Weapon and Armor Proficiency
A hedgewitch is proficient with all simple weapons and light armor.
Hedgewitches can fill virtually any role, depending on their selection of spheres and paths.
The hedgewitch is a student dabbling in whatever arts interest them the most. Versatile and independent, they often have more tricks up their sleeves than opponents expect, and there’s few problems they cannot help resolve.
Level-by-level Base Attack Bonus, Saving Throws, Special Abilities, and Talents
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Caster Level | Magic Talents |
|---|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Casting, path benefit, path power, paths, spell pool | +0 (1) | 0 (+2) |
| 2 | +1 | +0 | +0 | +3 | Path secrets, secret | +1 | 1 |
| 3 | +2 | +1 | +1 | +3 | +2 | 2 | |
| 4 | +3 | +1 | +1 | +4 | Secret | +3 | 3 |
| 5 | +3 | +1 | +1 | +4 | +3 | 3 | |
| 6 | +4 | +2 | +2 | +5 | Secret | +4 | 4 |
| 7 | +5 | +2 | +2 | +5 | +5 | 5 | |
| 8 | +6/+1 | +2 | +2 | +6 | Secret | +6 | 6 |
| 9 | +6/+1 | +3 | +3 | +6 | +6 | 6 | |
| 10 | +7/+2 | +3 | +3 | +7 | Grand secrets, secret | +7 | 7 |
| 11 | +8/+3 | +3 | +3 | +7 | +8 | 8 | |
| 12 | +9/+4 | +4 | +4 | +8 | Secret | +9 | 9 |
| 13 | +9/+4 | +4 | +4 | +8 | +9 | 9 | |
| 14 | +10/+5 | +4 | +4 | +9 | Secret | +10 | 10 |
| 15 | +11/+6/+1 | +5 | +5 | +9 | +11 | 11 | |
| 16 | +12/+7/+2 | +5 | +5 | +10 | Secret | +12 | 12 |
| 17 | +12/+7/+2 | +5 | +5 | +10 | +12 | 12 | |
| 18 | +13/+8/+3 | +6 | +6 | +11 | Secret | +13 | 13 |
| 19 | +14/+9/+4 | +6 | +6 | +11 | +14 | 14 | |
| 20 | +15/+10/+5 | +6 | +6 | +12 | Path mastery, secret | +15 | 15 |
Primary proficiencies, spell pool, casting mechanics, and baseline powers
A hedgewitch is proficient with all simple weapons and light armor.
A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid- Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
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 her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
A hedgewitch gains 3/4ths of a magic talent per level, according to Table: The Hedgewitch.
The hedgewitch draws power from her paths, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two paths at 1st level, gaining their class skills, path benefits, path powers, and their path masteries at 20th level. In addition, each path grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.
At 2nd level and every 2 levels thereafter, a hedgewitch learns a secret, gaining further insights into the unseen world. Unless noted otherwise, secrets may only be taken once.
The hedgewitch chooses this secret from the list below, or from the path secret list associated with her path:
Beginning at 10th level, a hedgewitch may select one of the following grand secrets in place of a secret, or any grand secret from the list associated with her path:
10 options available
The hedgewitch gains the path benefit (but not the path power) of a path she does not possess. She counts as possessing that path when qualifying for secrets. This secret can be gained multiple times. Each time it is taken, she selects another hedgewitch path.
The hedgewitch gains a Champion feat of her choice as a bonus feat (see Champion Feats). She must meet the prerequisites of the feat. This secret can be gained multiple times.
You gain a bonus combat talent. This secret may be taken more than once, granting an additional talent each time.
The hedgewitch gains a familiar as the wizard class feature, using her hedgewitch level as her wizard level for this purpose. This stacks with all class levels from different classes granting a familiar for the purpose of determining the benefits.
The hedgewitch may bind one masterwork item to herself as a fetish. She may enchant this item as if she possessed the prerequisite item creation feat, provided she meets that item creation feat’s other prerequisites, such as minimum caster level. She may change her fetish at any time by spending 8 hours binding a new one, but doing so causes her previous fetish to lose all of its magic, becoming an ordinary masterwork item again.
The hedgewitch gains one item creation feat, one metamagic feat, or any other feat of her choice that has the casting class feature or a magic sphere as a prerequisite, provided she meets the prerequisites. She may gain this secret multiple times. Each time it is taken, she gains another feat.
The hedgewitch can create a poppet that possesses a sympathetic link to a creature, allowing her to affect them with her magic regardless of distance. To create a poppet, she must personally collect a specimen directly from the creature’s body, such as a hair, a nail cutting, or drop of blood. Within 24 hours of collection, she must create a small poppet that incorporates the entire specimen, a process that takes 1 full minute and requires common materials of negligible cost (such as a handful of straw, mud, or wood). The poppet lasts indefinitely once created. When she uses a magic sphere ability, she may target the poppet to affect the creature it was made from, allowing her to affect them regardless of distance or line of sight, though they must be on the same plane. The sympathetic link makes the creature immediately aware of the incoming effect and allows them to defend against it without being surprised, even if asleep, though they are not made aware of the magic’s precise nature or source. After conveying magic 1 + 1 time per 10 hedgewitch levels, the poppet crumbles and becomes useless. She may only possess a number of poppets equal to her casting ability modifier at one time, and only one poppet at a time for any given creature. If she collects a sample for a new poppet that would put her over these limits, an older poppet crumbles (either the already existing poppet for the creature targeted if she has one, or one of her choice if she does not).
The hedgewitch gains Advanced Tactics, Extra Skill Leverage, or Improved Planning as a bonus feat. This secret may be taken multiple times, each time selecting another feat.
The hedgewitch gains a bonus skill talent. This secret may be taken more than once, granting an additional talent each time.
The hedgewitch gains the tempest-tost path power. She only gains the ability her state would grant at 1st level, not the additional abilities it would grant at 5th and 13th level. If she already possesses the tempest-tost path power, she cannot gain this secret.
3 options available
The hedgewitch selects one type of magic item (potions, wondrous items, and so on). She creates items of this type 25% faster than normal and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. She may select this secret multiple times; its effects do not stack. Each time she selects this secret, it applies to another type of magic item.
The hedgewitch can magically adjust her personal space in slight ways, allowing her to wear one additional magic item without it interfering with the other ones. She gains an untyped item slot that can hold any item of any slot, such as a second headband, a second pair of gloves, or third ring. This extra magic item can be stolen, sundered, or removed just like any other item.
The hedgewitch chooses one metamagic feat she possesses. Using this metamagic feat costs 1 fewer spell point to use, to a minimum of 1. She may select this secret multiple times. The effects do not stack. Each time it is selected, she chooses another metamagic feat.
