Hedgewitch
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Ultimate Spheres of Power
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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.

Role: Hedgewitches can fill virtually any role, depending on their selection of spheres and paths.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The hedgewitch’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier

Class Features

Table: The Hedgewitch
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
Hedgewitch.png

Weapon and Armor Training

A hedgewitch is proficient with all simple weapons and light armor.

Casting

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.)

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 her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A hedgewitch gains 3/4ths of a magic talent per level, according to Table: The Hedgewitch.

Paths

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.

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:

Amateur Hedgewitch

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.

Champion [CotS]

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.

Combat Talent [CotS]

You gain a bonus combat talent. This secret may be taken more than once, granting an additional talent each time.

Familiar

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.

Fetish

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.

Magical Skill

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.

Poppet

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).

Volatile Mood

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.

Grand Secrets

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:

Arcane Builder

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.

Extra 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 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.

Metamagic Master

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.


List of Paths

Academia

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:

  • Academic Training: The academian gains an arcane discovery, treating her hedgewitch levels as wizard levels when meeting the prerequisites of or determining the effects of arcane discoveries.
  • Extra Spell Points: The academian increases their spell pool by 2 spell points. This secret can be taken multiple times. The effects stack.
  • Scholarship: The academian gains a +1 competence bonus to all Knowledge skill checks, +1 per 5 hedgewitch levels. The academian can attempt all Knowledge checks untrained, and takes half the usual time when consulting libraries.

Path Grand Secrets: A hedgewitch with the academia path adds the following grand secrets to those she may select:

  • Metamagic Knowledge: The academian gains a metamagic feat as a bonus feat. Whenever the academian rests to regain spell points she may choose to exchange this metamagic feat for another metamagic feat, so long as she meets its prerequisites.

Path Mastery: The academian gains a +2 bonus to one mental ability score of her choice.

Astrology

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:

  • Moon Moonlight is the light of revelry and lunacy, lending strange invigoration and vitality to all bathed within it. This aura provides a +1 bonus to Fortitude saves, and increases by +1 for every 5 hedgewitch levels she possesses. In addition, the aura provides one temporary hit point, plus an additional temporary hit point for every two hedgewitch levels she possesses. These temporary hit points automatically refresh at the start of her turn. These temporary hit points only persist on allies who remain within the area of this aura.
  • Planet Drawing on the resilience of the planets and their atmospheres, the astrologer gains the ability to avoid the cold of space and deflect the heat of the stars. This aura provides resistance equal to 5 plus her hedgewitch level to either cold or fire damage, chosen when the aura is projected.
  • Star The astrologer calls on a guiding star, its light illuminating her path and keeping her alert, fixated on the goal ahead. This aura grants a +1 bonus to Perception and initiative checks, and increases by +1 for every 5 hedgewitch levels she possesses.
  • Sun By channeling the power of the blazing sun, the astrologer projects an aura that grants a bonus 1d4 fire damage to weapon damage rolls, and increases by an additional 1d4 damage for every 5 hedgewitch levels she possesses.

Path Secrets: A hedgewitch with the astrology path adds the following secrets to those she may select:

  • Celestial Revelation: The astrologer gains one oracle revelation from the heavens, lunar, or solar mystery, using her hedgewitch level as her effective oracle level when meeting its prerequisites or determining its effects.
  • Extra Aura: The astrologer gains a celestial aura from the path power list. If she does not possess the path power, she may use this aura as if she does. She can take this secret multiple times, gaining a new aura each time she selects it.
  • Heaven’s Reach: The radius of the astrologer’s celestial aura increases by 10 feet. She can take this secret up to two times, and the effects stack.
  • Wax and Wane: The astrologer has greater control over the light of her celestial aura. As a free action she can adjust the light level it provides, increasing the level of light by up to two steps up to a maximum of bright light or shedding no light at all.

Path Grand Secrets: A hedgewitch with the astrology path adds the following grand secrets to those she may select:

  • Syzygy: The astrologer learns to mimic the alignment of the heavens, bringing to bear multiple celestial powers on a single point. She may project two different auras at a time instead of one.

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.

Black Magic

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:

  • Curses: The black magician increases the number of times she may bestow curses per day by 2. If she cannot bestow curses, she may bestow curses 2 times per day, as the black magic path power. She may select this secret multiple times. The effects stack.
  • Hexcrafter: The black magician gains a witch or shaman hex of her choice, treating her hedgewitch levels as witch/shaman levels and her casting ability modifier as her Intelligence/ Wisdom modifier when determining the effects. This does not grant access to major hexes or grand hexes. She may gain this secret multiple times. Each time it is taken, she gains an additional witch hex.

