Difference between revisions of "Hedgemage"
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* Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. | * Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. | ||
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{{Border|Magical Tradition|3|You follow the [[Traditions#Wild Magic|Wild Magic]] tradition}} | {{Border|Magical Tradition|3|You follow the [[Traditions#Wild Magic|Wild Magic]] tradition}} | ||
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'''Alternatively:''' Only choose a single sphere, and gain a talent in that sphere. | '''Alternatively:''' Only choose a single sphere, and gain a talent in that sphere. | ||
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Revision as of 18:56, 19 July 2019
Main > > Classes > Hedgemage |
Hit Die: d8
1st Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+0 | +0 | +0 | +2 | 0 (1) | 0 (+2) | 2 |
Casting
- Choose either Intelligence, Wisdom, or Charisma as your casting ability modifier. This is usually Intelligence for Hedgemages.
- Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magical Spheres
From the drawback you gain the Explosive Orb talent.
Alternatively: Swap one or both spheres from one on the following list: Creation, Illusion, Life, Mind, Nature and Protection
Alternatively: Only choose a single sphere, and gain a talent in that sphere.
Hedgewitch Traditions
Artificer
You gain the Brew Potion feat as a bonus feat at 1st level. You also never suffer a chance to poison yourself when applying poison to a weapon. This counts as possessing the poison use class feature.
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.
Herbology
Your magical understanding of herbs is great enough that you may combine common herbs together and, mixing them with a little of your own magic, create a concoction. You may create concoctions a total number of times in a day equal to 3 + 1/2 your hedgewitch level. The materials required to craft a concoction are common herbs and as such are considered to have a negligible cost. Creating a concoction takes 1 minute and must be used within 1 hour or lose its potency.
Concoctions must be drunk (with the exception of herbalist’s poison) and can only affect living creatures. If a target is unwilling they are allowed a Fortitude save against a DC of 10 + 1/2 your hedgewitch level + your casting ability modifier to negate the effect.
You can see the concoctions that you gain: Here
Fetish
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.