21 options available
The academian understands the theory behind magic, letting her accomplish feats akin to those of the greatest of wizards.
Class Skills: Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int).
Path Benefit: Treat the academian’s class level as her caster level when meeting the prerequisites of and when 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.
Path Power: The academian gains 1 extra spell point for every 2 hedgewitch levels possessed. Additionally, the academian gains 1 bonus hedgewitch secret at 1st level.
Path Secrets: A hedgewitch with the academia path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the academia path adds the following grand secrets to those she may select:
Path Mastery: The academian gains a +2 bonus to one mental ability score of her choice.
The astrologer draws power and inspiration from the stars and heavens, channeling their light and interpreting their movements.
Class Skills: Knowledge (geography) (Int), Knowledge (planes) (Int), Perception (Wis).
Path Benefit: The astrologer gains the Light sphere as a bonus magic talent.
Path Power: The astrologer gains the ability to channel the power of celestial objects, projecting different celestial auras to aid her allies. She may only project a single celestial aura at a time. Projecting a celestial aura is a swift action, and its effects last until she dismisses it as a free action or she activates another aura. The effects of her auras apply to all allies (including herself) who are currently within 30 feet. In addition to any other benefits, all auras increase the light level within the area by one step to a maximum of normal light. This ability functions only while she is conscious, not if she is unconscious or dead. She gains two auras of her choice from the following list:
Path Secrets: A hedgewitch with the astrology path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the astrology path adds the following grand secrets to those she may select:
Path Mastery: Increase her effective hedgewitch level by 5 when determining the strength of her celestial auras. In addition, she can project and change her aura once per turn as a free action instead of a swift action.
The black magician has delved into magic theories and practices some believe are better left untouched.
Class Skills: Disguise (Cha), Intimidate (Cha), Knowledge (planes).
Path Benefit: The black magician chooses an oracle curse. She gains this curse and its associated benefits, using her hedgewitch level as her effective oracle level. If she already possesses an oracle’s curse (or gains one later), this instead allows her hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.
If your curse provides you with spells known (for example, Haunted), you instead gain a bonus spell point at the levels you would normally gain those spells.
Path Power: As a standard action, the black magician may curse a target within 30 feet. She may bestow a number of curses in a day equal to 3 + 1/2 her hedgewitch level. Targets may attempt a Will save (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) to negate the curse. As a curse, only effects such as the Break Enchantment talent or spells like remove curse can remove a curse before its duration ends, and treat the black magician’s class level as her caster level for the purpose of removing one of her curses. The black magician may always dismiss her own curses as a free action.
At 1st level, she may give a target a -2 penalty to attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to her casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.
At 5th level, she may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to her casting ability modifier.
At 9th level, she may give a target 6 points of ability drain to one ability score of her choice. This does not stack with itself.
At 13th level, she can permanently blind or deafen the target.
At 17th level, she can permanently confuse the target.
Path Secrets: A hedgewitch with the black magic path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the black magic path adds the following grand secrets to those she may select:
Path Mastery: The black magician gains a witch’s grand hex, treating her hedgewitch levels as witch levels and her casting ability modifier as her Intelligence modifier when determining the effects.
The charlatan learned to use showmanship to enhance her magic and magic to enhance her showmanship, until few can tell where one ends and the other begins.
Class Skills: Disable Device (Dex), Disguise (Cha), Sleight of Hand (Dex).
Path Benefit: The charlatan gains versatile performance, as the bard ability. She chooses one type of Perform skill. She can use her bonus in that skill in place of her bonus in its associated skills. When substituting in this way, she may use her total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not she has ranks in that skill or if it is a class skill.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Path Power: The charlatan gains a guile pool, containing a number of guile points equal to 3 + 1/2 her hedgewitch level. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If she gains a guile pool from another source, these levels combine when determining the number of guile points possessed, although she may add either 3 or that class’s listed ability score modifier to the guile pool, not both.
The charlatan may spend a guile point as part of any skill check to grant herself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
When successfully making an attack against a creature within 30 feet that is flat-footed or denied its Dexterity bonus to AC, she may spend a guile point to deal sneak attack damage to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This stacks with any rogue levels she possesses, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents.
Path Secrets: A hedgewitch with the charlatanism path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the charlatanism path adds the following grand secrets to those she may select:
Path Mastery: When spending a guile point as part of a skill check, she adds +6 to that check instead of +4. When spending a guile point to deal sneak attack, she rolls d8s instead of d6s.
The combatant has studied martial disciplines and knows how to implement magic on a battlefield.
Class Skills: Climb (Str), Intimidate (Cha), Swim (Str).
Path Benefit: The combatant gains proficiency with medium armor, shields (but not tower shields), and 1 martial weapon of her choice. If using Spheres of Might, she instead qualifies to take a martial tradition. If she already possesses a martial tradition, she instead gains one Equipment talent of her choice. She may count half of her hedgewitch levels as fighter levels when meeting combat feat prerequisites.
Path Power: The combatant gains an arcane pool as the magus class feature, with a number of arcane points equal to 3 + 1/2 her hedgewitch level. If she gains an arcane pool from another source, she combines those levels with her hedgewitch levels when determining the number of arcane points it contains.
At 1st level, she may expend 1 point from her arcane pool as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon special abilities: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these special abilities consumes an amount of bonus equal to the special ability’s base price modifier. These special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time she uses this ability. These bonuses do not function if the weapon is wielded by anyone other than her.
She may not have more than one weapon enhanced in this manner at a time. If she uses this ability again, the first use immediately ends.
Path Secrets: A hedgewitch with the combat path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the combat path adds the following grand secrets to those she may select:
Path Mastery: The combatant gains a +2 bonus to one physical ability score of her choice.
Whether as a member of a mystery religion, a follower of totemic spirits, or a researcher into ancient gods, the devotee’s power comes through study and devotion to powers unseen.
Class Skills: Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int).
Path Benefit: The devotee selects an alignment from the following list: chaos, evil, good, or law. This must be an alignment she possesses (if she is neutral, she may choose any of the above alignments for this purpose). She gains an aura of her chosen alignment as a cleric of equal level. In addition, she may detect her opposite alignment (good and evil oppose one another, just as law and chaos oppose one another) as if using the Divine Alignment divine ability. To use this ability, she must spend a move action and focus on a single item or creature within 60 feet. She does not detect alignment in any other object or creature when using this ability in this way.
