The Raging Witchdoctor

By Battlebeard and Ralsu



The Raging Witchdoctor is a multi-class href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=138">Barbarian
6/ href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=146">Wizard
2/ href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">Cleric
2.
He can heal in emergencies, buff, tank for brief periods against the
right enemies, use magical devices, and activate simple Intelligence
and Wisdom runes.

Character Snapshot

Race: Dwarf



Starting Abilities:

Str 15 (+1 at Level 4 and Level 8 = 17)

Dex 12

Con 14

Int 14

Wis 14

Cha 6



Why: STR 15 is required at
Level 1 to select Two Handed Fighting, one of the staples of the Raging
Witchdoctor. STR 17 will be required to select Improved Two Weapon
Fighting. DEX 12 adds a +1 to AC to help compensate for the Raging
Witchdoctor's light armor. CON 14 keeps the Raging Witchdoctor beefy in
the face of his foes. INT and WIS 14 help increase spell points.



Hit Points: 116



Saves:

Fort: 10

Ref: 3

Will: 8 (10 vs. poison and spells)



Class/Race Features:

  • +2 constitution, -2 charisma:
    All dwarves are stout but can behave brusquely until befriended.
  • +2 saving throw bonus against
    spells:
    Dwarves have an innate resistance to magic spells.
  • +2 saving throw bonus against
    poison:
    Dwarves are hardy and resistant to toxins.
  • +2 bonus on Search checks:
    The Stonecutting ability gives a dwarf a sixth sense about stonework.
  • +4 bonus on Balance checks:
    Dwarves are exceptionally stable on their feet.
  • Bonus Metamagic Feats:
    The Raging Witchdoctor receives a bonus Metamagic Feat at Wizard level
    1.
  • Damage Reduction:
    Starting at 2nd barbarian level, grants damage reduction of 1 against
    all unarmed, weapon or natural attacks.
  • Dwarven Waraxes as Martial
    Weapons:
    Dwarves do not consider dwarven waraxes to be exotic
    weapons.
  • Fast Movement: The
    Raging Witchdoctor moves 10% faster than other characters.
  • Inscribe Scroll:
    Starting at 1st wizard level, the Raging Witchdoctor can use spell
    inscription materials to scribe unknown spells into his spell book.
  • Rage: Adds +4 to
    Strength and Constitution, +2 to Will saves, armor class penalty of –2;
    once per rest until twice per rest at 4th barbarian level.
  • Trap Sense: Starting at
    3rd barbarian level, the Raging Witchdoctor receives a +1 bonus to
    saves and armor class vs. traps. This bonus increases to +2 at 6th
    barbarian level.
  • Turn Undead: Starting at
    1st cleric level, the Raging Witchdoctor can Turn Undead a number of
    times each rest period href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Three_Fingered_Thad&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="3-fingered Thad"
    src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Three_Fingered_Thad.jpg"
    style="border: 2px solid ; width: 219px; height: 150px;" align="right">
    equal to CHA modifier +3.
  • Uncanny Dodge: Starting
    at 2nd barbarian level, the Raging Witchdoctor gains a temporary bonus
    to armor class and reflex saves. At 5th barbarian level, enemies
    flanking the Raging Witchdoctor no longer receive bonuses to attack
    (Improved Uncanny Dodge).

Important Skills (Abilities,
Enhancements, Feats, and racial modifiers applied):

Concentration 12

Tumble 3

Use Magic Device 4.5



Why: Concentration ensures
spells go uninterrupted. Just a few points in Tumble provide some
much-needed mobility in combat. Maximizing Use Magic Device only yields
a rank of 4.5, but that is sufficient to carry a small supply of Cure
Light Wounds or Repair Light Wounds wands for top-off healing.



Feats (in the order selected):

Two Handed Fighting

Extend Spell

Power Attack

Cleave

Improved Two Handed Fighting



Why: The Raging Witchdoctor
loves to do damage, and most of these Feats contribute to that end.
Extend Spell makes buffs last longer.



