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 HedgewitchLevel | 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.
Dreamwalker
Source: The Worldwalker's Handbook
Class Skills: Knowledge (planes), Knowledge (religion), Perception
Dreams are as comfortable to you as the physical world, and by using your magic you can twist them to your will.
Tradition Benefit: You gain the Dreamspace feat as a bonus feat, even if you do not meet the prerequisites.
Tradition Power: While sleeping you can spend a spell point to merge your dreamspace with the dreams of another. The target must be asleep, and you must have some connection to them (such as a target you have met firsthand, have a lock of hair from, or that you have the name and likeness of) but may otherwise be anywhere, even another plane. They enter your dreamspace the same way you do, though they have no control over light, temperature, or other details. If they are unwilling they receive a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to avoid the connection, and if they fail they may reattempt it every minute to break away from your dreamspace. You may disconnect your 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 you wake up or otherwise exit your dreamspace.
If the target is within touch range of your physical body, you do not need to spend a spell point to merge your 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) you may wait until they fall asleep, or at any point before merging with their dreamspace you may stop the attempt (which does not result in spending a spell point). You may only merge with one target’s dreams at a time, plus an additional number of targets equal to half your hedgewitch level. You must still pay the spell point cost for each one separately. You do not need to connect to each target at the same time, but may connect and disconnect your 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 you can merge your dreamspace with a target that is awake, causing them to immediately fall asleep when they enter your 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 you may spend an additional spell point to create a mass dreamspace, connecting your 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).
You 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 you can connect to increases to your hedgewitch level multiplied by your casting modifier. You 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 you 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).
Tradition Secrets: A hedgewitch with the Dreamwalker tradition adds the following secrets to those she can select:
Acolyte Dreaming: If you do not possess the dreamwalker tradition power, this grants you the ability to use the the 1st level version of the dreamwalker tradition power, but not its 5th and 13th level upgrades. You 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. You must still be the appropriate level to use and gain the benefits of those upgrades. If you already have the dreamwalker tradition power, you cannot select this secret.
Dream Meditation: You 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 you retain awareness of the physical world (eliminating the usual +10 on Perception DCs), wake up only when you desire as a free action, and can easily meditate while sitting upright, standing, or even moving at a walking pace.
Expansive Dream: The size of your dreamspace is to a 10-ft. cube per hedgewitch level instead of its normal progression. If you have non-hedgewitch levels, you gain an additional 10-ft. cube in size for every 4 non-hedgewitch levels you possess.
Greater Dream: Multiply your hedgewitch level by 2 when determining how many targets you can simultaneously merge your dreams with. You 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: You have fine control over the cosmetics of your dreamspace, allowing you to reproduce specific locations rather than setting general themes, control precise details, and eliminate any influence of your unconscious mind if you so choose.
Tradition Grand Secrets: A hedgewitch with the Dreamwalker tradition adds the following grand secrets to those she can select:
Dream Travel: After successfully connecting your dreamspace to a target, you may spend a spell point at any point during the merged dream to physically transfer your body through dreamspace. Your 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. Note: This secret is comparable to an advanced talent. Its availability in a game should not be assumed if advanced talents are not allowed.
Subjective Time: You can adjust the effective time in your dreamspace, allowing experiences to occur faster or slower in the quasi-real space. Time in your dreamspace may either be doubled, allowing you 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. You may adjust the effective time of your dreamspace when entering or part of the same standard action to adjust other traits of your dreamspace. Note: This secret is comparable to an advanced talent. Its availability in a game should not be assumed if advanced talents are not allowed.
Tradition Mastery: Merging your dreamspace with a target’s dreams no longer costs a spell point.
Exorcism
Source: The Abjurer's Handbook
The exorcist is schooled in the many creatures of the world, and in how to fight them.
Class Skills: Knowledge (dungeoneering), Knowledge (planes), Knowledge (religion)
Tradition Benefit: The exorcist receives a competence bonus to her Knowledge skills equal to half her class level when making skill checks to identify the abilities and weaknesses of creatures.