Path Power: If the devotee is of good alignment (or neutral and chooses to channel positive energy) she may touch a creature as a standard action (or herself as a swift action) and heal that target 1d6 hit points per 2 hedgewitch levels (minimum 1d6). She may use this ability a total number of times per day equal to 3 + 1/2 hedgewitch level. She may use this ability to harm undead, which is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. If she is evil (or neutral and chooses to channel negative energy), this ability instead harms living creatures and heals undead. This counts as negative energy.
This ability counts as possessing the lay on hands or touch of corruption class features (depending on whether she channels positive or negative energy) for the purpose of qualifying for and using feats that modify these abilities.
She may also expend two uses of this ability to channel energy, as the cleric class feature. As a standard action, she releases a wave of energy through her holy (or unholy) symbol, affecting all creatures of one type (living or undead, her choice) within 30 feet, healing or harming them just as if she had touched them, except creatures that take damage from channeled energy may attempt a Will saving throw (DC 10 + 1/2 of her hedgewitch level + her casting ability modifier) to halve the damage. She may choose whether or not to include herself in this effect. This requires a holy (or unholy) symbol to use, and counts as possessing the channel energy class feature when qualifying for and using feats.
Path Secrets: A hedgewitch with the covenant path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the covenant path adds the following grand secrets to those she may select:
Path Mastery: She uses d8s instead of d6s when using her path power to heal, harm, or channel energy.
Dreams are as comfortable to the dreamwalker as the physical world, and by using her magic she can twist them to her will.
Class Skills: Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis).
Path Benefit: The dreamwalker gains the Dreamspace feat as a bonus feat, even if she does not meet the prerequisites.
Path Power: While sleeping the dreamwalker can spend a spell point to merge her dreamspace with the dreams of another. The target must be asleep, and she must have some connection to them (such as a target she has met firsthand, have a lock of hair from, or that she has the name and likeness of) but may otherwise be anywhere, even another plane. They enter her dreamspace the same way she does, though they have no control over light, temperature, or other details. If they are unwilling they receive a Will save (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) to avoid the connection, and if they fail they may reattempt it every minute to break away from her dreamspace. She may disconnect her dreamspace from their dream as a full-round action, sending the target back to their previous dreams. They also return to their previous dreams if she wakes up or otherwise exit her dreamspace.
If the target is within touch range of her physical body, she does not need to spend a spell point to merge her dreamspace with their dreams. If the target is not asleep, cannot dream, or otherwise cannot be reached (such as by being in a dead magic zone) she may wait until they fall asleep, or at any point before merging with their dreamspace she may stop the attempt (which does not result in spending a spell point). She may only merge with one target’s dreams at a time, plus an additional number of targets equal to 1/2 of her hedgewitch levels. She must still pay the spell point cost for each one separately. She does not need to connect to each target at the same time, but may connect and disconnect her dreamspace with each target’s dreams separately.
Spell points spent on this power are taken from the dreamwalker’s pool before they refresh, if spent during an 8 hour rest.
At 5th level she can merge her dreamspace with a target that is awake, causing them to immediately fall asleep when they enter her dreamspace. An unwilling target does not fall asleep if they succeed on their Will save, and even if they fail their save they may attempt a new save every round instead of every minute, waking up immediately after disconnecting from the dreamspace. Once they have succeeded on this save, they automatically succeed on further saves to put them to sleep this way for 24 hours. Slapping or wounding a sleeping target awakens them, but noise does not. Awakening a target is a standard action (an application of the aid another action).
At 13th level she may spend an additional spell point to create a mass dreamspace, connecting her dreamspace to a distinct group of people all at one time. This group must share some clear connection, such as all being members of an organization or family or living in the same locale (such as a settlement or small region, but not something larger like a country). She must also have a connection to this group (such as being a member of the organization, having a picture and surname of a family, or possessing soil from a location). When connecting to groups the maximum number of people she can connect to increases to her hedgewitch level multiplied by her casting modifier.
She may connect to multiple groups in the same dream (connecting to each separately), but all groups count against the same limit. If a given group is larger than this limit, the targets most known to her or most relevant to the group are affected first (such as heads of a family, the leaders of an organization or government, and the closest to the center of a locale).
Path Secrets: A hedgewitch with the dreamwalker path adds the following secrets to those she can select:
Path Grand Secrets: A hedgewitch with the dreamwalker path adds the following grand secrets to those she can select:
Path Mastery: Merging the dreamwalker’s dreamspace with a target’s dreams no longer costs a spell point.
The exorcist battles monsters on behalf of those who cannot do so themselves.
Class Skills: Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int).
Path Benefit: The exorcist receives a competence bonus to her Knowledge skills equal to half her class level when attempting skill checks to identify the abilities and weaknesses of creatures.
Path Power: The exorcist has knowledge of 13 sanctions - symbols and signs that can repel, harm or even control different kinds of creatures. The exorcist can create a sanction as a standard action, and maintain it as a free action. The sanction appears as one or more glowing symbols moving in the air around the exorcist, often accompanied by loud sounds and changes in air pressure.
Using or maintaining a sanction requires the exorcist to have a free hand and for her to be able to speak. The exorcist can use her sanctions for a number of rounds per day equal to her casting ability modifier + 4 at 1st level, plus an additional 2 rounds for every class level thereafter. The sanction does not need to be perceived to be effective, but does require line of effect.
Each sanction affects creatures of one specific type within 30 feet, increasing by 5 feet every 4 levels after the 1st to a maximum of 50 feet at 17th level. The first time a creature is affected by a sanction - either by moving into range of the sanction or by beginning their turn within range - must attempt a Will saving throw against a DC equal to 10 + 1/2 her hedgewitch level + her casting ability modifier or any movement towards the exorcist requires twice as much movement (as if moving through difficult terrain), in addition to suffering from other effects determined by the sanction used. If a creature leaves the area of the sanction and then re-enters the area, or the exorcists stops the sanction and restarts it, they attempt a new saving throw. The sanction is a supernatural ability. The exorcist may not use a sanction which would affect herself. Whenever the exorcist makes a successful attack with an ability that requires an attack roll against a creature affected by her sanction, she may attempt to push them out of the sanctioned area as a free action. Treat this as a bull rush attempt that does not provoke an attack of opportunity, using her hedgewitch level + her casting ability modifier as her CMB.
At 1st level, the exorcist may only have one sanction active at a time, but for every 4 levels beyond the first, she may have an additional sanction active, for a total of 5 sanctions at 17th level. A creature with multiple creature types can be affected by multiple sanctions simultaneously and attempts separate saving throws for each sanction.
Each active sanction requires a standard action to create, and each uses up a round of the exorcist’s abilities to remain active.
Each sanction also has an additional effect dependent on the sanction. Effects last as long as the creature is affected by the sanction.