Path Grand Secrets: A hedgewitch with the black magic path adds the following grand secrets to those she may select:

  • Greater Hexcrafter: The black magician gains a major witch hex of her choice, treating her hedgewitch levels as witch levels and her casting ability modifier as her Intelligence modifier when determining the effects. This does not grant access to grand hexes. She may gain this secret multiple times. Each time it is taken, she gains an additional major witch hex.

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.

Charlatanism

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:

  • Extra Guile: The charlatan increases her guile pool by 2 points. If she does not possess a guile pool, she gains a guile pool like that granted by the charlatan path power with 2 guile points in it. She may select this secret multiple times. The effects stack.
  • Evasion: The charlatan gains evasion, as the rogue class feature.
  • Exceptional Skill: The charlatan chooses one skill other than Perform. The charlatan gains a bonus equal to 1/2 her hedgewitch level to that skill. This applies to Perform checks made on behalf of that skill through versatile performance.
  • Great Performance: The charlatan may use the Distraction, Countersong, and Fascinate bardic performances, treating her hedgewitch levels as bard levels which stack with any other bard levels she possesses. The charlatan gains a number of rounds of bardic performance per day equal to her hedgewitch level. The charlatan may take this secret multiple times. Each time it is gained, the charlatan gains a bardic masterpiece for which she meets the prerequisites.
  • Trapfinding: The charlatan gains trapfinding, as the rogue class feature.
  • Trickery: The charlatan gains a rogue talent of her choice, treating her hedgewitch levels as rogue levels when determining the effects. This stacks with any rogue levels she possesses. She may select this secret multiple times. Each time it is taken, gain another rogue talent.
  • Versatile Performance: The charlatan gains versatile performance, as the charlatanism path benefit. She may select this secret multiple times. Each time this secret is gained, she gains an additional versatile performance.

Path Grand Secrets: A hedgewitch with the charlatanism path adds the following grand secrets to those she may select:

  • Advanced Rogue Talent: The charlatan gains an advanced rogue talent, treating her hedgewitch level as her effective rogue level when determining the effects. She may select this secret multiple times. Each time it is taken, she gains an additional rogue talent.

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.

Combat

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:

  • Combat Feat: The combatant gains a combat feat for which she meets the prerequisites. She may select this secret multiple times. Each time it is gained, she selects an additional combat feat.
  • Extra Arcane Pool: The combatant increases her arcane pool by 2 points. If she does not possess an arcane pool, she gains an arcane pool as the combat path power with 2 arcane points in it. She may gain this secret multiple times. The effects stack.
  • Greater Aid: Whenever the combatant uses the aid another action to aid an ally, that ally gains a +3 bonus instead of a +2 bonus to his armor class, attack roll, saving throw, or skill check. She increases the size of the bonus by 1 for every 6 hedgewitch levels possessed.
  • Magus Arcana: The combatant gains a magus arcana, using her hedgewitch level as her effective magus level and her casting ability modifier in place of Intelligence when meeting its prerequisites or determining its effects. She may select this secret multiple times. Each time it is gained, she gains an additional magus arcana.
  • Tactician: The combatant gains a teamwork feat as a bonus feat for which she meets the prerequisites. Once per day as a standard action, she may grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 hedgewitch levels she possesses. Allies do not need to meet the prerequisites of this bonus feat. She may take this secret multiple times. Each time it is taken, she gains a new teamwork feat and increases the total number of times she may use this ability by 1. She may choose which of her teamwork feats to grant to her allies whenever she uses this ability.

Path Grand Secrets: A hedgewitch with the combat path adds the following grand secrets to those she may select:

  • Armor Training: The combatant may move in medium or heavy armor without a penalty to her movement speed.
  • Weapon Training: The combatant chooses one weapon group, as noted in the fighter’s weapon training class feature. She gains a +1 bonus to attack and damage rolls made with any weapon in that weapon group. She may select this secret multiple times. The effects do not stack. Each time it is selected, she chooses another weapon group.

Path Mastery: The combatant gains a +2 bonus to one physical ability score of her choice.