Tradition 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 the 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 ft., increasing by 5 ft. every 4 levels after the 1st to a maximum of 50 ft. 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 make a Will saving throw against a DC equal to 10 + 1/2 the exorcist’s class 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 affects 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 make 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 using the exorcist’s class 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 makes 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 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 make 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 ft. 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.
Tradition Secrets
Enduring Exorcism: You may sanction for 6 additional rounds per day. If you can not sanction, you may sanction for 6 rounds per day.
Kinslayer: You may sanction creatures of your own type. When you sanction creatures of your own type, you gain a +2 insight bonus to the saving throw DC. When you sanction creatures of your own type, you may make any number of creatures within range of the sanction immune to that sanction.
Nemesis Sanction: You may focus your sanction against a single target within 30 ft., + 5 ft. 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 you from having multiple sanctions active, and you may have both conventional and nemesis sanctions active simultaneously, or have multiple nemesis sanctions active against the same or different targets.
You may use the nemesis sanction against a creature of your own type.
Rattling Sanction: As a standard action, you may do 1d8 nonlethal damage per 2 class levels to a single creature under the effect of your sanction. This works even if the creature is normally immune to nonlethal damage. You may spend a spell point to instead affect a number of creatures under the effect of your sanction equal to 1/2 your class level (minimum: 1).
Subtle Sanction: You may use and maintain sanctions without speaking and without needing to use your hands.
Threat of Force: Allies adjacent to creatures affected by any of your sanctions are considered to be flanking them.
Warding Sanction: (requires Protection sphere) As a full-round action, you may create a ward and activate a sanction. You may use your class level as your caster level for any wards you create. This stacks with other caster level sources normally.
Tradition Grand Secrets
Bloodlust: Whenever you activate a sanction, you may choose a weapon in your hand to gain the bane property against the type of creature your sanction works against. This lasts for as long as the sanction does, or until you choose a different type. If you choose a type that requires you to choose a sub-type (such as humanoid or outsider), you must choose a sub-type, but may change this subtype whenever you maintain your sanction.
Counterspelling Sanction: Whenever a creature affected by your sanction uses a spell, spell-like ability, or sphere ability, you may counterspell it as if you had the Counterspell Mastery feat as an immediate action. If you have the Counterspell feat, this becomes a free action.
Greater Sanction: The range of your sanction increases by 20 feet.
Irresistible Force: When you attempt to push a creature out of your sanctioned area with your sanction ability, a bull rush maneuver, or any ability that works as a bull rush, you receive a +10 bonus to the attempt.
Moral High-Ground: You receive a +2 bonus to the DC of your sanction.
Remove Defenses: When a creature fails their saving throw against your sanction, they lose all damage resistance and resistance to spell damage until the beginning of their next turn.
Tradition Mastery
While your sanction is active, any attack or ability that includes you as a target has a 50% chance of failing to affect you if it originates from a type of creature you are currently sanctioning, even if that creature is not currently affected by your sanction.
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.
Magonian
Class Skills: Knowledge (geography), Knowledge (nature), Survival
Tradition Benefit
You treat all weather effects as being one level less severe for yourself and for your attuned vehicles. This does not apply to wind on a given round if you so choose, such as when traveling the same direction as the wind and wanting to take full advantage of the increased speed.
Tradition Power
You are attuned to the magic of the sky and clouds, and know how to converse with the soul of a ship to gain its favor. You gain a pool of attunement points equal to 3 + 1/2 your hedgewitch level. These points refresh once per day after roughly 8 hours of rest. As a standard action, you may spend one or more attunement points to accomplish one of the following actions.
You may create a cloud that fills a 20 ft. radius area centered on you. All vision (including darkvision) is obscured in this cloud; targets within 5 ft. of a creature gain concealment (a 20% miss chance), while targets more than 5 ft. away gain total concealment (a 50% miss chance). You 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, you may center this cloud anywhere within close range (25 ft. + 5 ft. per level).
At 9th level, you can choose to make your 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, you may choose to make your 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 you so choose.