Path Secrets: A hedgewitch with the exorcism path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the exorcism path adds the following grand secrets to those she may select:
Path Mastery: While the exorcist’s sanction is active, any attack or ability that includes her as a target has a 50% chance of failing to affect her if it originates from a type of creature she is currently sanctioning, even if that creature is not currently affected by her sanction.
The font of inspiration uses magic to enhance their cunning and uncover the secrets of this world.
Class Skills: Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int).
Path Benefit: A font of inspiration gains the Divination sphere as a bonus sphere.
Path Power: A font of inspiration gains an inspiration pool, as the investigator class ability, except that the size of the pool is 3 + 1/2 her hedgewitch level. A font of inspiration uses her hedgewitch level as her investigator level to determine the effects of this ability. The font of inspiration can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided they are trained in the skill. If the font of inspiration has levels in another class granting an inspiration pool, add those levels together to determine the effective investigator level for the effects of the ability.
At 5th level the font of inspiration gains studied combat, allowing the hedgewitch to spend one use of inspiration as a move action to study a single enemy that they can see. Upon doing so, she adds 1/2 her hedgewitch level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to her casting ability modifier (minimum 1). The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
A hedgewitch can only have one target of studied combat at a time. This ability stacks with the class feature of the same name, when determining the insight bonus to attack and damage rolls, although the duration is always based on its casting ability modifier.
Path Secrets: A hedgewitch with the font of inspiration path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the font of inspiration may also select from the following for grand secrets.
Path Mastery: The font of inspiration gains a +2 bonus to her casting ability score.
Source: Expanded Spheres: Cardcaster's Gamble
The fortuneteller reads the strands of fates and understands how to twist them to their advantage in a variety of scenarios.
Class Skills: Knowledge (geography) (Int), Knowledge (religion) (Int), Perception (Wis)
Path Benefit: The fortuneteller gains the Fate sphere as a bonus magic talent.
Path Power: Whenever the fortuneteller rests to regain spell points, she may roll a number of d20s equal to 3 + 1/2 her hedgewitch level and save the results as fortune dice. Whenever the fortuneteller would roll a d20, she may instead choose to use a fortune die she rolled at the beginning of the day. She can only use each of these fortune dice once and any unused rolls are lost when the fortuneteller rests to regain spell points.
At 5th level, the fortuneteller may choose to use one of her fortune dice in place of the d20 roll of a creature within close range of her as an immediate action. An unwilling creature is allowed a Will save (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) to negate this effect. You cannot use fortune dice to replace rolls made to counteract another fortune die, and fortune dice are expended even when the target succeeds at their saving throw.
At 9th level, the fortuneteller may choose to substitute a fortune die for the result of a d20 which has just been rolled as an immediate action. Unwilling creatures are allowed a Will save as normal to negate the effect.
At 13th level, the fortuneteller may spend a spell point as part of applying a fortune die to gain a +2 luck bonus on the roll or impose a -2 penalty on the roll.
At 17th level, the fortuneteller gains 4 additional fortune dice at the start of the day which she may choose to use in addition to those she rolls. Two of these fortune dice are 20s and two of these rolls are 1s.
Path Secrets: A hedgewitch with the fortune path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the fortuneteller path adds the following grand secrets to those she may select:
Path Mastery: When selecting a fortune die with a roll result equal to or lower than her casting ability modifier to use on herself, the fortuneteller doesn’t expend that fortune die. In addition, any critical threats made against the hedgewitch only confirm if the second roll results in a natural 20 on the die.
The green magician’s magic comes from communion with nature.
Class Skills: Knowledge (nature) (Int), Ride (Dex), Survival (Wis).
Path Benefit: The green magician gains the wild empathy and woodland stride druid class features.
Path Power: The green magician gains an animal companion, treating her hedgewitch levels as druid levels for this purpose. Her animal companion has a starting Intelligence of 6, unless it would otherwise be higher. This means that the animal companion can take any feat it is physically capable of taking, and the green magician does not need to use Handle Animal checks to communicate with or give orders to her animal companion.
Path Secrets: A hedgewitch with the green magic path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the green magic path adds the following grand secrets to those she may select:
Path Mastery: The green magician’s animal companion gains spell resistance equal to her hedgewitch level + 11. As a full-round action, she may summon her companion to her side from anywhere, even across planes. Treat her hedgewitch level as her caster level for the purpose of this ability.
The herbalist studies the magical nature of plant life, using herbs to harm and heal.
Class Skills: Knowledge (geography) (Int), Knowledge (nature) (Int), Survival (Wis).
Path Benefit: The herbalist gains the Distill Compound feat as a bonus feat at 1st level and treats her hedgewitch level as her caster level when creating potions; this stacks normally with caster levels gained from other sources. She also never suffers a chance to poison herself when applying poison to a weapon. This counts as possessing the poison use class feature.
Path Power: The herbalist’s magical understanding of herbs is great enough that she may combine common herbs together and, mixing them with a little of her own magic, create a concoction. She may create concoctions a total number of times each day equal to 3 + 1/2 her 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 her hedgewitch level + her casting ability modifier to negate the effect. The herbalist gains the following concoctions:
Empowering Concoction
The target gains a +2 alchemical bonus to one ability score of her 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, Reflex, or Will), chosen at the time of brewing, for 1 minute.
At 5th level, the target gains a +3 bonus to one saving throw.
At 9th level, the benefit to their saving throw lasts 10 minutes.
At 13th level, this benefit lasts 1 hour.
At 17th level, the bonus applies to all saving throws.
Healing Concoction
The target is healed 1d6 hit points per 2 hedgewitch levels the herbalist possesses (minimum 1d6).
Herbalist’s Poison
The herbalist may create an injury poison (Fortitude DC 10 + 1/2 her hedgewitch level + her casting ability modifier, frequency 1/round for 6 rounds, 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 she may make the poison ingested instead of injury.
At 9th level, she may make her herbalist poison inhaled or contact. In addition, she may change the effect to making the target confused for 1 round per level.
At 13th level, her poison deals 1d6 ability damage.
At 17th level, she may change the effect of her poison to making the target sleep for 1 hour. This sleep is especially heavy and is similar to the Sleep powerful charm from the Mind sphere.
Path Secrets: A hedgewitch with the herbology path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the herbology path adds the following grand secrets to those she may select:
Path Mastery: At 20th level, the herbalist’s healing concoction always heals maximum hit points and her herbalist’s poison deals maximum damage.
Lamenters glorify the passing of the dead, often holding strong feelings for those who have passed, or will soon pass. They have close relationships with banshees, gaining many of their powers in a unique form.
