Actions

Difference between revisions of "Hedgemage"

From Titan's Teeth

(1st Level)
Line 16: Line 16:
 
|}</div>
 
|}</div>
  
{{Border|Casting|3|
+
=== Casting ===
* Hedge Mages use Intelligence as their casting ability modifier.
+
{{Archetype_Section|type=begin}}
* 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.  
+
A hedgemage may combine spheres and talents to create magical effects. You use Intelligence as your casting ability modifier.
}}
+
{{Archetype_Section|type=end}}
  
 +
=== Spell Pool ===
 +
{{Archetype_Section|type=begin}}
 +
A hedgemage gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.
 +
{{Archetype_Section|type=div}}
 +
'''Calculate:''' Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).
 +
{{Archetype_Section|type=end}}
  
{{Border|Magical Tradition|3|You follow the {{Link|Magical Traditions|Wild Magic}} tradition}}
+
=== Magic Tradition ===
 +
{{Archetype_Section|type=begin}}
 +
Hedgemages follow the [[Traditions#Circle Magic|Wild Magic]] tradition.
 +
{{Archetype_Section|type=end}}
  
 +
=== Talents ===
 +
{{Archetype_Section|type=begin}}
 +
A hedgemage gains 2 magic talents the first time they gain the Casting class feature.
  
{{Border|Magical Spheres|3|orange|
+
A hedgemage can freely takes the following spheres:
You gain the [[Destruction Sphere]] with the [[Magic Traditions#Energy Focus|Energy Focus(fire)]] drawback and [[Divination Sphere]].
+
* [[Creation Sphere]]
 +
* [[Destruction Sphere]]
 +
* [[Divination Sphere]]
 +
* [[Illusion Sphere]]
 +
* [[Life Sphere]]
 +
* [[Nature Sphere]]
 +
* [[Protection Sphere]]
  
From the drawback you gain the [[Destruction Sphere#Explosive Orb|Explosive Orb]] talent.
+
The following spheres are rare, and not commonly used by hedgemages:
 +
* [[Alteration Sphere]]
 +
* [[Conjuration Sphere]]
 +
* [[Enhancement Sphere]]
 +
* [[Fate Sphere]] (with the {{Link|Fate Sphere|Reverberations}} and {{Link|Fate Sphere|Tongue of Ages}} drawbacks)
 +
* [[Mind Sphere]]
 +
* [[Weather Sphere]]
 +
{{Archetype_Section|type=div}}
 +
'''Default:''' You gain the [[Destruction Sphere]] with the [[Magic Traditions#Energy Focus|Energy Focus(fire)]] drawback and the [[Divination Sphere]]
  
'''Alternatively:''' Swap one or both spheres from one on the following list: [[Creation Sphere|Creation]], [[Illusion Sphere|Illusion]], [[Life Sphere|Life]], [[Mind Sphere|Mind]], [[Nature Sphere|Nature]] and [[Protection Sphere|Protection]]
+
From the drawback you gain the {{link|Destruction Sphere|Explosive Orb]] talent.
 
+
{{Archetype_Section|type=end}}
'''Alternatively:''' Only choose a single sphere, and gain a talent in that sphere.
 
}}
 
 
 
 
 
{{Border|Hedgewitch Traditions|3|The hedgemage chooses the Academic and Herbology hedgewitch traditions, gaining the abilities below:<br>
 
 
 
{{Gridless|type=begin}}
 
==== 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.
 
{{Gridless|type=div}}
 
==== 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: [[Hedgewitch#Herbology|Here]]
 
{{Gridless|type=div}}
 
==== 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.
 
{{Gridless|type=end}}}}
 
 
 
==Equipment==
 
 
 
 
 
 
 
<!--
 
= 2nd Level =
 
<div class="chclass">
 
{| class="wikitable"
 
|-
 
! Base Attack<br>Bonus !! Fort<br>Save !! Reflex<br>Save !! Will<br>Save !! Base<br>Caster<br>Level !! Base<br>Spell<br>Pool
 
|-
 
| +1|| +0|| +0|| +3|| +1|| 5
 
|}</div>
 
{{Gridless|type=begin}}
 
 
 
== Familiar ==
 
You gain a familiar as the wizard class feature, using your hedgewitch level as your wizard level for this purpose.
 
{{Gridless|type=end}}
 
== Alternative ==
 
{{Gridless|type=begin}}
 
=== Surgeon ===
 
''Instead of Familiar''
 
 
 
Using the Heal skill to treat deadly wounds takes 10 minutes instead of 1 hour. In addition, you heal the target 2 hit points per HD instead of 1 hit point per HD.
 
{{Gridless|type=end}}
 
= 3rd Level =
 
<div class="chclass">
 
{| class="wikitable"
 
|-
 
! Base Attack<br>Bonus !! Fort<br>Save !! Reflex<br>Save !! Will<br>Save !! Base<br>Caster<br>Level !! Base<br>Spell<br>Pool
 
|-
 
| +2|| +1|| +1|| +3|| +2|| 7
 
|}</div>
 
= 4th Level =
 
<div class="chclass">
 
{| class="wikitable"
 
|-
 
! Base Attack<br>Bonus !! Fort<br>Save !! Reflex<br>Save !! Will<br>Save !!Base<br>Caster<br>Level !! Base<br>Spell<br>Pool
 
|-
 
| +3|| +1|| +1|| +4|| +3|| 9
 
|}</div>
 
= 5th Level =
 
<div class="chclass">
 
{| class="wikitable"
 
|-
 
! Base Attack<br>Bonus !! Fort<br>Save !! Reflex<br>Save !! Will<br>Save !! Base<br>Caster<br>Level !! Base<br>Spell<br>Pool
 
|-
 
| +3|| +1|| +1|| +4|| +3|| 11
 
|}</div>
 
= 6th Level =
 
<div class="chclass">
 
{| class="wikitable"
 
|-
 
! Base Attack<br>Bonus !! Fort<br>Save !! Reflex<br>Save !! Will<br>Save !! Base<br>Caster<br>Level !! Base<br>Spell<br>Pool
 
|-
 
| +4|| +2|| +2|| +5|| +4|| 14
 
|}</div>
 
-->
 

Revision as of 18:16, 30 August 2019

Main > > Archetypes > Hedgemage


Hit Die: d8

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

Skill Ranks Per Level: 6 + Int modifier.

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

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

A hedgemage may combine spheres and talents to create magical effects. You use Intelligence as your casting ability modifier.

Spell Pool

A hedgemage gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.

Calculate: Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).

Magic Tradition

Hedgemages follow the Wild Magic tradition.

Talents

A hedgemage gains 2 magic talents the first time they gain the Casting class feature.

A hedgemage can freely takes the following spheres:

The following spheres are rare, and not commonly used by hedgemages:

Default: You gain the Destruction Sphere with the Energy Focus(fire) drawback and the Divination Sphere

From the drawback you gain the {{link|Destruction Sphere|Explosive Orb]] talent.