Covenant

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:

  • Channel Feats: The devotee gains any one feat that has the channel energy class feature as a prerequisite. She must meet all of the feat’s prerequisites. She may select this secret multiple times. Each time it is selected, she gains a new channeling feat.
  • Divine Portfolio: The devotee chooses a cleric domain. She gains the first-level power of that domain, treating her hedgewitch levels as cleric levels when determining the effects (but not gaining other domain powers), and using her casting ability modifier in place of Wisdom for this purpose. If she selects a domain gained through another class, this instead allows her to combine her hedgewitch levels with those levels when determining her effective cleric level for that domain. She may select this secret multiple times. Each time it is selected, she chooses another domain.
  • Extra Healing: The devotee increases the number of times she may use the covenant path power in a day by 4. If she does not possess the covenant path power, this grants her the ability to use this path power 4 times per day. She may select this secret multiple times. The effects stack.
  • Mercy: The devotee gains an antipaladin cruelty or paladin mercy, using her hedgewitch level as her antipaladin or paladin level when meeting its prerequisites. She may select this secret multiple times. The effects stack.

Path Grand Secrets: A hedgewitch with the covenant path adds the following grand secrets to those she may select:

  • Greater Divinity: The devotee gains a domain she has selected with the divine portfolio secret. She gains access to the higher-level powers associated with that domain. In all other ways this functions the same as divine portfolio. She may select this talent once per domain gained through the divine portfolio secret.
  • Smite: Once per day, the devotee may smite the alignment she may detect through the covenant path benefit. This is in all other ways similar to a paladin’s smite evil ability. She may gain this talent multiple times. Each time it is gained, she may smite her opposed alignment an additional time per day.

Path Mastery: She uses d8s instead of d6s when using her path power to heal, harm, or channel energy.

Dreamwalker

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:

  • Acolyte Dreaming: If the dreamwalker does not possess the dreamwalker path power, this grants her the ability to use the 1st level version of the dreamwalker path power, but not its 5th and 13th level upgrades. She may select this secret up to three times, gaining access to the 5th level upgrade the second time, and the 13th level upgrade the third. She must still be the appropriate level to use and gain the benefits of those upgrades. If she already has the dreamwalker path power, she cannot select this secret.
  • Dream Meditation: The dreamwalker can choose to enter a meditative state at any time as a free action. This meditative state is treated and functions as sleeping in all respects, except that she retains awareness of the physical world (eliminating the usual +10 on Perception DCs), wakes up only when she desires as a free action, and can easily meditate while sitting upright, standing, or even moving at a walking pace.
  • Expansive Dream: The size of the dreamwalker’s dreamspace increases to a 10-foot cube per hedgewitch level instead of its normal progression. If she has non-hedgewitch levels, she gains an additional 10-foot cube in size for every 4 non-hedgewitch levels she possesses.
  • Greater Dream: The dreamweaver multiplies her hedgewitch level by 2 when determining how many targets she can simultaneously merge her dreams with. She may select this secret multiple times, increasing the multiplier by 1 each time (3 if taken twice, 4 if taken three times, and so on).
  • Imagery: The dreamwalker has fine control over the cosmetics of her dreamspace, allowing her to reproduce specific locations rather than setting general themes, control precise details, and eliminate any influence of her unconscious mind if she so chooses.

Path Grand Secrets: A hedgewitch with the dreamwalker path adds the following grand secrets to those she can select:

  • Dream Travel: After successfully connecting the dreamwalker’s dreamspace to a target, she may spend a spell point at any point during the merged dream to physically transfer her body through dreamspace. Her physical body teleports to an unoccupied space adjacent to the target, regardless of the distance between them or if the target is on another plane.
  • Subjective Time: The dreamwalker can adjust the effective time in her dreamspace, allowing experiences to occur faster or slower in the quasi-real space. Time in her dreamspace may either be doubled, allowing her to experience two rounds for every round in the real world, or halved, experiencing one round in dreamspace for every two rounds in the real world. She may adjust the effective time of her dreamspace when entering or part of the same standard action to adjust other traits of her dreamspace.

Path Mastery: Merging the dreamwalker’s dreamspace with a target’s dreams no longer costs a spell point.

Exorcism

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.