At 17th level, you can choose to make your clouds noxious. Creatures inside a noxious cloud must pass a Fortitude save (DC 10 + 1/2 Hedgewitch level + CAM) each round or be nauseated for that round. This is a poison effect. A cloud can be solid, electric, and noxious if you so choose.
In addition to the powers listed above, you may spend 24 hours aboard an air vehicle to attune yourself to that vessel. You may only attune one vessel at a time, plus an additional vehicle for every 4 additional hedgewitch levels you possess (two at level 5, three at level 9, four at level 13, and five at level 17). If you wish to attune yourself to a vehicle when already at your limit, you 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, you gain several special effect you may spend attunement points to accomplish that relate specifically to an attuned vehicle. Some of these effects are investments; an investment lasts until you rest to regain attunement points, at which time you may choose to continue the effect by not recovering the attunement points spent to create the effect. You must be touching an attuned vehicle to spend an attunement point on that vehicle.
- As an investment, you gain blindsense in a 30 ft. radius around your 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 ft. for each additional attunement point so spent, and you may spend as many points as you desire with the same standard action.
- You may spend a point to make a piloting check for an attuned vehicle even when you are not at its controls.
- You may spend a point to heal a location on your attuned vehicle for an amount of hp equal to 5x your class level. You must be touching the location to be healed.
- As an investment, you may spend 2 points to grant an attuned vehicle one hardpoint of enchantment engine. You may invest multiple points with the same standard action, but no more than two per hardpoint of the attuned vehicle.
- You may invest a point into an engine (including sails) or siege engine aboard your attuned vehicle. Every point so invested counts as 2 crew members for meeting the prerequisite number to fully operate the engine or siege engine. You may invest multiple points with the same standard action, but no more than one per required crew of the engine or siege engine.
Tradition Secrets
A hedgewitch with the magonian tradition adds the following secrets to those she may select:
Siege Engineer: You gain the Siege Engineer feat, even if you do not meet the prerequisites.
Bond Vehicle (Su): You can spend 2 attunement points to attune yourself to a vehicle as a standard action without having to have been aboard it for 24 hours. You can now attune yourself 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 you 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): You may create a cloud that treats either yourself or one of your attuned vehicles as its center point; wherever the center point moves, the cloud moves as well.
Cloud Mastery: Your clouds can be created anywhere within medium range (100 ft. + 10 ft. per level). As a move action you may direct any of all of your clouds to move up to 30 ft. in any direction.
Extra Attunement: Increase your attunement pool by 2. If you do not possess an attunement pool, this grants you an attunement pool of 2. You may select this secret multiple times. The effects stack.
Know Weather (Ex): You always know what the weather will be like in your area for the next 24 hours. This provides you 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): Your vision is no longer impaired by fog, clouds, or mist.
Tradition Grand Secrets
A hedgewitch with the magonian tradition adds the following secrets to those she may select:
Cloud Immunity (Ex): You can move through solid clouds you create as if it weren’t solid, and do not take damage from your own acid clouds.
Cloud Walk (Su): You 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 you create. 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 you from running through clouds and fog as normal, but at any given time you 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 you may choose to stop treating clouds in this manner and fall through them normally.
Perfectly Solid Cloud: You must possess Cloud Walk to gain this grand secret. When you make your clouds solid, you may choose to make your clouds completely walkable; all creatures and objects, not only yourself, can stand on their tops as if they were solid ground. Other creatures cannot choose to stop treating your clouds as if they were normal, but you 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. You may cause a solid cloud to resume acting as solid ground as a free action.
If a target is falling and you manage to catch them with a perfectly solid cloud, you may catch them in such a way as to completely negate their falling damage.
Permanent Control: You no longer need to spend attunement points to pilot your attuned vehicle from a distance, and can do so over any distance as a swift action instead of a standard action. You may pilot any number of your attuned vehicles with the same swift action. You always know the direction and distance to your attuned vehicles.
Tradition Mastery
At 20th level you may activate any usage of your magonian tradition power as a swift action instead of a standard action. If you possess Permanent Control, you may command your attuned vessels as a free action once per round instead of a swift action.
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.
