Hedgewitch
Table of Contents

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 can't help resolve.

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, spell pool, tradition benefit, tradition power, traditions 0 (1) 0 (+2)
2 +1 +0 +0 +3 Secret, tradition secrets +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 Secret, tradition mastery +15 15

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 and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to 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 a magic talent every time she gains a caster level, according to Table: Hedgewitch. This does not stack with caster levels gained from other sources.

Traditions

Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.

Academia [Core]

Class Skills: Knowledge (Geography), Knowledge (Nature), Knowledge (Planes)

You understand the theory behind magic, letting you accomplish feats akin to those of the greatest of wizards.

Tradition Benefit

Treat your class level as your caster level when meeting the prerequisites of, and crafting items with, any Item Creation feat as well as when using and researching rituals. This stacks normally with caster levels gained from other sources.

Tradition Power

You gain 1 extra spell point for every 2 hedgewitch levels possessed.

In addition, you may bind one masterwork item to yourself as a fetish. You may enchant this item as if you possessed the prerequisite Item Creation feat, provided you meet that Item Creation feat’s other prerequisites, such as minimum caster level. You may change your fetish at any time by spending 8 hours binding a new one, but doing so causes your previous fetish to lose all of its magic, becoming an ordinary masterwork item again.

Tradition Secrets

A hedgewitch with the academia tradition adds the following secrets to those she may select:

Extra Spell Points

Increase your spell pool by 2 spell points. You may select this secret multiple times. The effects stack.

Tradition Mastery

You gain a +2 inherent bonus to one mental ability score of your choice.

Astrology

Class Skills: Knowledge (Geography), Knowledge (Planes), Perception

You draw power and inspiration from the stars and heavens, channeling their light and interpreting their movements.

Tradition Benefit

You gain the Light sphere as a bonus magic talent.

Tradition Power

You gain the ability to channel the power of celestial objects, projecting different celestial auras to aid your allies. You may only project a single celestial aura at a time. Projecting a celestial aura is a swift action, and its effects last until you dismiss it as a free action or you activate a different aura. The effects of your auras apply to all allies (including yourself) who are currently within 30 ft. 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 you are conscious, not if you are unconscious or dead. You gain two auras of your 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 you possess. In addition, the aura provides one temporary hit point, plus an additional temporary hit point for every two hedgewitch levels you possess. These temporary hit points automatically refresh at the start of your 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, you gain the ability to avoid the cold of space and deflect the heat of the stars. This aura provides resistance equal to 5 plus your hedgewitch level to either cold or fire damage, chosen when the aura is projected.

Star

You call on a guiding star, its light illuminating your path and keeping you 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 you possess.

Sun

By channeling the power of the blazing sun, you project 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 you possess.

Tradition Secrets

Extra Aura

You gain a celestial aura from the tradition power list. If you do not possess the tradition power, you may use this aura as if you do. You can take this secret multiple times, gaining a new aura each time you select it.

Celestial Revelation

You gain one oracle revelation from the heavens mystery, using your hedgewitch level as your effective oracle level and your casting ability modifier in place of Charisma when meeting its prerequisites or determining its effects.

Heaven’s Reach

The radius of your celestial aura increases by 10 ft. You can take this secret up to two times, and the effects stack.

Wax and Wane

You have greater control over the light of your celestial aura. As a free action you can adjust the light level it provides, increasing the level of light by up to two steps up to a maximum of normal light or shedding no light at all.

Tradition Grand Secrets

Syzygy

You learn to mimic the alignment of the heavens, bringing to bear multiple celestial powers on a single point. You may project two different auras at a time instead of one.

Tradition Mastery

Increase your effective hedgewitch level by 5 when determining the strength of your celestial auras. In addition, you can project and change your aura once per turn as a free action instead of a swift action.

Black Magic [Core]

Class Skills: Knowledge (Planes), Intimidate, Disguise

You have delved into magic theories and practices some believe are better left untouched.

Tradition Benefit

Choose an oracle curse.You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.