Class Skills: Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis).
Path Benefit
Through her grief over the fallen, the lamenter has been bestowed an unnatural power through her voice. The lamenter gains the Banshee’s Sotto Voce feat, even if she would not meet the prerequisites. If she already possesses the Banshee’s Sotto Voce feat, she may immediately retrain that feat at no additional cost in money or time, selecting a new, valid feat or other choice for that feat (such as retraining a feat gained with level advancement to another valid feat). She may treat any of her lamentation path powers as sphere effects with the death descriptor for the purposes of the feat. When broadcasting her voice with this feat, the lamenter’s voice can be heard clearly through solid obstacles such as walls, objects and other non magical effects that would block line of effect.
In addition to this, the lamenter gains a +2 bonus to saving throws against all sonic effects, language-dependent effects, and effects that would silence the lamenter. These bonuses increase by 1 at 5th level and every 5 levels thereafter. At 5th level, the lamenter also gains sonic resistance 5, which increases by 5 at 10th level and every 5 levels thereafter.
Path Power
Wail (Su): As a standard action, the lamenter can wail in a 15-foot cone, dealing damage to every creature within the cone. This deals 1d6 sonic damage + 1d6 damage at 5th level and every 5 hedgewitch levels thereafter. At 6th level, the lamenter may shape her wail into a 30-foot cone, increasing by 15 feet for every 6 levels thereafter. She may shape her wail smaller than her maximum size, but the wail must be measured in 15 feet increments. A lamenter may not wail if she is silenced by an effect that would silence her voice. All wails are sonic effects, and are still blocked by walls and other obstacles (unlike the lamenter’s broadcasted voice).
Miseries: Miseries are additional effects which the lamenter may apply to her wails a number of times per day equal to 3 + 1/2 her hedgewitch level. Unless otherwise stated, the lamenter may only apply a single misery to each wail. Miseries that require a saving throw have a DC of 10 + 1/2 the hedgewitch’s level + her casting ability modifier.
As the lamenter gains levels, she gains access to new forms of miseries. All lamenters know the following miseries.
Path Secrets
Path Grand Secrets
Path Mastery: The lamenter’s agony manifests within her body, causing her screams to spread her pain, and her form to lose its composure. The lamenter gains a 60-foot fly speed (perfect maneuverability) and, similar to being incorporeal, is immune to all nonmagical attack forms. Even when she is struck by a magical weapon or spell, she only suffers half damage from corporeal sources, although spells that do not deal damage still function on her normally, even if from a corporeal source. Spells that deal force damage and weapons with the ghost touch special ability deal damage to the lamenter normally. Any effect that would otherwise ignore or reduce an incorporeal creature’s ability to reduce damage by 50% functions normally on the lamenter.
Magonians ride the winds and clouds, using their magic to empower airships and other flying contraptions.
Class Skills: Knowledge (geography) (Int), Knowledge (nature) (Int), Survival (Wis).
Path Benefit: The magonian treats all weather effects as being one level less severe for herself and for her attuned vehicles. She may choose to ignore the benefit as a non-action whenever it is advantageous, such as when traveling the same direction as the wind and wanting to take full advantage of the increased speed.
Path Power: The magonian is attuned to the magic of the sky and clouds, and knows how to converse with the soul of a ship to gain its favor. She gains a pool of attunement points equal to 3 + 1/2 her hedgewitch level. These points refresh once per day after roughly 8 hours of rest.
The magonian may spend 24 hours aboard an air vehicle to attune herself to that vessel. She may only attune one vessel at a time, plus an additional vehicle for every 4 additional hedgewitch levels she possesses (two at level 5, three at level 9, four at level 13, and five at level 17). If she wishes to attune herself to a vehicle when already at her limit, she must choose a previous attunement to lose in its place. A vehicle can only be attuned to one magonian at a time. In addition to the previously-mentioned powers, she gains several special effects she may spend attunement points to accomplish that relate specifically to an attuned vehicle. Some of these effects are investments; an investment lasts until she rests to regain attunement points, at which time she may choose to continue the effect by not recovering the attunement points spent to create the effect. She must be touching an attuned vehicle to spend an attunement point on that vehicle.
As an investment, she gains blindsense in a 30-foot radius around her attuned vehicle. This cannot detect anything inside the airship nor attached to the airship, but can reveal the presence of things around the airship such as trees, mountains, or other airships. This blindsense increases by 30 feet for each additional attunement point so spent, and she may spend as many points as she desires with the same standard action.
She may spend a point to attempt a piloting check for an attuned vehicle even when she is not at its controls. She may spend a point to heal a location on her attuned vehicle for an amount of hit points equal to 5x her class level. She must be touching the location to be healed. As an investment, she may spend 2 points to grant an attuned vehicle one hardpoint of enchantment engine. She may invest multiple points with the same standard action, but no more than two per hardpoint of the attuned vehicle.
She may invest a point into an engine (including sails) or siege engine aboard her attuned vehicle. Every point so invested counts as 2 crew members for meeting the prerequisite number to fully operate the engine or siege engine. She may invest multiple points with the same standard action, but no more than one per required crew of the engine or siege engine
Additionally, as a standard action, the magonian may spend one or more attunement points to accomplish one of the following actions.
She may create a cloud that fills a 20-foot radius area centered on her. All vision (including darkvision) is obscured in this cloud; targets within 5 feet of a creature gain concealment (a 20% miss chance), while targets more than 5 feet away gain total concealment (a 50% miss chance). She cannot create clouds underwater, and a moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. This cloud lasts for 1 round per level.
At 5th level, she may center this cloud anywhere within close range.
At 9th level, she can choose to make her clouds solid. Creatures moving through a solid cloud move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into a solid cloud is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6.
A creature cannot take a 5-foot step while in a solid cloud. Solid clouds, and effects that work like solid clouds, do not stack with each other in terms of slowed movement and attack penalties. Unlike normal clouds, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
At 13th level, she may choose to make her clouds electric. Electric clouds deal 2d6 electricity damage per round to each creature and object inside it. A cloud can be both solid and electric if she so chooses.
At 17th level, she can choose to make her clouds noxious. Creatures inside a noxious cloud must succeed at a Fortitude save (DC 10 + 1/2 her hedgewitch levels + her casting ability modifier) each round or be nauseated for that round. This is a poison effect. A cloud can be solid, electric, and noxious if she so chooses.
Path Secrets: A hedgewitch with the magonian path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the magonian path adds the following grand secrets to those she may select:
Path Mastery: At 20th level she may activate any usage of her magonian path power as a swift action instead of a standard action. If she possesses Permanent Control, she may command her attuned vessels as a free action once per round instead of a swift action.