  • Sign of Cleansing Any vermin creature that fails its saving throw against this sanction takes a -4 penalty to Constitution and is unable to affect others with any poison or disease abilities it might possess. This penalty increases to -8 at 11th level.
  • Sign of Lines This sanction imbues the world with civilization and civility, sickening those who are more used to the tribal style of life. Monstrous humanoids that fail their saving throw against this sanction are sickened. At 11th level, the penalties for being sickened by this sanction double.
  • Sign of Mortality This sanction strips away the thinking abilities of humanoid creatures. Any such creature that fails its save takes a -4 penalty to their Intelligence. In addition, the sanction interferes with the ability to use tools. Any humanoid creature within takes a -4 penalty to any skill checks that require tools, and a -4 penalty to any attack roll or damage roll that uses a manufactured weapon.
  • Sign of Noise This sanction interferes with the magic that animates non-living material. Constructs that fail their save against this effect are confused. This is not a mind-affecting effect.
  • Sign of Numbers The cold logic of this sanction strikes at the nature of fey creatures, twisting their minds. Fey creatures who fail their saving throw against this sanction take a -2 penalty to all d20 rolls and are unable to use or concentrate on any mind-affecting ability they possess.
  • Sign of Returning With this sanction, the world takes on a slight haziness that outsiders will instinctively recognize as a threat. Outsiders that fail their saving throws against this sanction lose all damage reduction, resistances and immunities imparted by their race or subtype, as well as any spell-like abilities common to their race or subtype. In addition, if the outsider is not currently on their home plane on existence, whenever the exorcist make a successful attack with a weapon or any sphere ability or when they successfully use a combat maneuver against them, they may use a swift action to return the creature to its home place of existence. The creature may attempt a Will save to negate the effect.
  • Sign of Stability This sanction takes on the form of a cold light emanating from the ground. Any ooze that fails its saving throw can only do half damage with any acid, fire, or cold damage attacks it possesses by virtue of being an ooze. In addition, it takes a -4 penalty to CMB, which increases to -8 at 11th level.
  • Sign of Starlight This sanction enhances the emotional impulses of the primitive brain that disrupt the magic that elevated magical beasts above their primal kin. Any magical beast that fails its saving throw against this sanction takes a -4 penalty to attack rolls and damage rolls with natural weapons, and also loses the ability to speak or understand any form of language. This can prevent spellcasting.
  • Sign of Stone This sanction adds the weight of solidity to those creatures that are innately unnatural. Aberrations that fail their saving throw are partially turned to stone. They take a -4 penalty to Dexterity and can not use any polymorph abilities. This penalty increases to -8 at 11th level.
  • Sign of Sunlight The sanction against undead takes the form of a bright light that duplicates the effect of sunlight (including harming those vulnerable to sunlight). Any undead within the sanctioned area that fails its Will save is partially blinded and can not see beyond 20 feet while using normal vision, low-light vision or darkvision. They also lose the ability to use any fear abilities they possess by virtue of being undead.
  • Sign of Teeth Animals instinctively know the sanction of a predator. When they fail their saving throw against this sanction, they are frightened. This is a fear effect but does not stack with other forms of fear.
  • Sign of Torpor The enervating properties of this sanction causes fatigue in any draconic creature that fails its saving throw.
  • Sign of Winter This sanction draws water out of plant matter, weakening them. Any plant creature that fails its saving throw against this sanction takes a -4 penalty to Strength. This penalty increases to -8 at 11th level.

Path Secrets: A hedgewitch with the exorcism path adds the following secrets to those she may select:

  • Enduring Exorcism: The exorcist may sanction for 6 additional rounds per day. If she can not sanction, she may sanction for 6 rounds per day.
  • Kinslayer: The exorcist may sanction creatures of her own type. When she sanctions creatures of her own type, she gains a +2 insight bonus to the saving throw DC. When she sanctions creatures of her own type, she may make any number of creatures within range of the sanction immune to that sanction.
  • Nemesis Sanction: The exorcist may focus her sanction against a single target within 30 feet, + 5 feet per class level after the 1st. When used this way, the target is considered sanctioned regardless of their location, and if they fail their saving throw against the sanction, they are entangled. This sanction does not prevent her from having multiple sanctions active, and she may have both conventional and nemesis sanctions active simultaneously, or have multiple nemesis sanctions active against the same or different targets. She may use the nemesis sanction against a creature of her own type.
  • Rattling Sanction: As a standard action, the exorcist may do 1d8 nonlethal damage per 2 class levels to a single creature under the effect of her sanction. This works even if the creature is normally immune to nonlethal damage. She may spend a spell point to instead affect a number of creatures under the effect of her sanction equal to 1/2 her class level (minimum 1).
  • Subtle Sanction: The exorcist may use and maintain sanctions without speaking and without needing to use her hands.
  • Threat of Force: Allies adjacent to creatures affected by any of the exorcist’s sanctions are considered to be flanking them.
  • Warding Sanction (requires Protection sphere): She may use her class level as her caster level for any wards she creates. This stacks normally with caster levels gained from other sources. As a full-round action, the exorcist may create a ward and activate a sanction.