Enhancements:

Barbarian's Action Boost III (short-term boosts to damage, movement
speed, or damage reduction)

Extend Rage II (Rage lasts 75% longer)

Extra Rage II (Rage twice more per rest period)

Power Rage II (Get an extra +3 to STR while using Rage)



Spells (DC unimportant because
all spells are beneficial)

Level 1 Cleric Spells Prepared:
Cure Light Wounds, Remove Fear, Bless, Divine Favor

Level 1 Wizard Spells Prepared:
Shield, Protection from Evil, Repair Light Damage, Expeditious Retreat



Why: With a low caster level in
both the arcane and divine classes, the Raging Witchdoctor is better
served with an arsenal of buffs. She can Bless the entire party with
Extend Spell. Remove Fear will be useful early on and can be exchanged
for something else later if need be. Divine Favor will help make up for
the 2 BAB this build loses by not being a pure barbarian. Shield and
Protection from Evil can help almost anyone, but the Raging Witchdoctor
can cast these spells on herself to bolster her defenses in melee. In a
pinch, she can heal humanoids or warforged. Expeditious Retreat is
situational, but fun.


Detailed Progression by Level

-Level 1:

Class trained: wizard

Skills trained: Concentration x4, Tumble x4, Use Magic Device x4,
Optional x4

Feat: Two Weapon Fighting

Metamagic Feat: Extend Spell



-Level 2:

Class trained: barbarian

Skills trained: Concentration x1, Use Magic Device x1, Optional x4



-Level 3:

Class trained: cleric

Skills trained: Concentration x1, Use Magic Device x1, Optional x2

Feat: Power Attack



-Level 4: href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=door_to_redfang&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="door to redfang"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/door_to_redfang.sized.jpg"
style="border: 2px solid ; width: 400px; height: 300px;" align="right">


Class trained: barbarian

Skills trained: Concentration x1, Use Magic Device x1, Optional x4

 

-Level 5:

Class trained: cleric

Skills trained: Concentration x1, Use Magic Device x1, Optional x2



-Level 6:

Class trained: wizard

Skills trained: Concentration x1, Use Magic Device x1, Optional x2

Feat: Cleave



-Level 7:

-Class trained: barbarian

Skills trained: Concentration x1, Use Magic Device x1, Optional x4



-Level 8:

Class trained: barbarian

Skills trained: Concentration x1, Use Magic Device x1, Optional x4



-Level 9:

Class trained: barbarian

Skills trained: Concentration x1, Use Magic Device x1, Optional x4

Feat: Improved Two Handed Fighting



-Level 10:

Class trained: barbarian

Skills trained: Concentration x1, Use Magic Device x1, Optional x4



Notes and Tactics:

Taking one of the casting classes at Level 1 gives a slight boost to
spell points at the cost of Skill points (both wizard and cleric gain
fewer skills than the barbarian).Choosing wizard first yields a chance
to pick up Extend Spell early. Making it to Level 2 solo is a snap
these, so you can pick up that first level of barbarian by the time you
start to form parties.



Use the small allotment of spell points afforded to this build to buff
for combat. The Raging Witchdoctor can use Rage 4 times per rest, so
conserve these uses well between shrines. Under no circumstances should
you show up for a boss fight without Rage. The combination of Two
Handed Fighting (THF), Cleave, and Rage can blast small groups of
enemies into oblivion. Larger single foes or casters with low AC should
fear THF combined with Power Attack and Rage.



Don't be confused that this multi-class build makes you a backup healer
or a spell-slinger. Cure Light Wounds isn't going to help much in the
heat of battle. Save it for top-off healing only and when absolutely
needed. It is possible to change some of the Feats and Enhancements for
this build to be more wizard-like or more cleric-like, but this build
is designed to augment the fury of a barbarian with the magical wards
of the casters.


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Last Updated: Mar 13, 2016

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