Temporal Traveler
Class Skills: Disguise, Knowledge (planes), Knowledge (history).
You are a time traveler, or at least have 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.
Tradition Benefit: You gain the Time sphere as bonus magic talent. If you already have this sphere, you may choose any talent you qualify for from the Time sphere in its place.
Tradition Power: At the start of each day you gain an insight pool containing a number of insight points equal to your casting ability modifier (minimum 1). Your insight goes up or down throughout the day, but usually can’t exceed your casting ability modifier, though feats and magic items can affect this maximum. You spend insight points to accomplish deeds, and regain one point of insight whenever they spend 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 tradition 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 and panache points, and vice versa.
In addition, you gain access to the following deeds:
Future Insight (Ex)
At 1st level, you can spend 1 insight point when you make a Knowledge or Disable Device check to roll 1d6 and add the result to the check. You can do this after you make the check but before the result is revealed. If the result of the d6 roll is a natural 6, you roll another 1d6 and add it to the check. You can continue to do this as long as you roll natural 6s, up to a number of times equal to your Intelligence modifier (minimum 1).
Traveler’s Initiative (Ex)
At 5th level, while you have at least 1 insight point, you gain a +2 bonus on initiative checks. In addition, if you have the Quick Draw feat, your hands are free and unrestrained, and you have a light melee weapon, one-handed ranged weapon, or casting focus that’s unhidden and ready to draw, you can draw that weapon as part of the initiative check.
Fast Action (Su)
At 9th level you 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 you have at least 1 insight point, you gain the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. You use your hedgewitch level as your rogue level for improved uncanny dodge. In addition, whenever you fail a Reflex saving throw you may spend 1 insight point to reroll the attempt, though you must take the second result (even if it is lower).
Traveler’s Edge (Ex)
At 17th level, you may spend a insight point as part of the action used to make the skill check (if any) to take 10 on any skill check, You can use this ability in conjunction with the future insight deed.
Tradition Secrets: A hedgewitch with the temporal traveler tradition adds the following secrets to those she may select:
Grit Feats
Gain a single grit or panache feat you qualify for as a bonus feat. You may select this talent multiple times, gaining a new grit or panache feat each time.
Trapfinding
You gain trapfinding, as the rogue class feature.
Tradition Grand Secrets: A hedgewitch with the temporal traveler tradition adds the following grand secrets to those she may select:
Temporal Mastery
Gain one revelation from the Time mystery from the oracle class. Treat your hedgewitch levels as oracle levels when determining the effects of the revelation. The revelation cannot have require more than 11 oracle levels as a prerequisite.
Tradition Mastery: Your insights from different times and places let you see all manner of things from all manner of angles. You can take 20 on any Knowledge check, and may do so without spending any increased time.
Tempest-tost
Your power comes from harnessing the storm, both the one within and without.
Class Skills: Knowledge (nature), Perception, Survival
Tradition Benefit
You gain the Weather sphere as a bonus magical talent.
Tradition Power
Your mood and power is volatile, changing like the weather you draw power from. You are in one of 3 states at any given time. You have no control over what state you are in: when you wake up after an hour 8 rest, you choose your state at random (such as by rolling 1d3), and whenever you are hit with an attack that is a natural 20, fail a saving throw, or regain consciousness, your state randomly (such as by rolling 1d2 or flipping a coin) changes to one of the other two states.
At 9th level, when you would change or select your state, you may roll twice and pick whichever option you prefer.
At 19th level, whenever you would change states, you may spend a spell point as a free action (even if it isn’t your turn) to either remain in the state you are in or to choose which of the other two states you change to. You must decide whether to use this ability before you roll to see which new state you would enter.
Each state gives different abilities and shades your moods. They do not restrict you from acting contrary to the propensities they give you, nor do they fundamentally alter your personality.
Nebulous
In the nebulous state, you are cagey, wary, and averse to sharing secrets. Whenever you use control weather to create or alter precipitation or to use a (precipitation) shroud, you treat your class level as your caster level. This stacks normally with caster levels gained from other sources.