Path Grand Secrets: A hedgewitch with the exorcism path adds the following grand secrets to those she may select:

  • Bloodlust: Whenever the exorcist activates a sanction, she may choose a weapon in her hand to gain the bane special ability against the type of creature her sanction works against. This lasts for as long as the sanction does, or until she chooses another type. If she chooses a type that requires her to choose a sub-type (such as humanoid or outsider), she must choose a sub-type, but may change this subtype whenever she maintains her sanction.
  • Counterspelling Sanction: Whenever a creature affected by the exorcist’s sanction uses a spell, spell-like ability, or sphere ability, she may counterspell it as if she had the Counterspell Mastery feat as an immediate action. If she has the Counterspell feat, this becomes a free action.
  • Greater Sanction: The range of the exorcist’s sanction increases by 20 feet.
  • Irresistible Force: When the exorcist attempts to push a creature out of her sanctioned area with her sanction ability, a bull rush maneuver, or any ability that works as a bull rush, she receives a +10 bonus to the attempt.
  • Moral High-Ground: The exorcist receives a +2 bonus to the DC of her sanction.
  • Remove Defenses: When a creature fails their saving throw against the exorcist’s sanction, they lose all damage reduction and resistance to spell damage until the beginning of their next turn.

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.

Font Of Inspiration

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, he 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:

  • Extra Inspiration: The font of inspiration increases her inspiration pool by 2 points. If she does not possess an inspiration pool, she gains an inspiration pool like that granted by the font of inspiration path power with 2 uses of inspiration in it. She may select this secret multiple times. The effects stack.
  • Investigative Knack: A font of inspiration can select an investigator talent, but cannot select any talents that require a class feature they do not have. She may select this secret multiple times, each time picking a new investigator talent.
  • Prescient Dodger: She gains the prescient dodger rogue talent, using her hedgewitch level in place of her rogue level. This stacks with any rogue levels she possesses. If the hedgewitch already has this rogue talent, she can select another rogue talent she qualifies for.
  • Third Eye Wide Open: The font of inspiration gains Expanded Divination as a bonus talent. Whenever she gains a new sphere, she may reselect her alternate divinations from this secret. She may select this secret multiple times.

Path Mastery: The font of inspiration gains a +2 bonus to her casting ability score.

Green Magic

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:

  • Animal Companion: The green magician increases her effective druid level by 4 when determining the strength of her animal companion, to a maximum effective druid level equal to her character level. If she does not possess an animal companion, she gains an animal companion treating her effective druid level as 4, to a maximum effective druid level equal to her character level. She may take this secret multiple times. The effects stack.
  • Animal Friend: The green magician chooses a specific kind of animal (eagle, fox, dog, and so on). She gains the ability to converse with that type of animal as if she were under the effects of the Speak with Wildlife Nature talent. At 5th level and every 4 levels thereafter, she selects an additional type of animal. She may speak with and understand that type of animal as well.
  • Share Health (Su): As an immediate action, the green magician may take damage up to half her current hit points, and heal her animal companion the same amount of damage. This cannot heal the target beyond their maximum hit points. This ability works out to close range.
  • Share Senses: As a standard action, she may share senses with her animal companion. For as long as she concentrates, she can hear, see, and smell what that creature is experiencing. She gains the benefits of any non-magical special abilities her animal companion possesses (such as low-light vision or scent), but uses her own Perception skill. This ability functions out to long range.

Path Grand Secrets: A hedgewitch with the green magic path adds the following grand secrets to those she may select:

  • Animal Herald: All friendly animals within 30 feet of the green magician gain a bonus equal to her casting ability modifier to all saving throws.
  • Venom Immunity: The green magician becomes immune to all poisons.
  • Wild Vitality: The green magician becomes immune to all diseases.

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.

Herbology

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:

  • Alchemy: The herbalist gains an alchemist discovery, treating her hedgewitch levels as alchemist levels when meeting its prerequisites and determining its effects. She may gain this secret multiple times. Each time it is selected, she gains another discovery.
  • Extra Concoctions: The herbalist increases the number of concoctions she may create in a day by 2. If she cannot create concoctions, she may create 2 per day. She may select this secret multiple times. The effects stack.
  • Potent Concoctions: The herbalist’s concoctions last 1 hour per hedgewitch level before they become inert instead of only lasting 1 hour.
  • Store Potion: The herbalist may drink a potion, poison, or concoction without applying the effects to herself. Instead, she may touch a target as a standard action and grant the effects to that target. She cannot store more than 1 potion, poison, or concoction at a time in this manner, and if storing a concoction, the concoction still loses its potency if not used in time.
  • Surgeon: Using the Heal skill to treat deadly wounds takes 10 minutes instead of 1 hour. In addition, the herbalist heals the target 2 hit points per HD instead of 1 hit point per HD.
  • Swift Poison: The herbalist may apply poison to a weapon as a move action instead of a standard action.

