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Difference between revisions of "Hedgemage"

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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.
 
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.
  
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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.
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{{Archetype_Section|type=end}}
  
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=== Herbology Tradition ===
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{{Archetype_Section|type=begin}}
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You gain the ability to create compounds as if though you possessed the [[Prepare Consumable]] feat and treat your class level as your caster level when creating compounds.
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You also never suffer a chance to poison yourself when applying poison to a weapon. This counts as possessing the poison use class feature.
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{{Archetype_Section|type=end}}
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=== Herbology ===
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{{Archetype_Section|type=begin}}
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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 hedgemage 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.
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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.
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You gain the following concoctions:
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* ''Empowering Concoction:'' The target gains a +2 alchemical bonus to one ability score of your choice (chosen when this concoction is created) and a -2 penalty to its inverse ability score (Strength’s inverse is Intelligence, Dexterity’s inverse is Wisdom, Charisma’s inverse is Constitution, etc.) This benefit lasts for 1 minute.<br>At 5th level, the target no longer suffers a penalty to their inverse ability score. At 9th level, this benefit lasts for 10 minutes. At 13th level, this benefit lasts for 1 hour. At 17th level, the benefit increases to +4.
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* ''Fortifying Concoction:'' The target gains a +2 alchemical bonus to one saving throw (Fortitude, Will, or Reflex) for 1 minute.<br>At 5th level, the target gains a +3 bonus to one saving throw.
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* ''Healing Concoction:'' The target is healed 1d6 hit points per 2 hedgemage levels you possess (minimum: 1d6).
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* ''Herbalist’s poison:'' You may create an injury poison (Fort DC 10 + 1/2 your hedgemage level + your casting ability modifier, frequency 1/rd for 6 rds, 1 save, effect 1d2 damage to an ability score that is chosen when creating the poison).<br>At 5th level, the ability damage increases to 1d4, and you may make the poison ingested instead of injury.
 
{{Archetype_Section|type=end}}
 
{{Archetype_Section|type=end}}

Revision as of 18:33, 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 Explosive Orb talent.

Academia Tradition

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.

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.

Herbology Tradition

You gain the ability to create compounds as if though you possessed the Prepare Consumable feat and treat your class level as your caster level when creating compounds.

You also never suffer a chance to poison yourself when applying poison to a weapon. This counts as possessing the poison use class feature.

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 hedgemage 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 gain the following concoctions:

  • Empowering Concoction: The target gains a +2 alchemical bonus to one ability score of your choice (chosen when this concoction is created) and a -2 penalty to its inverse ability score (Strength’s inverse is Intelligence, Dexterity’s inverse is Wisdom, Charisma’s inverse is Constitution, etc.) This benefit lasts for 1 minute.
    At 5th level, the target no longer suffers a penalty to their inverse ability score. At 9th level, this benefit lasts for 10 minutes. At 13th level, this benefit lasts for 1 hour. At 17th level, the benefit increases to +4.
  • Fortifying Concoction: The target gains a +2 alchemical bonus to one saving throw (Fortitude, Will, or Reflex) for 1 minute.
    At 5th level, the target gains a +3 bonus to one saving throw.
  • Healing Concoction: The target is healed 1d6 hit points per 2 hedgemage levels you possess (minimum: 1d6).
  • Herbalist’s poison: You may create an injury poison (Fort DC 10 + 1/2 your hedgemage level + your casting ability modifier, frequency 1/rd for 6 rds, 1 save, effect 1d2 damage to an ability score that is chosen when creating the poison).
    At 5th level, the ability damage increases to 1d4, and you may make the poison ingested instead of injury.