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Hedgemage

From Titan's Teeth

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) 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

The hedgemage gains 2 magic talents.

A hedgemage can freely takes the following spheres:

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

Default: Pick the Divination Sphere and the Destruction Sphere with the Energy Focus drawback. From the drawback pick the Fire Blast talent.

Hedge Artificery

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.

Hedge Brewing

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.

Feats

The hedgemage gains no extra feats on first level.

Default: Pick Careful Caster as your level 1 feat.

Equipment

Starting Gold: 105 gold pieces

Gear Packages:

  • quarterstaff, sling w. 10 sling bullets and 98 gold pieces, or
  • dagger, 3 javelins and 95 gold pieces, or
  • heavy mace, light crossbow w. 10 bolts and 52 gold pieces

and a traveler's outfit, a backpack, a belt pouch, and a spell component pouch.

Use 9 gold pieces to replace the Traveler's Outfit with an Explorer's Outfit.

Use 6 gold pieces if you wish to purchase a Trail Package.

Use 15 gold pieces if you wish to purchase a Dungeoneering Package.

Use 4 gold pieces if you wish to purchase a Scrivener's Kit.

Use 13 gold pieces and 5 silver pieces to purchase a Cure of Alcohol, Idyllic Sleep or Maker's Tool ritual scroll.

Use 30 gold pieces to purchase an Endure Elements, Identify or Read Weather ritual scroll.

2nd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+1 +0 +0 +3 +1 +1 (3 total) 5

Secret

The hedgemage learns a secret, gaining further insights into the unseen world.

The hedgemage chooses one hedgemage secret.

Default: Pick the Familiar secret.

Talents

The hedgemage gains an additional talent.

Default: Pick the Dowsing divination talent

3rd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+2 +1 +1 +3 +2 +1 (4 total) 7

Talents

The hedgemage gains an additional talent.

Default: Pick the Explosive Orb destruction talent

Feats

The hedgemage gains no extra feats on third level.

Default: Pick Extra Secret as your level 3 feat and gain the Store Potion secret.

4th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+3 +1 +1 +4 +3 +1 (5 total) 10

Secret

The hedgemage chooses an additional Hedgemage Secret.

Default: Pick the Potent Concoctions secret.

Talents

The hedgemage gains an additional talent.

Default: Pick the Fast Divinations divination talent

5th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+3 +1 +1 +4 +3 +0 (5 total) 12

6th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+4 +2 +2 +5 +4 +1 (6 total) 15

Feats

The hedgemage gains no extra feats on sixth level.

Default: Pick Counterspell as your level 6 feat.

Secret

The hedgemage chooses an additional Hedgemage Secret.

Default: Pick the Spiritualist secret.

Talents

The hedgemage gains an additional talent.

Default: Pick the Energy Wall destruction talent


COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Advanced Player’s Guide Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen RadneyMacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

In the Company of Dragons © 2014, Rite Publishing; Authors: Steven D. Russell

Racial Guide 4: Nontraditional Races © 2015, Little Red Goblin Games, LLC; Authors: Eidam (Ouphes ), Wojciech Gruchała (Oc’cli), Kayley Flanegin (Melodious), Ian Sisson, Christos Gurd, Scott Gladstein, Dayton Johnson, and Caleb Aylsworth