The spiritualist’s allies are not from the mortal world, and whisper secrets in her ear.
Class Skills: Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int).
Path Benefit: The spiritualist may attempt Knowledge checks untrained. Whenever she attempts a Knowledge check, roll twice and take the higher result.
Path Power: The spiritualist may channel spirit allies into herself, temporarily gaining their knowledge and power. As a standard action, she may grant herself the benefit of any one magic talent she does not possess. This effect lasts for 1 minute per hedgewitch level. The spiritualist must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). She may use this ability a number of times per day equal to 3 + 1/2 her hedgewitch level (minimum 1).
Multiple uses of this ability do not stack. If she uses this ability again before the previous duration has expired, it replaces the previous use.
At 5th level, she may use this ability to gain the benefits of two magic talents at the same time. She may select one magic talent as a move action or two magic talents as a standard action. She may use one of these magic talents to meet a prerequisite of the second magic talent; doing so means that she cannot replace a magic talent currently fulfilling another’s prerequisite without also replacing those talents that require it. Each individual magic talent selected counts toward her daily uses of this ability.
At 9th level, she may gain the benefits of two magic talents as a move action or one magic talent as a swift action.
At 13th level, she may use this ability to gain the benefits of three magic talents at the same time. She may select one magic talent as a free action, two magic talents as a swift action, or three magic talents as a move action. She may use some magic talents to meet the prerequisite of others. Each individual magic talent selected counts toward a daily uses of this ability.
At 17th level, she may gain the benefit of one magic talent as an immediate action or up to three magic talents as a swift action. Each individual magic talent selected counts toward her daily uses of this ability.
Path Secrets: A hedgewitch with the spiritualism path adds the following secrets to those she may select:
Path Mastery: The spiritualist may channel spirit allies to gain the benefit of any number of magic talents as a swift action. Each magic talent selected counts toward her daily uses of this ability.
Source: Arcforge Players Compendium
Technomancers supplement unusual technologies with magic and ritual, restoring function and pattern where mechanical knowledge is sparse.
Class Skills: Disable Device (Dex), Disguise (Cha), Knowledge (engineering) (Int)
Path Benefit: The technomancer gains either the Technomancy Sphere or the Tinker sphere as a bonus talent.
Path Power: The technomancer can channel either positive or negative energy (chosen when she uses this ability) a number of times per day equal to 3 + her casting ability modifier. When a technomancer channels energy to heal or harm living creatures, she instead heals or harms constructs with the clockwork or robot subtypes. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. The technomancer can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this channeled energy is equal to 10 + 1/2 the technomancer’s level + the technomancer’s casting ability modifier.
Path Secrets: A hedgewitch with the technomancy path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the technomancy path adds the following grand secrets to those she may select:
Path Mastery: As a full-round action, the technomancer may activate a piece of technological equipment which could normally be activated as a standard action, and use a magic sphere effect which could be used as a standard action or shorter as part of the same action.
The tempest-tost’s power comes from harnessing the storm, both the one within and without.
Class Skills: Knowledge (nature) (Int), Perception (Wis), Survival (Wis).
Path Benefit: The tempest-tost gains the Weather sphere as a bonus magic talent.
Path Power: The tempest-tost’s mood and power is volatile, changing like the weather she draws power from. She is in one of 3 states at any given time. She has no control over what state she is in: when she wakes up after an 8 hour rest, she chooses her state at random (such as by rolling 1d3), and whenever she is hit with an attack that is a natural 20, fails a saving throw, or regains consciousness, her state randomly (such as by rolling 1d2 or flipping a coin) changes to one of the other two states.
At 9th level, when she would change or select her state, she may roll twice and pick whichever option she prefers.
At 19th level, whenever she would change states, she may spend a spell point as a free action (even if it is not her turn) to either remain in the state she is in or to choose which of the other two states she changes to. She must decide whether to use this ability before she rolls to see which new state she would enter.
Each state gives different abilities and shades her moods. They do not restrict her from acting contrary to the propensities they give her, nor do they fundamentally alter her personality.
Nebulous
In the nebulous state, the tempest-tost is cagey, wary, and averse to sharing secrets. Whenever she uses control weather to create or alter Precipitation or uses a (precipitation) shroud, she treats her class level as her caster level. This stacks normally with caster levels gained from other sources.
At 5th level she also gains the ability to see through mist, fog, and other precipitation, as well as smoke and other vapors, whether natural or magical, as if they did not exist. (She can still perceive them; they just do not hamper her vision.) She also gains a +2 bonus to Bluff checks. This increases by +1 at 6th level and every 3 levels thereafter.
At 13th level she is constantly surrounded by a small fog bank. This provides her with concealment, and she always treats herself as being in precipitation level 3 for the purpose of mantles and other benefits, but not for determining the effects of shrouds or other harmful effects. She may suppress this fog as a free action, losing all of its benefits, but unless she suppresses it again the fog reappears at the beginning of her next turn (even if she is unconscious or otherwise unable to take a free action).
Tempestuous
In the tempestuous state, the tempest-tost is rash, brash, and quick to anger. Whenever she uses control weather to create or alter wind or to use a wind shroud, she treats her class level as her caster level. This stacks normally with caster levels gained from other sources.
At 5th level she never has Perception check DCs increased due to background noise and can attempt hearing- based Perception checks even when they would normally be impossible, such as during a hurricane or tornado. She also gains a +2 bonus to Intimidate checks. This increases by +1 at 6th level and every 3 levels thereafter.
At 13th level she is constantly surrounded by whirling winds. She can extend these winds to move objects as though using the Telekinesis sphere base ability, but not any of the special uses such as Sustained Force or Bludgeon. Her caster level for this ability is equal to her Weather caster level. If she has the Telekinesis sphere, she instead treats her class level as her caster level for the purpose of determining what size object she can lift and any bonuses to her Weather sphere caster level apply for this purpose. This stacks normally with caster levels gained from other sources.
These whirling winds also give her a +5 dodge bonus to armor class against ranged attacks and, as an immediate action, she may spend a spell point to catch an object as though using the Quick Reactions Telekinesis talent.
She may also cause any clothes she wears to billow at any time without spending an action.
She may suppress this wind as a free action, losing all of its benefits, but unless she suppresses it again the wind reappears at the beginning of her next turn (even if she is unconscious or otherwise unable to take a free action).
Thunderous
In the thunderous state, the tempest-tost is loud, gregarious, and open. Whenever she uses a sphere ability that would deal electricity or sonic damage, including using the Storm Lord talent to control where lighting strikes, she deals an additional +1/2 damage per hedgewitch level (minimum 1).
