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Difference between revisions of "Hedgewitch"

From Titan's Teeth

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'''Tradition Mastery:''' You gain a +2 inherent bonus to one mental ability score of your choice.
 
'''Tradition Mastery:''' You gain a +2 inherent bonus to one mental ability score of your choice.
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=== Black Magic ===
 
=== Black Magic ===
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'''Tradition Mastery:''' Gain a witch’s Grand hex, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects.  
 
'''Tradition Mastery:''' Gain a witch’s Grand hex, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects.  
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=== Charlatanism ===
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'''Class skills:''' Sleight of Hand, Disable Device, Disguise.
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You’ve learned to use showmanship to enhance your magic and magic to enhance your showmanship, until few can tell where one ends and the other begins.
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'''Tradition Benefit:''' You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills.
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When substituting in this way, you may use your total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not you have ranks in that skill or if it is a class skill.
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The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
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'''Tradition Power:''' You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If you gain a guile pool from another source, these levels combine when determining the number of guile points possessed, although you may add either 3 or that class’s listed ability score modifier to the guile pool, not both. You may use guile points from this pool to power the abilities of every class you possess that grants a guile pool.
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You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
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When successfully making an attack against a creature within 30 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action to deal sneak attack damage to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This stacks with any rogue levels you possess, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents, as usual.
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'''Tradition Secrets:''' A hedgewitch with the charlatan tradition adds the following secrets to those she may select:
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: ''Extra Guile:'' Increase your guile pool by 2 points. If you do not possess a guile pool, you gain a guile pool like that granted by the charlatan tradition power with 2 guile points in it. You may select this secret multiple times. The effects stack.
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: ''Trickery:'' Gain a rogue talent of your choice, treating your hedgewitch levels as rogue levels when determining the effects. This stacks with any rogue levels you possess. You may select this secret multiple times. Each time it is taken, gain another rogue talent.
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: ''Evasion:'' You gain evasion, as the rogue class feature.
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: ''Trapfinding:'' You gain trapfinding, as the rogue class feature.
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: ''Exceptional Skill:'' Choose one skill other than Perform. You gain a bonus equal to 1/2 your hedgewitch level to that skill. This applies to Perform checks made on behalf of that skill through versatile performance. Versatile Performance: You gain versatile performance, as the charlatan tradition benefit. You may select this secret multiple times. Each time this secret is gained, gain an additional versatile performance.
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: ''Great Performance:'' You may use the Distraction, Countersong, and Fascinate bardic performances, treating your hedgewitch levels as bard levels which stack with any other bard levels you possess. You may use these performances for a number of rounds per day equal to your hedgewitch level.
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'''Tradition Grand Secrets:''' A hedgewitch with the charlatan tradition may select one of the following whenever they gain a grand secret:
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: ''Advanced Rogue Talent:'' Gain an advanced rogue talent, treating your hedgewitch level as your effective rogue level when determining the effects. You may select this secret multiple times. Each time it is taken, gain an additional rogue talent.
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'''Tradition Mastery:''' When spending a guile point as part of a skill check, add +6 to that check instead of +4. When spending a guile point to deal sneak attack, roll d8s instead of d6s.
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Revision as of 10:50, 14 July 2019

Main > > Classes > Hedgewitch


The hedgewitch is a caster steeped in traditions handed down from teacher to student in a long, unbroken line. Equal parts shaman, witch doctor, and budding academic, the hedgewitch is a master of utility, seeking knowledge and power wherever they may be found. Spiritualism, demonology, and even charlatanism may inform her magic, and hedgewitches can be found the world over living as village healers, professional alchemists, contract casters, or members of mystery religions. For many budding magicians, the secrets of hedgewitchery are a seductive lure, offering so much more than the monotony of mage towers and purely academic study.

Starting Wealth: 3d6 x 10 gp (average 105 gp) In addition, each character begins play with an outfit worth 10 gp or less.

Role: Hedgewitches use the power of their traditions to aid their fellows on and off the battlefield. Hedgewitches are equally capable of filling a variety of roles, and there is rarely a situation where an hedgewitch doesn’t have a relevant trick or two up her sleeve.

Alignment: Any.

Hit Die: d8

Class Skills: The hedgewitch’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Proficiencies: A hedgewitch is proficient with all simple weapons and light armor.

Class
Level
Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Base
Caster
Level
Magic
Talents
1 +0 +0 +0 +2 Casting, spell pool, tradition benefit, tradition power, traditions 0 (1) 0 (+2)
2 +1 +0 +0 +3 Secret, tradition secrets +1 1
3 +2 +1 +1 +3 +2 2
4 +3 +1 +1 +4 Secret +3 3
5 +3 +1 +1 +4 +3 3
6 +4 +2 +2 +5 Secret +4 4
7 +5 +2 +2 +5 +5 5
8 +6/1+ +2 +2 +6 Secret +6 6
9 +6/1+ +3 +3 +6 +6 6
10 +7/+2 +3 +3 +7 Grand secret, secret +7 7
11 +8/+3 +3 +3 +7 +8 8
12 +9/+4 +4 +4 +8 Secret +9 9
13 +9/+4 +4 +4 +8 +9 9
14 +10/+5 +4 +4 +9 Secret +10 10
15 +11/+6/+1 +5 +5 +9 +11 11
16 +12/+7/+2 +5 +5 +10 Secret +12 12
17 +12/+7/+2 +5 +5 +10 +12 12
18 +13/+8/+3 +6 +6 +11 Secret +13 13
19 +14/+9/+4 +6 +6 +11 +14 14
20 +15/10/+5 +6 +6 +12 Secret, tradition mastery +15 15

Class Abilities

Casting

A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A hedgewitch gains a magic talent every time she gains a caster level, according to Table: Hedgewitch.