Path Grand Secrets: A hedgewitch with the herbology path adds the following grand secrets to those she may select:

  • Instant Poison (requires swift poison): The herbalist may apply poison to a weapon as a swift action.
  • Miracle Man (requires surgeon): The herbalist may use her Heal skill to treat deadly wounds on a dead target, provided she begins within 10 minutes of when the target died. This takes 4 hours of continuous work and costs 3 uses of her concoction ability (or three healing concoctions, if she has them prepared). At the end of this time, she attempts a Heal check against a DC of 10 + the target’s negative hit point total. If she succeeds at this check, the target comes back to life and stabilizes at 1 fewer negative hit points than would be necessary to kill it, and the target gains 2 temporary negative levels that last 24 hours. If the target has had vital parts removed (i.e., its head, heart, etc.) it cannot be revived in this manner.

Path Mastery: At 20th level, the herbalist’s healing concoction always heals maximum hit points and her herbalist’s poison deals maximum damage.

Magonian

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:

  • Bond Vehicle (Su): The magonian can spend 2 attunement points to attune herself to a vehicle as a standard action without having to have been aboard it for 24 hours. She can now attune herself to any vehicle, whether or not it is an air vehicle (although granting the vehicle the enchantment engine does cause it to count as an air vehicle). This can allow her to create impromptu vehicles (attaching a guidance sail or an oar to a statue or wooden plank to create an impromptu raft, for example). An impromptu vehicle must be able to hold at least one passenger to count as a vehicle.
  • Cloud Cover (Su): The magonian may create a cloud that treats either herself or one of her attuned vehicles as its center point; wherever the center point moves, the cloud moves as well.
  • Cloud Mastery: The magonian’s clouds can be created anywhere within medium range. As a move action she may direct any or all of her clouds to move up to 30 feet in any direction.
  • Extra Attunement: The magonian increases her attunement pool by 2. If she does not possess an attunement pool, this grants her an attunement pool of 2. She may select this secret multiple times. The effects stack.
  • Know Weather (Ex): The magonian always knows what the weather will be like in her area for the next 24 hours. This provides her with advance warning of wind, rains, etc., but only reveals natural weather (i.e., it cannot reveal magical weather effects before they occur).
  • See Through Clouds (Su): The magonian’s vision is no longer impaired by fog, clouds, or mist.
  • Siege Engineer: The magonian gains the Siege Engineer feat, even if she does not meet the prerequisites.

Path Grand Secrets: A hedgewitch with the magonian path adds the following grand secrets to those she may select:

  • Cloud Immunity (Ex): The magonian can move through solid clouds she creates as if it were not solid, and do not take damage from her own electric and noxious clouds.
  • Cloud Walk (Su): The magonian can climb up or walk on clouds and fog as if they were solid ground. This applies to all clouds and fogs, not just those she creates. Climbing a cloud or fog has a Climb DC of 10. Solid clouds or similar effects (such as a solid fog spell) have a Climb DC of 5. This does not impede her from running through clouds and fog as normal, but at any given time she can simply choose to begin climbing up through them, and may treat the tops of them as if they were normal ground. As a free action she may choose to stop treating clouds in this manner and fall through them normally.
  • Perfectly Solid Cloud (requires cloud walk): When the magonian makes her clouds solid, she may choose to make her clouds completely walkable; all creatures and objects, not only herself, can stand on their tops as if they were solid ground. Other creatures cannot choose to stop treating her clouds as if they were normal, but she may, as a free action, cause a cloud to stop acting as solid ground, causing all creatures and objects on top of it to fall through. She may cause a solid cloud to resume acting as solid ground as a free action. If a target is falling and she manages to catch them with a perfectly solid cloud, she may catch them in such a way as to completely negate their falling damage.
  • Permanent Control: The magonian no longer needs to spend attunement points to pilot her attuned vehicle from a distance, and can do so over any distance as a swift action instead of a standard action. She may pilot any number of her attuned vehicles with the same swift action. She always knows the direction and distance to her attuned vehicles.