At 5th level she may amplify her voice, reducing the DC to hear her by -20 and allowing creatures to attempt Perception checks to hear her in hurricanes or tornadoes at a -10 penalty. She also gains a +2 bonus to Diplomacy checks. This increases by +1 at 6th level and every 3 levels thereafter.
At 13th level her body crackles with electricity and tiny cracks of thunder. She gains immunity to electricity and sonic damage. When a creature makes a weapon attack against her, she may spend an immediate action to cause them to take 1d6 electricity or sonic damage (her choice) per 3 hedgewitch levels.
As part of the same action she may spend a spell point to force them to attempt a Fortitude saving throw (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) or be deafened and blinded for one round.
She may suppress this electric crackling as a free action, losing all of its benefits, but unless she suppresses it again it reappears at the beginning of her next turn (even if she is unconscious or otherwise unable to take a free action).
Path Secrets: A hedgewitch with the tempest-tost path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the tempest-tost path adds the following grand secrets to those she may select:
Path Mastery: Once per day as a free action she may choose to enter all three states at once, gaining all the relevant benefits. This lasts for 10 minutes, after which she randomly chooses a new state as normal.
The temporal traveler is a time traveler, or at least has explored time and space through the manipulation of magic and esoteric devices, hiding among the locals through a combination of future insights and clever misdirection.
Class Skills: Disguise (Cha), Knowledge (history) (Int), Knowledge (planes) (Int).
Path Benefit: The temporal traveler gains the Time sphere as bonus magic talent.
Path Power: At the start of each day the temporal traveler gains an insight pool containing a number of insight points equal to her casting ability modifier (minimum 1). Her insight goes up or down throughout the day, but usually cannot exceed her casting ability modifier, though feats and magic items can affect this maximum. She spends insight points to accomplish deeds, and regains one point of insight whenever she spends two or more spell points on a sphere power or class ability.
For the purposes of feat prerequisites, a character with an insight pool satisfies the prerequisites as if she were a grit user, kismet user, luck user, or panache user. Hedgewitch levels for characters with this path stack with gunslinger levels for the purpose of satisfying signature deed’s level requirement. For feats, magic items, and other effects, an insight user can spend and gain insight points in place of grit points, kismet points, luck points and panache points, and vice versa.
In addition, she gains access to the following deeds:
Path Secrets: A hedgewitch with the temporal traveler path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the temporal traveler path adds the following grand secrets to those she may select:
Path Mastery: The temporal traveler’s insights from different times and places let her see all manner of things from all manner of angles. She can take 20 on any Knowledge check, and may do so without spending any increased time.
You experiment with complex devices.
Class Skills: Disable Device (Dex), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int)
Path Benefit: Trapfinding—you add 1/2 your level on Perception checks to locate traps and on all Disable Device checks (minimum +1). You can use Disable Device to disarm magic traps. This counts as possessing the rogue class feature.
Path Power: You gain the gadgets class feature as the technician. You use your casting ability modifier in place of Intelligence for this ability. Your hedgewitch levels count as and stack with your technician levels for determining your effective technician level for gadgets.
Path Secrets
A hedgewitch with the tinker path adds the following secrets to those she may select:
Path Grand Secrets
Path Mastery: The tinker gains a +2 bonus to one mental ability score of their choice.
Famous for turning troublesome adventurers into toads, transmuters practice a special form of witchcraft wherein they can transform objects, animals, and even people into whatever they desire.
Class Skills: Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nature) (Int).
Path Benefit: The transmuter may treat her class level as her caster level for the purposes of create effects from the Creation sphere.
Path Power: As a standard action the transmuter may touch one object to change it into a different shape and material, as long as the resulting object is one she could target with this ability. She may do this a number of times per day equal to 3 + 1/2 her hedgewitch level. Attended targets may always attempt a Fortitude save (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) to negate the effect. This effect is considered a shapeshift from the Alteration sphere, except it has a permanent duration until removed, and she treats her hedgewitch level as her caster level for the purposes of removing her transformations. She may always restore an object to the state it was in prior to her transformation as a free action.
At 1st level she may only affect Small or smaller, unattended, non-magical objects made of vegetable matter (including wood) or stone.
At 5th level she may affect attended objects, Large or smaller objects, and creatures of the animal type that are Medium or smaller. She may affect any object as if she had Expanded Materials. She may turn objects into animals that are Small or smaller with 1 Hit Dice. When used in this way the targeted object gains Hit Dice as if it were a typical creature of its new type. She may turn living creatures into objects, but the duration is reduced from permanent to 1 round + 1 round for every 4 levels beyond 1st, and creatures are entitled to a Fortitude save every round until they return to normal. She may not turn a living creature into another living creature.
At 9th level, she may affect Huge or smaller objects, Large or smaller animals, Medium or smaller humanoids, and magical objects. Transforming a humanoid into any form has a duration of 1 round + 1 round for every 4 levels beyond 1st and they are entitled to a Fortitude save every round until they return to normal. She may transform a living animal into the form of another animal.
She may permanently transform an object into a Medium or smaller animal with 5 or fewer Hit Dice. When transforming a living creature into another living form, rather than gaining the HD of their new form they instead are affected by the shapeshift Alteration ability except that they gain traits based on her Creation caster level and must choose traits from Additional Limbs, Animalistic Transformation, Animal Mind, Aquan Transformation, Avian Transformation, Blank Transformation, Serpentine Transformation, Subterranean Transformation, or Size Change and these traits must be chosen in such a way as to most closely match the chosen form’s natural abilities.
At 13th level, she may affect Gargantuan or smaller objects, Huge or smaller animals, and Large or smaller humanoids. She can permanently transform an animal with 5 or fewer Hit Dice into an object or another animal. She may permanently transform an animal or object into a humanoid with no racial Hit Dice.
At 17th level, she can permanently transform a humanoid with 5 or fewer Hit Dice into an object, animal, or other humanoid with 5 or fewer Hit Dice.
Path Secrets: A hedgewitch with the transmuter path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the transmuter path adds the following grand secrets to those she may select:
Path Mastery: The transmuter may spend spell points in place of transmuter path power uses, and may expend 2 transmuter path power uses in place of a spell point for Creation sphere effects.
Umbrals draw their power from study and emulation of the beings of the shadow realms.
Class Skills: Disguise (Cha), Intimidate (Cha), Knowledge (planes) (Int).
Path Benefit: The umbral adds 1/2 her hedgewitch level to all Stealth and Disguise checks (minimum 1).