Traditions

Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.

Academia

Class Skills: Knowledge (Geography), Knowledge (Nature), Knowledge (Planes)

You understand the theory behind magic, letting you accomplish feats akin to those of the greatest of wizards.

Tradition Benefit: Treat your class level as your caster level when meeting the prerequisites of, and crafting items with, any Item Creation feat as well as when using and researching rituals. This stacks normally with caster levels gained from other sources.

Tradition Power: You gain 1 extra spell point for every 2 hedgewitch levels possessed.

In addition, you may bind one masterwork item to yourself as a fetish. You may enchant this item as if you possessed the prerequisite Item Creation feat, provided you meet that Item Creation feat’s other prerequisites, such as minimum caster level. You may change your fetish at any time by spending 8 hours binding a new one, but doing so causes your previous fetish to lose all of its magic, becoming an ordinary masterwork item again.

Tradition Secrets: A hedgewitch with the academia tradition adds the following secrets to those she may select:
Fetish: Gain a fetish, as the academia tradition power. If you already possess the academia tradition power, you cannot gain this secret.

Extra Spell Points: Increase your spell pool by 2 spell points. You may select this secret multiple times. The effects stack.

Tradition Mastery: You gain a +2 inherent bonus to one mental ability score of your choice.


Black Magic

Class Skills: Knowledge (Planes), Intimidate, Disguise.

You have delved into magic theories and practices some believe are better left untouched.

Tradition Benefit: Choose an oracle curse. You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.

Note that some oracle curses (such as haunted) grants a benefit that is not easily translated to the Spheres of Power system, and would most likely not be an advisable choice.

Tradition Power: As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses. You may always dismiss your own curses as a free action.

At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.

At 5th level, you may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to your casting ability modifier.

At 9th level, you may give a target 6 points of ability drain to one ability score of your choice. This does not stack with itself.

At 13th level, you can permanently blind or deafen the target.

At 17th level, you may make a target permanently confused.

Tradition Secrets: A hedgewitch with the black magic tradition adds the following secrets to those she may select:

Curses: Increase the number of times you may bestow curses in a day by 2. If you cannot bestow curses, you may bestow curses 2 times per day, as the black magic tradition power. You may select this secret multiple times. The effects stack.
Hexcrafter: Gain a witch hex of your choice, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects. This does not grant access to Major hexes or Grand hexes. You may gain this secret multiple times. Each time it is taken, gain an additional witch hex.

Tradition Grand Secrets: A hedgewitch with the black magic tradition adds the following secrets to those she may select:

Greater Hexcrafter: Gain a Major witch hex of your choice, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects. This does not grant access to Grand hexes. You may gain this secret multiple times. Each time it is taken, gain an additional Major witch hex.

Tradition Mastery: Gain a witch’s Grand hex, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects.


Charlatanism

Class skills: Sleight of Hand, Disable Device, Disguise.

You’ve learned to use showmanship to enhance your magic and magic to enhance your showmanship, until few can tell where one ends and the other begins.

Tradition Benefit: You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills.

When substituting in this way, you may use your total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not you have ranks in that skill or if it is a class skill.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Tradition Power: You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If you gain a guile pool from another source, these levels combine when determining the number of guile points possessed, although you may add either 3 or that class’s listed ability score modifier to the guile pool, not both. You may use guile points from this pool to power the abilities of every class you possess that grants a guile pool.

You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.

When successfully making an attack against a creature within 30 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action to deal sneak attack damage to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This stacks with any rogue levels you possess, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents, as usual.

Tradition Secrets: A hedgewitch with the charlatan tradition adds the following secrets to those she may select:

Extra Guile: Increase your guile pool by 2 points. If you do not possess a guile pool, you gain a guile pool like that granted by the charlatan tradition power with 2 guile points in it. You may select this secret multiple times. The effects stack.
Trickery: Gain a rogue talent of your choice, treating your hedgewitch levels as rogue levels when determining the effects. This stacks with any rogue levels you possess. You may select this secret multiple times. Each time it is taken, gain another rogue talent.
Evasion: You gain evasion, as the rogue class feature.
Trapfinding: You gain trapfinding, as the rogue class feature.
Exceptional Skill: Choose one skill other than Perform. You gain a bonus equal to 1/2 your hedgewitch level to that skill. This applies to Perform checks made on behalf of that skill through versatile performance. Versatile Performance: You gain versatile performance, as the charlatan tradition benefit. You may select this secret multiple times. Each time this secret is gained, gain an additional versatile performance.
Great Performance: You may use the Distraction, Countersong, and Fascinate bardic performances, treating your hedgewitch levels as bard levels which stack with any other bard levels you possess. You may use these performances for a number of rounds per day equal to your hedgewitch level.

Tradition Grand Secrets: A hedgewitch with the charlatan tradition may select one of the following whenever they gain a grand secret:

Advanced Rogue Talent: Gain an advanced rogue talent, treating your hedgewitch level as your effective rogue level when determining the effects. You may select this secret multiple times. Each time it is taken, gain an additional rogue talent.

Tradition Mastery: When spending a guile point as part of a skill check, add +6 to that check instead of +4. When spending a guile point to deal sneak attack, roll d8s instead of d6s.