Note that some oracle curses (such as haunted) grants a benefit that is not easily translated to the Spheres of Power system, and would most likely not be an advisable choice.

Tradition Power

As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses.

You may always dismiss your own curses as a free action.

At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.

At 5th level, you 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 your casting ability modifier.

At 9th level, you may give a target 6 points of ability drain to one ability score of your choice. This does not stack with itself.

At 13th level, you can permanently blind or deafen the target.

At 17th level, you may make a target permanently confused.

Tradition Secrets

A hedgewitch with the black magic tradition adds the following secrets to those she may select:

Curses

Increase the number of times you may bestow curses in a day by 2. If you cannot bestow curses, you may bestow curses 2 times per day, as the black magic tradition power. You may select this secret multiple times. The effects stack.

Hexcrafter

Gain a witch hex of your choice, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects. This does not grant access to Major hexes or Grand hexes. You may gain this secret multiple times. Each time it is taken, gain an additional witch hex.

Tradition Grand Secrets

A hedgewitch with the black magic tradition adds the following secrets to those she may select:

Greater Hexcrafter

Gain a Major witch hex of your choice, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects.

This does not grant access to Grand hexes. You may gain this secret multiple times. Each time it is taken, gain an additional Major witch hex.

Tradition Mastery

Gain a witch’s Grand hex, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects.

Charlatanism [Core]

Class skills: Sleight of Hand, Disable Device, Disguise.

You’ve learned to use showmanship to enhance your magic and magic to enhance your showmanship, until few can tell where one ends and the other begins.

Tradition Benefit

You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills. When substituting in this way, you may use your total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not you have 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).

Tradition Power

You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If you gain a guile pool from another source, these levels combine when determining the number of guile points possessed, although you may add either 3 or that class’s listed ability score modifier to the guile pool, not both. You may use guile points from this pool to power the abilities of every class you possess that grants a guile pool.

You may spend a guile point as part of any skill check to grant yourself 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 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action 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 you possess, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents, as usual.

Tradition Secrets

A hedgewitch with the charlatan tradition adds the following secrets to those she may select:

Extra Guile

Increase your guile pool by 2 points. If you do not possess a guile pool, you gain a guile pool like that granted by the charlatan tradition power with 2 guile points in it. You may select this secret multiple times. The effects stack.

Trickery

Gain a rogue talent of your choice, treating your hedgewitch levels as rogue levels when determining the effects. This stacks with any rogue levels you possess. You may select this secret multiple times. Each time it is taken, gain another rogue talent.

Evasion

You gain evasion, as the rogue class feature.

Trapfinding

You gain trapfinding, as the rogue class feature.

Exceptional Skill

Choose one skill other than Perform. You gain a bonus equal to 1/2 your hedgewitch level to that skill. This applies to Perform checks made on behalf of that skill through versatile performance.

Versatile Performance

You gain versatile performance, as the charlatan tradition benefit. You may select this secret multiple times. Each time this secret is gained, gain an additional versatile performance.

Great Performance

You may use the Distraction, Countersong, and Fascinate bardic performances, treating your hedgewitch levels as bard levels which stack with any other bard levels you possess. You may use these performances for a number of rounds per day equal to your hedgewitch level.

Tradition Grand Secrets

A hedgewitch with the charlatan tradition may select one of the following whenever they gain a grand secret:

Advanced Rogue Talent

Gain an advanced rogue talent, treating your hedgewitch level as your effective rogue level when determining the effects. You may select this secret multiple times. Each time it is taken, gain an additional rogue talent.

Tradition Mastery

When spending a guile point as part of a skill check, add +6 to that check instead of +4. When spending a guile point to deal sneak attack, roll d8s instead of d6s.

Combat [Core]

Class skills: Swim, Climb, Intimidate.

You have studied martial traditions and how to implement magic on a battlefield.

Tradition Benefit

You gain proficiency with medium armor, shields (but not tower shields), and 1 martial weapon of your choice. You may count half your hedgewitch levels as fighter levels when meeting combat feat prerequisites.