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.

Spiritualism

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’s may attempt Knowledge checks untrained. Whenever she attempts a Knowledge check, roll twice and take the higher result.

Path Power: The spiritualist’s 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:

  • Bodily Possession (requires Spheres of Might): The spiritualist may select combat talents in place of magic talents when channeling spirit allies.
  • Extra Spirit: The spiritualist’s increases the number of times she may channel spirit allies in a day by 2. If she cannot channel spirit allies, she may now do so 2 times per day. She may select this secret multiple times. The effects stack.
  • Infuse Other: As a standard action, she may touch a willing target and spend 2 uses of the spiritualism path power to grant knowledge of a magic talent to that ally for 1 minute. The target must possess the casting class feature and uses its own spell points and caster level if granted a magic talent. If you possess the Bodily Possession secret, you may grant a combat talent instead of a magic talent when using this ability.
  • Spiritualist Combatant: Rather than gaining the benefits of a magic talent, she may use the spiritualism path power to grant herself a +1 dodge bonus to AC and a +1 circumstance bonus to attack rolls. She may increase these bonuses to +2 in place of two magic talents or +3 in place of three magic talents.

Path Mastery: The spiritualist’s 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.

Tempest-Tost

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 hour 8 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:

  • Cloud Friend: The tempest-tost gains a cloud sprite familiar as the wizard class feature, using her hedgewitch level as her wizard level for this purpose. She cannot have more than one familiar at a time. Instead this stacks with all class levels from different classes granting a familiar for the purpose of determining the benefits.
  • Don Mantle: The tempest-tost gains the Mantled Caster feat and a (mantle) talent.
  • Lightning Dodger: The tempest-tost gains evasion, as the rogue ability.
  • The Calm Before: Once per day the tempest-tost may take a full-round action that provokes attacks of opportunity to change her state. She may use this ability an additional time per day for every 5 hedgewitch levels she has.

Path Grand Secrets: A hedgewitch with the tempest-tost path adds the following grand secrets to those she may select:

  • Defensive State: When the tempest-tost is in the nebulous state she gains the slippery mind rogue talent, when she is in the tempestuous state she gains improved evasion, as a rogue, and when she is in the thunderous state she gains stalwart, as a mageknight.

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.

Temporal Traveler

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:

  • Future Insight (Ex) At 1st level, the temporal traveler can spend 1 insight point when she attempts a Knowledge or Disable Device check to roll 1d6 and add the result to the check. She can do this after she attempts the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and add it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her casting ability modifier (minimum 1).
  • Traveler’s Initiative (Ex) At 5th level, while the temporal traveler has at least 1 insight point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light melee weapon, one-handed ranged weapon, or casting focus that’s unhidden and ready to draw, she can draw that weapon as part of the initiative check.
  • Fast Action (Su) At 9th level the temporal traveler may spend 2 insight points to cast a spell with a normal casting time of a standard action, or perform an attack action, as a swift action instead.
  • Evasive (Ex) At 13th level, while the temporal traveler has at least 1 insight point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her hedgewitch level as her rogue level for improved uncanny dodge. In addition, whenever she fails a Reflex saving throw she may spend 1 insight point to reroll the attempt, though she must take the second result (even if it is lower).
  • Traveler’s Edge (Ex) At 17th level, the temporal traveler may spend an insight point as part of the action used to attempt the skill check (if any) to take 10 on any skill check. She can use this ability in conjunction with the future insight deed.

Path Secrets: A hedgewitch with the temporal traveler path adds the following secrets to those she may select:

  • Grit Feats: The temporal traveler gains a single grit or panache feat she qualifies for as a bonus feat. She may select this talent multiple times, gaining a new grit or panache feat each time.
  • Trapfinding: The temporal traveler gains trapfinding, as the rogue class feature.

Path Grand Secrets: A hedgewitch with the temporal traveler path adds the following grand secrets to those she may select:

  • Temporal Mastery: The temporal traveler gains one oracle revelation from the time mystery, using her hedgewitch level as her effective oracle level and her casting ability modifier in place of Charisma when meeting its prerequisites or determining its effects.

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.

