
Berselius |

A shaman with this totem calls upon the powerful ape, the king of jungles, whose fists are able to shatter bone and stone and whose roars send lesser creatures flying.
Class Features Modifications
Nature Bond: An ape shaman who chooses an animal companion must select a ape. If choosing a domain, the ape shaman must choose from the Animal, Destruction, Strength, and War domains.
Wild Empathy (Ex): An ape shaman can use wild empathy with apes as a full-round action with a +4 bonus.
Totem Transformation (Su): At 2nd level, an ape shaman may adopt an aspect of the ape while retaining his normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: (+10 enhancement bonus to land speed, +4 racial bonus on Climb checks), senses (low-light vision, scent), or natural weapons (bite [1d6] and 2 claws [1d4] for a Medium shaman, rend). While using totem transformation, the ape shaman may speak normally and can cast speak with animals (apes only) at will.
Totemic Summons (Su): At 5th level, an ape shaman may cast <em>summon nature’s ally </em>as a standard action when summoning apes and these summoned creatures gain temporary hit points equal to his druid level. This ability otherwise functions as the bear shaman ability.
Wild Shape (Su): At 6th level, an ape shaman’s wild shape ability functions at his druid level – 2. If he takes on the form of an gorilla or dire ape, he instead uses her druid level + 2.
Bonus Feat: At 9th level and every 4 levels thereafter, an ape shaman gains one of the following bonus feats: Endurance, Great Fortitude, Power Attack, Skill Focus (Intimidate), Toughness.
Deep in the steaming jungles of the Mwangi Expanse there are strange men and women who call upon and make bargains with even stranger forces. Dressed in plumed feathers and adorned with the bones of their enemies, they conceal their faces with fearsome masks painted in the symbols of the spirits they call upon. These are the witch doctors of the Mwangi Expanse and any tribesman, chieftain, or shaman knows better than to treat them disrespectfully. Those that do often find themselves unable to take another breath or being controlled like a puppet being controlled by a puppeteer.
Class Features Modifications
Gris–Gris (Su): The witch doctor can spend a full-round action to create a crude amulet or token which serves to protect her from either good or evil forces as well as enhancing her natural luck. Once the gris–gris completed, it provides the witch doctor with a continuous protection from chaos/evil/good/law (depending on the alignment of the Witch Doctor) as well as providing a +1 luck bonus to all saving throws of the witch doctor. The witch doctor can use the gris–gris for a number of days equal to her Intelligence modifier before it disintegrates into nothing. This replaces the 4th–level hex.
Crisis of Breath (Su): The witch doctor may force a creature to inhale deeply and then force it to hold its breath and be unable to exhale. The subject must make a Will save, if it fails, the subject inhales then holds its breath and is unable to exhale. After 2 rounds per point of the subject’s Constitution pass by, it must make a DC 10 Constitution check in order to continue holding it’s breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the subject fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to –1 hit points and is dying. In the third round, it suffocates. The witch doctor must maintain concentration on the subject or else this ability ends. The witch doctor may choose to end this ability as a free action. This replaces the 6th–level hex.
Voodoo Doll (Su): The witch doctor can spend a full-round action to create a crude and unnerving duplicate of a creature she can see within 30 feet out of nothing but natural materials around her (aka sticks, dried mud, bits of straw etc). Once the doll is complete, the subject must make a Will save. If the subject fails, the witch doctor can use the doll to force the subject to perform as she desires, within the limits of its abilities. This ability functions exactly like a dominate person spell (with a CL equal to the witch doctor’s level). The subject remains fully aware of her surroundings while being controlled and remembers the entire ordeal afterwards. The witch doctor can use the voodoo doll for a number of hours equal to her Intelligence modifier before it disintegrates into nothing. This replaces the 8th–level hex.

Vaellen |

With only one saving throw, crisis of breath is effectively a death effect that can be done unlimited times a day at only level 6. To make this even remotely balanced there should be another saving throw each round.
Voodoo doll is better but I'd make it a level 12 ability. You can't even cast Dominate person until level 9. Unless you can only use it once a day, it's way too good for level 8.

