Vodoo Priest

We are getting ready to start a new campaign and I'm looking for some good ideas on how to make a character who uses vodoo (vodun) magic, or at least has enough overtones for that type of play.

I've been thinking cleric of Wee Jas and maybe multi classing rogue. I know that vodoo is not all about death magic, but about influencing spirits that can possess the caster or enemies(chevalier). I still have a lot of reading to do on the subject, but anyone have any ideas on how best to relate this in D&D terms?

(I can't wait to try out my rastafari accent. I'm sure my gaming group will be groaning with appreciation)
 

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Shaman Books

I might have to look in to that book. It sounds close to what I was looking for as long as it's not too long on the nature spirit side of things.

I like that it's charisma based since I'd like for my character to project an image of being more powerful and more capable than he actually is. Need to get that vodoo mystique going.
 

Okay. Having invested in the Shaman's Handbook, I have to say that there is a lot of downside to being a shaman. The variety of spells is waay low and if your DM doesn't fully embrace the concept of the spirit realm, but only gives it lip service, then you are a rather lame duck.

I've tried to distill this concept down to basics and then put it into D&D terms. Comments/Concerns/Questions appreciated.

What I want is someone with a little bit of magic (preferably some scary stuff), someone with poison, intimidation, and stealth. I've been informed by my GM that this will be a brutal world with lots of combat (we are part of a mercenary army), so I have to add in good combat skills, especially in light of the rest of the party (Illusionist, Cleric, Monk/Psion).

So I'm thinking of a Rogue/Wizard/Fighter. I'll start Rogue/Wizard as a 0/0. I'll pick up lots of stealth and observation skills as I will be the party scout and also craft poison and trap. My wizard spells will be mostly Transmutation as I don't intend to ever pick up any more wizard levels (shield will fit in here somewhere). My GM will let me switch out some 0 level spells for some of those in the Necromancy Book like Animate Animal and Skull Snare (lots of flair, little impact).

My next two levels will be fighter so I can get heavier armor, weapons and I'm thinking spiked chain with combat reflexes. I know that I'll have Arcane spell failure with armor, but that's okay.

From here on out I'll focus on Rogue levels.

My feats will be Combat reflexes, exotic weapon - chain, weapon specialization, improved initiative.

So understanding that he will not be supremely powerful, he will be very flexible in that he is able to use arcane items, fight moderately well (eventually), stealth, scout, intimidate etc.


Are there any glaring problems with this idea that I'm missing?

I considered using a guisarme/scimitar instead of the chain with improved trip to use against folks charging me, but trip strikes me as a rather high risk, low impact result, especially compared to disarm. So Ranseur/scimitar is still a possible combo if I avoid the spiked chain (and pick up quick draw instead).
 

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