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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.

Class
Level
Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Base
Caster
Level
Magic
Talents
Base
Spell
Pool
1 +0 +0 +0 +2 Casting, Academia Tradition, Herbology Tradition 0 (1) 0 (+2) 2
2 +1 +0 +0 +3 Secret, tradition secrets +1 1 5
3 +2 +1 +1 +3 +2 2 7
4 +3 +1 +1 +4 Secret +3 3 9
5 +3 +1 +1 +4 +3 3 11
6 +4 +2 +2 +5 Secret +4 4 14

First Level 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 the base given by the table + 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.

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.

Starting Equipment

Second Level Abilities

Familiar

You gain a familiar as the wizard class feature, using your hedgewitch level as your wizard level for this purpose.

Alternative

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.

Third Level Abilities

Fourth Level Abilities

Fifth Level Abilities

Sixth Level Abilities


Modification

Base Class: Hedgewitch