison - Priest
Detect Snares and Pits - Priest
Endure heat/cold - Priest
Enlarge/reduce
Protection from evil/good - Priest
Read Magic
Sanctuary - Priest
Spider Climb


Notes
Goblin Racial notes
Special Advantages. Goblins have infravision
to 60 feet. They can detect new or
unusual construction in an underground
area 25 of the time (1 or 2 on 1d8).

Goblin shamans can reach 7th level and
have access to the spheres of divination,
healing (reversed), protection, and sun
(reversed).

Special Disadvantages. Bright light hurts
goblin eyes, giving them a -1 penalty to their
attack rolls when in bright sunshine.

Monstrous Traits. Appearance, bestial
habits.

Superstitions. Eternal hatred and fear of
gnomes and dwarves, sensitive to unusual
behavior of worgs and wolves, fearful of
dreams and visions.

Weapon Proficiencies: Axe, military pick,
morning star, sling, short sword, spear.

Nonweapon Proficiencies: Alertness, animal
handling, animal training (worg), begging,
chanting, close-quarter fighting,
fast-talking, fortune telling, hiding, hunting,
information gathering, looting, mining, religion,
riding (worg), set snares.
Witch Doctor Notes
Witch doctors are a somewhat rarer version
of shamans, combining shamanism with magical
ability. Much of the background and role of
the witch doctor is identical to that of the
shaman, and all shaman abilities, benefits, and
restrictions apply to the witch doctor as well.
Generally a tribe will have shamans or witch
doctors, not both.

Requirements: The witch doctor kit is only
available to the following humanoid races:
bugbears, gnolls, flinds, goblins, hobgoblins,
kobolds, minotaurs, half-ogres, orcs, half-orcs,
and wemics. Witch doctor gender is restricted
only by tribal custom, and they can be of any
alignment. Witch doctors must have a minimum
Intelligence of 9.

Role: Witch doctors walk within the twilight
between wizardry and priestly magic. On one
hand, they function as shamans for their tribe.
At the same time, they make use of wizard
spells, employing magic to defend the tribe
and establish their own power.
Because humanoids are impressed, awed,
and made fearful by magic, witch doctors hold
positions of great influence in their tribes. They
often act as advisors to the chiefs, giving counseling
and support to their leaders.
Most primitive humanoids are very superstitious,
and sometimes turn against the witch
doctor. A witch doctor who cannot regain his
authority must flee or be killed. (This might be
the background for a PC witch doctor.)
If a master witch doctor has more than one
apprentice, only one will receive the mantle of
tribal witch doctor when the master retires or
dies. The others are banished or killed to keep
the harmony of the tribe intact. Other apprentices
leave when there is no more that the
master can teach them.

Weapon Proficiencies: Witch doctors have
access to the weapons available to wizards,
and they can also choose tribal weapons.

Humanoid Kits • 79
Nonweapon Proficiencies:
• Bonus Proficiencies: Local history.
• Recommended, General: Agriculture, crowd
working, dancing, singing, winemaking.
• Recommended, Warrior: None.
• Recommended, Priest: Healing, religion.
• Recommended, Wizard: Astrology, herbalism,
languages (ancient), spellcraft.
• Recommended, Rogue: None.
• Forbidden: Heraldry.

Equipment: Witch doctors can use any
weapon with which they can become proficient.
They cannot wear armor of any type.
They can use any magical items normally
usable by wizards.

Special Benefits: Witch doctors have all the
special benefits of shamans.

Witch doctors can take wizard proficiencies
without spending an extra slot.

Special Hindrances: Witch doctors are limited
to a single school of magic (though they
have none of the bonuses or penalties of specialist
wizards).

Witch doctors cast wizard spells like wizards
of one-half their level (round up). Thus, a 5th
level witch doctor can cast wizard spells as a
3rd level wizard.

A witch doctor cannot gain priest or wizard
spells outside the chosen spheres and school.
Wealth Options: Witch doctors begin play
with (1d4 + l) x5 gp.
Shaman Bonus info
Special Benefits: Shamans can learn the healing
and herbalism proficiencies at the cost of
one proficiency slot each.
At 9th level, shamans can cast the reincarnation
spell as a 5th level spell.
Magical Abilities: Shamans

Witch Doctor Bag of bones results table.

1-5 It is certain.
6-10 It is decidedly so.
11-15 Without a doubt.
16-20 Yes - definitely.
21-25 You may rely on it.
26-30 As I see it, yes.
31-35 Most likely.
36-40 Outlook good.
41-45 Yes.
46-50 Signs point to yes.
51-55 Reply hazy, try again
56-60 Ask again later.
61-65 Better not tell you now.
66-70 Cannot predict now.
71-75 Concentrate and ask again.
76-80 Don't count on it.
81-85 My reply is no.
86-90 My sources say no.
91-85 Outlook not so good.
96-100 Very doubtful.
Non-Weapon Proficiencies
Local History - Bonus
Spellcraft
Weapon Proficiencies
Staff
Priest spheres
Protection, Healing, Divination
School of magic
Alteration

Failed feather fall.
Starting gear
Backpack, 1 week of standard rations, a water skin, clothing if you wish to wear any. 1 Primary weapon normal make, metal not stone. 1 Dagger, flint & steel, 3 torches, 1 50' hemp rope, basic spell components (if needed), 1 small belt pouch. If you don't want the rope we can swap it for something else.
Henchmen
Dulzeekig is a kobold fighter 1st level.