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Hedgemage

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Revision as of 21:10, 25 August 2019 by Dicemonger (talk | contribs) (1st Level)
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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

  • Hedge Mages use Intelligence as their casting ability modifier.
  • 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 Tradition

You follow the Wild Magic tradition


Magical Spheres

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

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

The hedgemage chooses the Academic and Herbology hedgewitch traditions, gaining the abilities below:

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.

Equipment