Tinker [CotS]

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:

  • Extra Gadgets: You may use your gadgets 2 more times per day. You may select this secret multiple times. The effects stack.
  • Insightful: You gain a single technical insight of your choice, using your hedgewitch levels as technician levels when determining its effects.Your hedgewitch levels count as and stack with your technician levels for determining your effective technician level for this ability.
  • Trap Spotter: Whenever you come within 10 ft. of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Path Grand Secrets

  • Invention: You may construct a single invention as the technician class feature, using your hedgewitch levels as technician levels when determining its effects and the number of improvements it gains. Your hedgewitch levels count as and stack with your technician levels for determining your effective technician level for this invention.

Transmuter

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:

  • Implanted Training: When the transmuter transmutes an object into a living creature or an animal into a different type of animal, she may give it basic operational knowledge of its new body. When she transmutes an object or animal into an animal choose one of the following types of training: Combat Training, Fighting, Guarding, Heavy Labor, Hunting, Performance, or Riding. The animal is treated as if it has been trained for that purpose (see the Handle Animal skill) for the duration of the transmutation.
  • Practiced Transmutation: The transmuter increases the size of objects and creatures she may affect (either target or resultant creature/object) by 1 step.
  • Ranged Transmutation: The transmuter may use her transmuter path power at close range instead of touch.
  • Transformations: The transmuter increases the number of times she may transform a target in a day by 2. If she cannot transform targets (as per this ability), she may now do so 2 times per day, as the transmuter path power. She may select this secret multiple times. The effects stack.

Path Grand Secrets: A hedgewitch with the transmuter path adds the following grand secrets to those she may select:

  • Expanded Transformation: The transmuter adds aberrations, constructs, outsiders, magical beasts, and vermin, with the same size limitations as humanoid targets to the list of creatures she may target with her transformation ability or turn other targets into.
  • Greater Transformation: The transmuter increases the amount of Hit Dice that she may permanently transform a creature from or into by 1. She increases this amount by 1 for every 3 levels beyond 10th. (At 10th she may turn an object into a creature with 2 Hit Dice. At 13th she may turn an object or animal with 7 or fewer Hit Dice into an animal with 7 or fewer Hit Dice. At 17th she may turn an object or animal or humanoid with 8 or fewer Hit Dice into an object or animal with 8 or fewer Hit Dice).
  • New Life: Living targets which fail their save to resist transformation must attempt a Will save or lose all knowledge of their previous life for the effect’s duration, behaving in all ways as if they were the new creature all along. When the transformation ends, their memory returns.

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.

Umbral

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:

  • Eyes of Black: The umbral gains darkvision with a range of 10 feet per hedgewitch level. If she possesses darkvision from another source she may instead add 5 feet per hedgewitch level to the range of her darkvision. She may spend a shadow point to allow her darkvision to penetrate magical darkness for 1 minute per hedgewitch level.
  • Shadow Sculptor: The umbral gains the Shadow Magic feat. She does not need not meet its prerequisites.
  • Shadowstuff: The umbral gains the Extra Shadowstuff feat. If she does not already possess a shadow pool she instead gains a shadow pool and shadowmark as the fey adept class features using her hedgewitch level in place of fey adept levels. This secret may be taken multiple times.
  • Touch of Darkness: The umbral gains a surreal feat. She must meet all prerequisites. This secret may be taken multiple times. Each time, she selects another surreal feat.

Path Grand Secrets: A hedgewitch with the umbral path adds the following grand secrets to those she may select:

  • Hide in Plain Sight (Su): The umbral can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, the umbral can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
  • Improved Shadow Sculptor: The umbral gains a +1 to the effective caster level of effects produced by Shadow Magic. She may take this secret up to twice and the effects stack.

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.


Favored Class Bonuses

Aasimar: Gain a +1/2 bonus to all Use Magic Device checks.

Dwarf: +1/4 bonus to Fortitude saves.

Elf: +1/2 to two Knowledge skills of the hedgewitch’s choice.

Gnome: +1/2 bonus to any skill of the hedgewitch’s choice.

Goblin: Gain a +1/4 bonus to Reflex saves.

Half-elf: +1/6 bonus to all class skills gained through paths.

Half-orc: Gain +1/4 of a use per day of one of your path powers.

Halfling: Gain +1/6 of a new hedgewitch secret.

Human: Gain +1/6 of a bonus magic talent.

Merfolk: 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.

Orc: 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.

Tiefling: 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.


Hedgewitch Feats

The following feats are particularly appropriate or useful for hedgewitches.

Extra Magic Talent

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.

Extra Secret

Prerequisite: Secrets class feature.

Benefit: Gain an extra secret for which you qualify. You may gain this feat multiple times. The effects stack.

Extra Spell Points

Prerequisite: Spell pool.

Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

Sphere Focus

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.



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