Berselius |

Hope this is more to people's liking. ^_^
Witch Archetype: Voodoo Priest
Deep in the steaming jungles of the Mwangi Expanse there are strange men and women who call upon and make bargains with even stranger forces. Dressed in plumed feathers and adorned with the bones of their enemies, they conceal their faces with fearsome masks painted in the symbols of the spirits they call upon. These are the voodoo priests (or priestesses) of the Mwangi Expanse and any tribesman, chieftain, or shaman knows better than to treat them disrespectfully. Those that do often find themselves unable to take another breath or being controlled like a stringed puppet.
Class Features Modifications
Gris–Gris (Su): At 8th level, the voodoo priest can spend one hour to create a crude amulet or token out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc) called a Gris–Gris. The Gris–Gris attracts and contains minor spirits of protection and luck and thus serves to protect the voodoo priest from otherworldly forces as well as enhancing her natural luck. Once the Gris–Gris completed and worn, it provides the voodoo priest with a continuous protection from chaos/evil/good/law (depending on the alignment of the voodoo priest) as well as providing a +1 luck bonus to all saving throws of the voodoo priest. The voodoo priest can only use one Gris–Gris at a time and may use a Gris–Gris for 1/day per point of her Intelligence score before it crumbles to dust. Only the voodoo priest who crafted the Gris–Gris may use it and any other character that attempts to use it finds it has no affect whosoever. This replaces the 8th–level Hex.
Crisis of Breath (Su): At 10th level, the voodoo priest may force a creature to inhale deeply and then force it to hold its breath and be unable to exhale. The target may resist with a Will save (DC = the voodoo priest’s caster level plus the voodoo priest’s intelligence modifier). If it fails, the subject is forced to inhale then hold its breath and from then on be unable to exhale. At the end of each 2nd round/per point of the target’s Constitution score, the target may make another Will save. If it succeeds, the effect ends immediately and the target is staggered for 1 round as it immediately exhales and gasps for breath. If the target has not managed to make its Will save after 2 rounds/per point of the target’s Constitution score have passed, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to –1 hit points and is dying. In the third round, it suffocates. The voodoo priest must maintain concentration on the subject or else this ability ends. The voodoo priest may choose to end this ability as a free action. This replaces the 10th–level Hex.
Voodoo Doll (Su): At 12th level, the voodoo priest can spend a full-round action to create a crude and unnerving duplicate of a creature she can see within 30 feet out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc). Once the Voodoo Doll is complete, the subject must make a Will save. If the subject fails, the voodoo priest can use the doll to force the subject to perform as she desires, within the limits of its abilities. This ability functions exactly like a dominate person spell (with a caster level equal to the witch doctor’s level) except as follows. The subject always remains fully aware of her surroundings while being controlled and remembers the entire ordeal afterwards. The voodoo priest can only use one Voodoo Doll at a time and may use a Voodoo Doll for 1/hour per point of her Intelligence score before it crumbles to dust. This replaces the 12th–level Hex.

Banpai |

Some suggestions:
Gris-Gris: Change to a normal hex, require a new gris-gris every week, or when the witch changes the area (from jungle to desert).
Standard action to imbue your gris-gris with magic(asking the locals spirits for their favor) effect lasts for a number of rounds = witch level.
Crisis of Breath: Since you effectively copy a level 5 spell, this should be a major hex. I am quite confused by "2nd round/per point of the target’s Constitution score", assuming that it works like suffocation and uses the typical hex dc I would suggest to weaken it a bit, and of course include the "once per day limit".
Maybe add as the spell suffocation, except duration 1 + concentration for up to Int Bonus rounds.
Voodoo Doll: Add 1 per day limit, maybe add a line of sight or line of effect requirement.

Hockey_Hippie |
Some suggestions:
Gris-Gris: Change to a normal hex, require a new gris-gris every week, or when the witch changes the area (from jungle to desert).
Standard action to imbue your gris-gris with magic(asking the locals spirits for their favor) effect lasts for a number of rounds = witch level.Crisis of Breath: Since you effectively copy a level 5 spell, this should be a major hex. I am quite confused by "2nd round/per point of the target’s Constitution score", assuming that it works like suffocation and uses the typical hex dc I would suggest to weaken it a bit, and of course include the "once per day limit".
Maybe add as the spell suffocation, except duration 1 + concentration for up to Int Bonus rounds.
Voodoo Doll: Add 1 per day limit, maybe add a line of sight or line of effect requirement.
Just me, but I multied an Alchemist and A Witch for my voodoo, kill em with a blowgun dart type.
HH