Tradition Power

You gain an arcane pool as the magus class feature, with a number of arcane points equal to 3 + 1/2 your hedgewitch level. If you gain an arcane pool from another source, combine those levels with your hedgewitch levels when determining the number of arcane points it contains. At 1st level, you may expend 1 point from your arcane pool as a swift action to grant any weapon you are 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 properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties 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 properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you.

You may not have more than one weapon enhanced in this manner at a time. If you use this ability again, the first use immediately ends.

Tradition Secrets

A hedgewitch with the combat tradition may select one of the following secrets whenever she gains a secret:

Combat Expertise

Gain a combat feat for which you meet the prerequisites. You may select this secret multiple times. Each time it is gained, select an additional combat feat.

Extra Arcane Pool

Increase your arcane pool by 2 points. If you do not possess an arcane pool, you gain an arcane pool as the combat tradition power with 2 arcane points in it. You may gain this secret multiple times. The effects stack.

Magus Arcana

You gain one of the following magus arcanas, using your hedgewitch level as your effective magus level and your casting ability modifier in place of Intelligence when meeting its prerequisites or determining its effects: Accurate Strike, Arcane Accuracy, Arcane Cloak, Arcane Edge, Arcane Redoubt, Arcane Redoubt (Greater), Bane Blade, Concentrate, Devoted Blade, Dispelling Strike, Disruptive, Enduring Blade, Ghost Blade, Hasted Assault, Lingering Pain, Maneuver Mastery, Pool Strike, Pool Strike (Arcing), Pool Strike (Clinging), Pool Strike (Thunderous), Prescient Attack, Prescient Defense, Spellbreaker. You may select this secret multiple times. Each time it is gained, gain an additional magus arcana.

Tactician

Gain a teamwork feat as a bonus feat for which you meet the prerequisites. Once per day as a standard action, you may grant this feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 hedgewitch levels you possess. Allies do not need to meet the prerequisites of this bonus feat. You may take this secret multiple times. Each time it is taken, gain a new teamwork feat and increase the total number of times you may use this ability by 1. You may choose which of your teamwork feats to grant to your allies whenever you use this ability.

Greater Aid

Whenever you use the aid other 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. Increase the size of the bonus by 1 for every 6 hedgewitch levels possess.

Tradition Grand Secrets

A hedgewitch with the combat tradition may select one of the following secrets whenever they gain a grand secret:

Armor Training

You may move in medium or heavy armor without a penalty to your movement speed.

Weapon Training

Choose one weapon group, as noted in the fighter’s weapon training class feature. You gain a +1 bonus to attack and damage rolls made with any weapon in that weapon group. You may select this secret multiple times. The effects do not stack. Each time it is selected, choose a different weapon group.

Tradition Mastery

You gain a +2 inherent bonus to one physical ability score of your choice.

Covenant [Core]

Class skills: Knowledge (Religion), Knowledge (Planes), Knowledge (History).

Whether as a member of a mystery religion, a follower of totemic spirits, or a researcher into ancient gods, your power comes through study and devotion to powers unseen.

Tradition Benefit

Select an alignment from the following list: chaos, evil, good, or law. This must be an alignment you possess (if you are neutral, you may choose any of the above alignments for this purpose). You gain an aura of your chosen alignment as a cleric of equal level. In addition, you may detect your opposite alignment (good and evil oppose one another, just as law and chaos oppose one another) as if using the detect alignment Divination ability. To use this ability, you must spend a move action and focus on a single item or creature within 60 feet. You do not detect alignment in any other object or creature when using this ability in this way.

Tradition Power

If you are of good alignment (or neutral and choose to channel positive energy) you may touch a creature as a standard action (or yourself as a swift action) and heal that target 1d6 hit points per 2 hedgewitch levels (minimum: 1d6). You may use this ability a total number of times per day equal to 3 + 1/2 your hedgewitch level. You 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 you are evil (or neutral and choose 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 you channel positive or negative energy) for the purpose of qualifying for and using feats that modify these abilities.

