Some black mages take the term dark arts to an extreme. These mages truly enjoy blurring the borders of the realm of spirits and that of reality.
Voodoo Practitioner is an archetype of Black Mage, contributed by Avery Wulfsmoon
Voodoo Doll
At 1st level the voodoo practitioner receives a doll with which they channel all their magical abilities. This item functions as a masterwork Mages Rod, has the same amount of hp as one, and can be enchanted as such, with the ability to either do 1d6 piercing damage, or 1d4 non-elemental damage (enhancement bonuses adding damage to both options), chosen when it is attuned to a creature, and done as a melee touch attack against the dolls touch ac of 10, though it can only affect an attuned creature within close range (25+5 feet per 2 caster levels). Even though the doll is in melee range, this is considered a ranged attack for Battle limit breaks.
To attune to a creature, the voodoo practitioner first study their target across 2 move actions across 2 separate rounds, observing their opponent and aligning themselves and the doll with their energies. On the following rounds, the doll provides a variety of benefits, depending on the practitioner’s Voodoo Talents, plus the ability to deliver all touch attacks, both melee and ranged, against the doll and its touch ac of 10. Attunement requires the voodoo practitioner to be within the doll's close range (25 + 5 feet per 2 caster levels)
As their Voodoo Doll is their connection to the spiritual realm, and their magic, a VooDoo practitioner must have their doll in hand, acting as a permanent focus component for their spells.
A Voodoo Practitioner can attune one creature, plus one creature per 5 Voodoo Practitioner levels, at a time, but must choose which creature they are focusing on in any given action.
This replaces Arcane Barrage, and alters Spellcasting.
Voodoo Talents
At second level, and every two levels thereafter, a Voodoo Practitioner may choose to select an Onyx Talent, or a Voodoo Talent instead. All talents have the same close range as the doll, even if a granted hex states otherwise. Any talent or hex that requires an attack roll or subjects a creature to a saving throw counts as a Curse, for purposes of resistances and immunities.
Aggressive Movement
As a standard action, the Voodoo Practitioner may rapidly shake the doll around and perform a ranged bull rush, drag, reposition, or trip combat maneuver on their attuned creature, using their Caster Level and Intelligence modifier in place of their CMB. This Combat Maneuver ignores the opponent's size bonus to CMD, but only works so long as they remain within 30 feet of the attuned creature.
Annoyance
As a move action, the Voodoo Practitioner may make a feint attempt against one of their attuned targets, using the Voodoo Doll, by tickling it, making slight noises near it, etc. However, unlike a normal feint, the Practitioner may choose any single attack, even one that is not their own, for the opponent to be flat footed against, if successful, as long as it’s before the start of the Voodoo Practitioners next turn. The Voodoo Practitioner may use their intelligence modifier instead of their charisma modifier for this bluff check.
Doll Destruction:
Prereq: Voodoo Practitioner Level 16
As a full round action, the Voodoo Practitioner may violently damage their doll, giving it the “broken” condition and unable to attune to any more creatures until it is repaired to full hp, but, in return, the chosen attuned creature must make a fortitude save (DC: 10+½ caster level + intelligence modifier) or die in the same way as the doll was destroyed, also allowing for an intimidate check to demoralize all opponents within 30 feet using the Voodoo Practitioners Intelligence modifier instead of Charisma. This is a Death effect with the Curse Descriptor
Greater Prick
The damage of the Voodoo Dolls attack is increased to either 1d8 piercing or 1d6 non-elemental, chosen when this talent is picked. The Voodoo Practitioner may select this talent twice, increasing the damage type they did not choose before.
Humiliation
A Voodoo Practitioner through a variety of actions may perform a ranged dirty trick, steal, or disarm combat maneuver on the attuned creature, using their Caster Level and Intelligence modifier in place of their CMB. If a steal combat maneuver is chosen, if it succeeds, the item is ripped from the target 1d3x10 feet in a direction of the Voodoo Practitioners choosing.This Combat Maneuver ignores the opponent's size bonus to CMD but only works so long as they remain within 30 feet of the attuned creature.
Incite Fear
A Voodoo Practitioner may make their connection to an attuned creature obvious, gaining a +2 bonus to intimidate checks against the target, as well as allowing them to use their intelligence modifier as opposed to charisma with such checks.
Precise Prick
The critical range of the Voodoo Dolls attack is increased to 19-20/2x
Witch Hexes
The Voodoo Practitioner may select one of the following hexes. This Voodoo Talent may be selected multiple times, selecting a different hex each time. If a Hex calls for a target, it must be one of the Practitioner’s attuned creatures.
Blight, City Sight, Cursed Wound, Distraction, Gift of Consumption, Greater Gift of Consumption, Misfortune, Scar
At 10th level or higher, they may select the following major hexes:
Agony, Delicious Fright, Hoarfrost, Ice Tomb, Retribution, Withering
At 18th level or higher, they may select the following Grand Hexes:
Death Curse, Lay to Rest
Information on the hexes can be found here
This modifies Onyx Talents
Focused Victims
The Voodoo Practitioner only gains the benefits of Focused Caster when casting a spell on one of their attuned creatures, but they gain a +1 damage per dice rolled on their attuned creatures.
This modifies Focused Caster