Path Power: The umbral gains shadowstuff as the fey adept class feature, including shadowmark and create reality, with a number of shadow points in her shadow pool equal to 3 + 1/2 her hedgewitch level. If she gains a shadow pool from another source, combine those levels with her hedgewitch levels when determining the number of shadow points it contains and add either 3 or the appropriate ability modifier, whichever is higher.
Path Secrets: A hedgewitch with the umbral path adds the following secrets to those she may select:
Path Grand Secrets: A hedgewitch with the umbral path adds the following grand secrets to those she may select:
Path Mastery: At level 20, the umbral can make one of her illusions permanent. Only one illusion may be made permanent in this way at one time. If another illusion is designated as permanent, the previous permanent illusion ends.
3 items available
The following magical items are especially appropriate for hedgewitches.
Aura faint Universal; CL 4th
Slot none; Price 15,000 gp; Weight 2 lbs.
These well-read books come in a variety of shapes and styles, from clay tablets to thin sheets of advanced technology. A creature with both the paths class feature and the secret class feature can study an amateur’s reference for one hour to gain the path benefit (but not the path power) of a single hedgewitch path, chosen when the reference manual is written. If the option would normally grant a choice, that choice must also be made when this manual is written and cannot be changed. The knowledge from this reference lasts until the next time the reader regains their spell points normally. A creature cannot benefit from more than one amateur’s reference at a time.
Construction Requirements
Craft Apparatus, Mana sphere, creator must have the hedgewitch path benefit being used; Cost 7,500 gp
Aura moderate Destruction; CL 10th
Slot none; Price 28,316 gp; Weight 5 lbs.
This +1 blast vessel cold iron censer hums with eldritch energies when its glowing head is spun around. Treat the censer as a light flail for all mechanical purposes. When wielded by a creature with a hedgewitch path benefit, the battle censer gains one additional weapon special ability, as detailed on the following table, chosen from among the paths corresponding to the path benefit the creature has:
| Path Benefit Known | Weapon Special Ability Added |
|---|---|
| Academia | CunningAPG |
| Astrology | GloriousUE |
| Black magic | EntanglingUSoP |
| Charlatanism | UnseenUI |
| Combat | ImpactUE |
| Covenant | Anarchic, axiomatic, holy, or unholy1 |
| Dreamwalker | Ghost touch |
| Exorcism | DecisiveUSoP |
| Font of inspiration | StalkingUE |
| Green magic | GuidedPAP:10 |
| Herbology | ToxicAoE |
| Magonian | CracklingUSoP |
| Spiritualism | LifesurgeUE |
| Tempest-Tost | HowlingUSoP |
| Temporal traveler | PhasicUSoP |
| Tinker | SkepticalUSoP |
| Transmuter | TransformativeUE |
| Umbral | ShadowstrikeUE |
1: The special ability matches the alignment chosen for the covenant path benefit
If a creature wielding the battle censer has more than one hedgewitch path benefit, they may change which path the item gains a bonus special ability from by spending 10 minutes meditating with this weapon. A hedgewitch can improve the enhancement bonus on this weapon through crafting, to a maximum of +5, by spending the difference in crafting time and materials. They do not need any crafting feats to do this. A battle censer has a total of +3 in enhancements when first crafted.
Construction Requirements
Smith Magical Weapons And Armor, any three base magical spheres, creator must have the hedgewitch paths ability; Cost 14,158 gp
Aura faint Mana; CL 5th
Slot none; Price 15,000 gp; Weight 3 lbs.
This thin book contains details of how to manipulate magical energies and mundane substances in useful ways. A character with the hedgewitch secrets class feature can study this manual to gain one additional hedgewitch secret until the next time they regain spell points normally. The secret granted must be chosen when this item is made. If the option would normally grant choices, that choice must also be made when this manual is written and cannot be changed. A creature cannot benefit from more than one book of secrets at a time. This book cannot grant access to a path secret if the user does not possess the appropriate path or path benefit, and it cannot grant the amateur hedgewitch secret.
Construction Requirements
Craft Apparatus, Mana sphere, creator must know the secret added to this item; Cost 7,500 gp
Racial options when taking a level in Hedgewitch
Gain a +1/2 bonus to all Use Magic Device checks.
+1/5 of a secret from the charlatanism path. You must possess the charlatanism path or the amateur hedgewitch secret to benefit from this option.
+1/4 CL with the (water) package of the Nature sphere. This stacks normally with caster levels gained from other sources.
+1/4 bonus to Fortitude saves.
+1/2 to two Knowledge skills of the hedgewitch’s choice.
+1/2 bonus to any skill of the hedgewitch’s choice.
Gain a +1/4 bonus to Reflex saves.
+1/6 bonus to all class skills gained through paths.
Gain +1/4 of a use per day of one of your path powers.
Gain +1/6 of a new hedgewitch secret.
Gain +1/6 of a bonus magic talent.
+1/5 of a secret from the charlatanism path. You must possess the charlatanism path or the amateur hedgewitch secret to benefit from this option.
+1/5 of a secret from the herbology path. You must possess the herbology path or the amateur hedgewitch secret to benefit from this option.
Gain a +1/2 bonus to Diplomacy and Bluff checks made to ask favors or to convince a creature of the truthfulness of your words.
Choose a path power usable 3 + 1/2 the hedgewitch’s level times per day. The hedgewitch may use this power an additional 1/2 times per day.
+1/5 of a secret from the green magic path. You must possess the green magic path or the amateur hedgewitch secret to benefit from this option.
Choose a path power usable a number of times per day equal to 3 + 1/2 the hedgewitch’s level. The hedgewitch may use this power an additional 1/2 times per day.
Feats specific to Hedgewitch characters
Prerequisite: Basic Magic Training or casting class feature.
Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
Prerequisite: Secrets class feature.
Benefit: Gain an extra secret for which you qualify. You may gain this feat multiple times. The effects stack.
Prerequisite: Spell pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Prerequisite: Casting class feature.
Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. Each time it is gained, apply this benefit to a different sphere.
7 archetypes for Hedgewitch
An Archetype from Worlds of Power, the Dendrite is a rare class that can use Constitution for its Casting Ability Modifier, and uses the Green Magic and Herbology paths for a very druidic feel.
Dragonblooded mortals are capable of becoming more and more like dragons over time.
Entropic sages specialize in using the Destruction sphere to annihilate their foes.
Guileful hedgewitches are more capable with mundane techniques than their peers.
Iron Mages are commanders who can use the War sphere and have many strategies to support their allies with.
The Martial Hedgewitch is more capable at combat than most of their peers.
Triple Goddesses are the masters of Life, Death, and Fate.