Ogre Witch Doctor

**Ogre Witch Doctor**

Prime Requisites: INT, WIS

Requirements: STR 12, INT 9, WIS 9, CON 12

Hit Die: d8

Maximum Level: 8

**Weapons and Armor**: Ogre witch doctors are formidable combatants; they may use any armor or any weapon. They are trained to fight with a weapon and shield or with a two-handed weapon, but their focus on minor magics leaves them little time to train in more intricate fighting techniques and therefore may not use the two-weapon fighting style.

**Racial Features:**

* **Tough Hide:** +3 natural armor (stacks with worn armor)

* **Infravision 60'**

* **Savage Resilience:** When an ogre is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. He also subtracts his class level from the number of days of bed rest required to recover.
* **Inhumanity:** An ogre suffers a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans. He gets an equivalent bonus to the reactions, loyalty, and morale with all orcs and giants.

* **Great Strength:** When using specially-made large weapons, ogres increase the die type of damage from the weapon by one. For instance, a mace used one-handed will inflict 1d8 damage while a halberd will inflict 1d12.

* **Great Size:** Ogres are larger than humans; they require specially-made armor and clothing that cost and weigh one and a half times the usual amount. Food and lodging expenses are likewise doubled. However, their carrying capacity is increased by 50%. They have a normal load of 7 stone, reducing movement to 30' when carrying more than that, 20' when carrying more than 10 stone, and 10' when carrying more than 15 stone.
* **Bonus Languages:** Player character ogres, in addition to the common tongue of the region they inhabit, also speak the languages of orcs, giants, goblins, and gnolls.

**Class Features:**

* **1st Level: Hedge Wizardry**
* **1st Level: Village Wisdom**
* **1st Level: Cleave** - Ogre witch doctors get one cleave attempt per level, per round.
* **2nd Level: Learn and Cast Arcane Spells**
* **2nd Level: Call Upon Supernatural Forces to Cast Divine Spells**
* **4th Level: Brew Potions**
* **7th Level: Research Arcane and Divine Spells**

**Ogre Witch Doctor Level Progression**

Dice
Throw
 3950
 7900
 15800
 31600
 63200
 125000
 250000

**Ogre Witch Doctor Arcane Spells**

Spell Level
 2
 3
 4
 5
 6
 7
 8

**Ogre Witch Doctor Divine Spells**

Spell Level
 2
 3
 4
 5
 6
 7
 8

**Ogre Witch Doctor Divine Spell List**

**1st Level**: Cure Light Wounds\*, Delay Disease, Faerie Fire, Locate Animal or Plant, Predict Weather

**2nd Level**: Bless\*, Charm Animal, Delay Poison, Snake Charm, Speak With Animal

**3rd Level:** Call Lightning, Cure Disease\* Growth of Animals, Remove Curse\*, Striking

**4th Level:** Command Animals, Cure Serious Wounds\*, Fate, Neutralize Poison\*, Vigor

**Ogre Witch Doctor Saving Throws**

Paralysis
Death
Breath
Wands
 4-6
 7-8

**Ogre Witch Doctor Class Proficiencies** (select one at 1st and 6th levels):

Alchemy, Animal Husbandry, Animal Training, Apostasy, Battle Magic, Beast Friendship, Black Lore of Zahar, Contemplation, Divine Blessing, Divine Health, Elementalism, Endurance, Familiar, Healing, Hedge Wizardry, Knowledge, Magical Engineering, Mystic Aura, Naturalism, Passing Without Trace, Performance, Prestidigitation, Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Soothsaying, Survival, Swashbuckling, Theology, Unflappable Casting, Village Wisdom, Wakefulness.

**Ogre Witch Doctor Templates**

(*Equipment as matching 3d6 roll on Barbarian Templates table, ACKS Player's Companion, p. 59)*