You may also expend two uses of this ability to channel energy, as the cleric class feature. As a standard action, you release a wave of energy through your holy (or unholy) symbol, affecting all creatures of one type (living or undead, your choice) within 30 ft, healing or harming them just as if you had touched them, except creatures that take damage from channeled energy may make a Will saving throw (DC 10 + 1/2 your hedgewitch level + your casting ability modifier) to halve the damage. You may choose whether or not you wish to include yourself 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.

Tradition Secrets

A hedgewitch with the covenant tradition may select one of the following secrets whenever she gains a secret:

Channel Feats

Gain any one feat that has the channel energy class feature as a prerequisite. You must meet all of the feat’s prerequisites. You may select this secret multiple times. Each time it is selected, gain a new channeling feat.

Divine Portfolio

Choose a cleric domain. You gain the first-level power of that domain, treating your hedgewitch levels as cleric levels when determining the effects, and using your casting ability modifier in place of Wisdom for this purpose. If you select a domain gained through another class, this instead allows you to combine your hedgewitch levels with those levels when determining your effective cleric level for that domain. You may select this secret multiple times. Each time it is selected, choose a different domain.

Extra Healing

Increase the number of times you may use the covenant tradition power in a day by 4. If you do not possess the covenant tradition power, this grants you the ability to use this tradition power 4 times per day. You may select this secret multiple times. The effects stack.

Mercy

Gain a paladin Mercy or antipaladin Cruelty, using your hedgewitch level as your paladin level when meeting its prerequisites. You may select this secret multiple times. The effects stack.

Tradition Grand Secrets

A hedgewitch with the covenant tradition may select one of the following whenever they gain a grand secret:

Greater Divinity

Choose a domain you have selected with the divine portfolio secret. You gain access to the higher-level power associated with that domain. In all other ways this functions the same as Divine Portfolio. You may select this talent once per domain gained through the Divine Portfolio secret.

Smite

Once per day, you may smite the alignment you may detect through the covenant tradition benefit. This is in all other ways similar to a paladin’s smite evil ability. You may gain this talent multiple times. Each time it is gained, you may smite your opposed alignment an additional time per day.

Tradition Mastery

Use d8s instead of d6s when using your tradition power to heal, harm, or channel energy.

Font of Inspiration

Class Skills: Knowledge (Dungeoneering), Knowledge (Planes), Knowledge (Religion)

Tradition Benefit

A font of inspiration gains the Divination sphere as a bonus sphere (or a magic talent belonging to that sphere if they already possess the Divination sphere).

Tradition 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 your hedgewitch level. A font of inspiration uses their hedgewitch level as their 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 their 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 their CAM (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.

Tradition Secrets

A hedgewitch with the font of inspiration tradition adds the following secrets to those she may select.

Extra Inspiration

Increase your inspiration pool by 2 points. If you do not possess an inspiration pool, you gain an inspiration pool like that granted by the font of inspiration tradition power with 2 uses of inspiration in it. You 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. You may select this secret multiple times, each time picking a new investigator talent.

Prescient Dodger

You gain the prescient dodger rogue talent, using your hedgewitch level in place of your rogue level. This stacks with any rogue levels you possess. If the hedgewitch already has this rogue talent, they can select another rogue talent they qualify for.

Third Eye Wide Open

Gain Expanded Divination as a bonus talent. Whenever you gain a new sphere, you may reselect their alternate divinations from this secret. You may select this secret multiple times.

Tradition Mastery

Gain a +2 bonus to your Casting Ability Modifier.

Green Magic [Core]

Class skills: Knowledge (Nature), Ride, Survival. Your magic comes from communion with nature.

Tradition Benefit

You gain the Wild Empathy and Woodland Stride druid class features.

Tradition Power

You gain an animal companion, treating your hedgewitch levels as druid levels for this purpose. Your animal companion has an Intelligence of at least 6.

