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Hedgemage

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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.