Tradition Secrets

A hedgewitch with the green magic tradition may select one of the following secrets whenever she gains a secret:

Animal Companion

Increase your effective druid level by 4 when determining the strength of your animal companion, to a maximum effective druid level equal to your character level. If you do not possess an animal companion, you gain an animal companion treating your effective druid level as 4, to a maximum effective druid level equal to your character level. You may take this secret multiple times. The effects stack.

Animal Friend

Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of the Speak with Animal Nature talent. At 5th level and every 4 levels thereafter, select an additional type of animal. You may speak with and understand that type of animal as well.

Share Health

As an immediate action, you may take damage up to half your current hit points, and heal your 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, you may share senses with your animal companion. For as long as you concentrate, you can hear, see, and smell what that creature is experiencing. You gain the benefits of any nonmagical special abilities your animal companion possesses (such as low-light vision or scent), but use your own Perception skill. This ability functions out to Long range.

Tradition Grand Secrets

A hedgewitch with the green magic tradition may select one of the following whenever she gains a grand secret:

Venom Immunity

You become immune to all poisons.

Wild Vitality

You become immune to all diseases.

Animal Herald

All friendly animals within 30 ft of you gain a bonus equal to your casting ability modifier to all saving throws.

Tradition Mastery

Your animal companion gains Spell Resistance equal to your hedgewitch level + 11. As a full-round action, you may summon your companion to your side from anywhere, even across planes. Treat your hedgewitch level as your caster level for the purpose of this ability.

Herbology [Core]

Class skills: Survival, Knowledge (Nature), Knowledge (Geography).

You study the magical nature of plant life, using herbs to harm and heal.

Tradition Benefit

You gain the Brew Potion feat as a bonus feat at 1st level and treat your hedgewitch level as your caster level when creating potions; this stacks with caster levels gained from other sources. You also never suffer a chance to poison yourself when applying poison to a weapon. This counts as possessing the poison use class feature.

Tradition Power

Your magical understanding of herbs is great enough that you may combine common herbs together and, mixing them with a little of your own magic, create a concoction. You may create concoctions a total number of times in a day equal to 3 + 1/2 your hedgewitch level. The materials required to craft a concoction are common herbs and as such are considered to have a negligible cost. Creating a concoction takes 1 minute and must be used within 1 hour or lose its potency.

Concoctions must be drunk (with the exception of herbalist’s poison) and can only affect living creatures. If a target is unwilling they are allowed a Fortitude save against a DC of 10 + 1/2 your hedgewitch level + your casting ability modifier to negate the effect. You gain the following concoctions:

Empowering Concoction

The target gains a +2 alchemical bonus to one ability score of your choice (chosen when this concoction is created) and a -2 penalty to its inverse ability score (Strength’s inverse is Intelligence, Dexterity’s inverse is Wisdom, Charisma’s inverse is Constitution, etc.) This benefit lasts for 1 minute.

At 5th level, the target no longer suffers a penalty to their inverse ability score. At 9th level, this benefit lasts for 10 minutes. At 13th level, this benefit lasts for 1 hour. At 17th level, the benefit increases to +4.

Fortifying Concoction

The target gains a +2 alchemical bonus to one saving throw (Fortitude, Will, or Reflex) for 1 minute.

At 5th level, the target gains a +3 bonus to one saving throw. 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 you possess (minimum: 1d6).

Herbalist’s Poison

You may create an injury poison (Fort DC 10 + 1/2 your hedgewitch level + your casting ability modifier, frequency 1/rd for 6 rds, 1 save, effect 1d2 damage to an ability score that is chosen when creating the poison).

At 5th level, the ability damage increases to 1d4, and you may make the poison ingested instead of injury.

At 9th level, you may make your herbalist poison inhaled or contact. In addition, you may change the effect to making the target confused for 1 round per level.

At 13th level, your poison deals 1d6 ability damage.

At 17th level, you may change the effect of your poison to making the target sleep for 1 hour. This sleep is especially heavy and is similar to the powerful sleep charm from the Mind sphere.

Tradition Secrets

A hedgewitch with the herbology tradition adds the following secrets to those she may select:

Alchemy

The hedgewitch gains one of the following alchemist’s discoveries, treating her hedgewitch levels as alchemist levels when meeting its prerequisites and determining its effects: Dilution, Spontaneous Healing, Healing Touch, Mutagen, Cognatogen, Enhance Potion, Extend Potion, Eternal Potion, Elixir of Life, Concentrated Poison. You may gain this secret multiple times. Each time it is selected, gain another discovery.

Extra Concoctions

Increase the number of concoctions you may create in a day by 2. If you cannot create concoctions, you may create 2 per day. You may select this secret multiple times. The effects stack.

Potent Concoctions

Your concoctions last 1 hour per hedgewitch level before they become inert instead of only lasting 1 hour.

Store Potion

You may drink a potion, poison, or concoction without applying the effects to yourself.

Instead, you may touch a target as a standard action and grant the effects to that target. You 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, you heal the target 2 hit points per HD instead of 1 hit point per HD.

Swift Poison

You may apply poison to a weapon as a move action instead of a standard action.

Tradition Grand Secrets

A hedgewitch with the herbology tradition may select one of the following whenever she gains a grand secret:

Instant Poison (Requires Swift Poison)

You may apply poison to a weapon as a swift action.

Miracle Man (Requires Surgeon)

You may use your Heal skill to treat deadly wounds on a dead target, provided you begin within 10 minutes of when the target died. This takes 4 hours of continuous work and costs 3 uses of your concoction ability (or three healing concoctions, if you have them prepared). At the end of this time, make a Heal check against a DC of 10 + the target’s negative hit point total. If you succeed 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.

Tradition Mastery

At 20th level, your healing concoction always heals maximum hit points and your herbalist’s poison deals maximum damage.

Spiritualism [Core]

Class Skills: Knowledge (Religion), Knowledge (History), Knowledge (Local).

Your allies are not from the mortal world, and whisper secrets in your ear.

Tradition Benefit

You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result.

Tradition Power

You may channel spirit allies into yourself, temporarily gaining their knowledge and experience. As a standard action, you may grant yourself the benefit of any one magic talent or combat feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess that talent’s base sphere. You may use this ability a number of times per day equal to 3 + 1/2 your hedgewitch level (minimum 1).

Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If a feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 5th level, you may use this ability to gain the benefits of two combat feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.

At 9th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.

At 13th level, you may use this ability to gain the benefits of three combat feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.

At 17th level, you may gain the benefit of one combat feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual feat or magic talent selected counts toward your daily uses of this ability.

Tradition Secrets

A hedgewitch with the spiritualism tradition adds the following secrets to those she may select:

Extra Spirit

Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack.

Infuse Other

As a standard action, you may touch a willing target and spend 2 uses of the spiritualism tradition power to grant knowledge of a combat feat or magic talent to that ally for 1 minute.

Spiritualist Defense

Rather than gaining the benefits of a combat feat or magic talent for 1 minute, you may use the spiritualism tradition power to grant yourself a +1 dodge bonus to AC for 1 minute. You may gain a +2 dodge bonus in place of two combat feats or magic talents, and a +3 dodge bonus in place of three combat feats or magic talents.

Tradition Mastery

You may channel spirit allies to gain the benefit of any number of combat feats or magic talents as a swift action. Each feat or magic talent selected counts toward your daily uses of this ability.

Secret

At 2nd level and every 2 levels thereafter, a hedgewitch learns a secret, gaining further insights into the unseen world. The hedgewitch chooses this secret from the list below, or from the tradition secret list associated with her tradition:

Amateur Academic

You gain the academia tradition benefit. You count as possessing the academia tradition when qualifying for secrets. You cannot select this secret if you already possess the academia tradition.

Amateur Astrologer

You gain the astrology tradition benefit. You count as possessing the astrology tradition when qualifying for secrets. You cannot select this secret if you already possess the astrology tradition.

Amateur Black Mage [Core]

You gain the black magic tradition benefit. You count as possessing the black magic tradition when qualifying for secrets. You cannot select this secret if you already possess the black magic tradition.

Amateur Charlatan [Core]

You gain the charlatan tradition benefit. You count as possessing the charlatan tradition when qualifying for secrets. You cannot select this secret if you already possess the charlatan tradition.

Amateur Combatant [Core]

You gain the combat tradition benefit. You count as possessing the combat tradition when qualifying for secrets. You cannot select this secret if you already possess the combat tradition.

Amateur Green Mage [Core]

You gain the green magic tradition benefit. You count as possessing the green magic tradition when qualifying for secrets. You cannot select this secret if you already possess the green magic tradition.

Amateur Herbalist [Core]

You gain the herbology tradition benefit. You count as possessing the herbology tradition when qualifying for secrets. You cannot select this secret if you already possess the herbology tradition.

Amateur Spiritualist [Core]

You gain the spiritualism tradition benefit. You count as possessing the spiritualism tradition when qualifying for secrets. You cannot select this secret if you already possess the spiritualism tradition.

Artificer [Core]

Gain one Item Creation feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain a different Item Creation feat.

Familiar [Core]

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

Fetish

Gain a fetish, as the academia tradition power. If you already possess the academia tradition power, you cannot gain this secret.

Metamagic Feat [Core]

Gain one metamagic feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain an additional metamagic feat.

Priestly Initiate [Core]

You gain the covenant tradition benefit. You count as possessing the covenant tradition when qualifying for secrets. You cannot select this secret if you already possess the covenant tradition.

Skilled Magic [Core]

You gain one of the following feats: Cantrips, Circle Casting, Contingency, Counterspell, Improved Counterspell, Greater Counterspell, Ritual Caster. You must meet the prerequisites of the feat. You may select this secret multiple times. Each time it is selected, gain an additional feat.

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 tradition:

Arcane Builder [Core]

Select one type of magic item (potions, wondrous items, and so on). You create 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. You may select this secret multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.

Metamagic Master [Core]

Choose one metamagic feat you possess. Using this metamagic feat costs 1 fewer spell point to use, to a minimum of 1. You may select this secret multiple times. The effects do not stack. Each time it is selected, choose a different metamagic feat.


Favored Class Bonuses

Aasimar

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

Dwarf

+1/4 bonus to Fortitude saving throws.

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 traditions.

Half-orc

Gain +1/4th of a use per day of one of your tradition powers.

Halfling

Gain +1/6th of a new hedgewitch secret.

Human

Gain +1/6th 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 tradition power usable 3 + 1/2 the hedgwitch’s level times per day. Increase the number of times the hedgewitch may use this ability by +1/2.

Tiefling

Choose a tradition 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.


Archetypes

-Dendrite

An Archetype from Worlds of Power, the Dendrite is a rare class that can use Constitution for its Casting Ability Modifier, and uses the Green Magic and Herbology traditions for a very druidic feel.

-Dragonblooded Mortal

With the blood of some of the fiercest creatures running through their veins, Dragonblooded Mortals use claws, teeth, and breath weapons to overcome their foes.

-Entropic Sage

The Entropic Sage is focused on the end of things, and has mastered the art of infusing their fists with destructive energy.

-Iron Mage

The Iron Mage is an expert in the use of the War sphere, and has a number of Commands they can use to enhance its effects.

-Triple Goddess

The Triple Goddess focuses on using the powers of Life, Death, and Fate to overcome their problems, culminating in the ability to outright end the lives of their foes.

Archetype Compatibility
Weapon & Armor Proficiency Traditions Tradition Benefit Tradition Power Tradition Secrets Grand Secrets Tradition Mastery
Dendrite M M M
Dragonblooded Mortal M (1)
Entropic Sage M M (1)
Iron Mage M (1)
Triple Goddess M (1)

Guide: M = Modifies, X = Replaces, Blank = No Change.
Wiki Note: Some Archetypes only replace one of the Hedgewitch's Traditions. These are compatible with other archetypes as long as two archetypes aren't changing the same Tradition. These are marked as "M (1)" on the list.


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