At 5th level you also gain 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. (You can still perceive them; they just do not hamper your vision.) You also gain a +2 bonus to Bluff checks. This increases by +1 at 6th level and every 3 levels thereafter.
At 13th level you are constantly surrounded by a small fog bank. This provides you with concealment, and you always treat yourself 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. You may suppress this fog as a free action, losing all of its benefits, but unless you suppress it again the fog reappears at the beginning of your next turn (even if you are unconscious or otherwise unable to take a free action).
Tempestuous
In the tempestuous state, you are rash, brash, and quick to anger. Whenever you use control weather to create or alter wind or to use a wind shroud, you treat your class level as your caster level. This stacks normally with caster levels gained from other sources.
At 5th level you never have Perception check DCs increased due to background noise and can make hearing-based Perception checks even when they would normally be impossible, such as during a hurricane or tornado. You also gain a +2 bonus to Intimidate checks. This increases by +1 at 6th level and every 3 levels thereafter.
At 13th level you are constantly surrounded by whirling winds.
You 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. Your caster level for this ability is equal to your Weather caster level. If you have the Telekinesis Sphere, you instead treat your class level as your caster level for the purpose of determining what size object you can lift and any bonuses to your Weather sphere caster level apply for this purpose. This stacks normally with caster levels gained from other sources.
These whirling winds also give you a +5 dodge bonus to armor class against ranged attacks and, as an immediate action, you may spend a spell point to catch an object as though using the Quick Catch Telekinesis talent.
You may also cause any clothes you wear to billow at any time without spending an action.
You may suppress this wind as a free action, losing all of its benefits, but unless you suppress it again the wind reappears at the beginning of your next turn (even if you are unconscious or otherwise unable to take a free action).
Thunderous
In the thunderous state, you are loud, gregarious, and open. Whenever you use a sphere ability that would deal electricity or sonic damage, including using the Storm Lord talent to control where lighting strikes, you deal an additional +1/2 damage per hedgewitch level (minimum 1).
At 5th level you may may amplify your voice, reducing the DC to hear you by -20 and allowing creatures to make Perception checks to hear you in hurricanes or tornadoes at a -10 penalty. You also gain a +2 bonus to Diplomacy checks. This increases by +1 at 6th level and every 3 levels thereafter.
At 13th level your body crackles with electricity and tiny cracks of thunder. You gain immunity to electricity and sonic damage. When a creature makes a weapon attack against you you may spend an immediate action to cause them to take 1d6 electricity or sonic damage (your choice) per 3 hedgewitch levels.
As part of the same action you may spend a spell point to force them to make a Fortitude saving throw (DC 10 + 1/2 your hedgewitch level + your casting ability modifier) or be deafened and blinded for one round.
You may suppress this electric crackling as a free action, losing all of its benefits, but unless you suppress it again it reappears at the beginning of your next turn (even if you are unconscious or otherwise unable to take a free action).
Tradition Secrets
The Calm Before: Once per day you may take a full-round action that provokes attacks of opportunity to change your state. You may use this ability an additional time per day for every 5 hedgewitch levels you have.
Cloud Friend: You gain a cloud sprite (see Sphere Bestiary) familiar as the wizard class feature, using your hedgewitch level as your wizard level for this purpose. You cannot have more than one familiar at a time.
Don Mantle: You gain the Mantled Caster feat and a (mantle) talent.
Lightning Dodger: You gain evasion, as the rogue ability.
Tradition Grand Secrets
Defensive State: When you are in the nebulous state you gain the Slippery Mind rogue talent, when you are in the tempestuous state you gain improved evasion, and when you are in the thunderous state you gain stalwart.
(Stalwart: If a creature with this ability makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the creature is wearing light armor, medium armor, or no armor. A helpless creature does not gain any benefit from the stalwart ability.)
Tradition Mastery
Once per day as a free action you may choose to enter all three states at once, gaining all the relevant benefits. This lasts for 10 minutes, after which you randomly choose a new state as normal.
Tinker [CS]
Class Skills: Disable Device (Dex), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int)
You experiment with complex devices.
Tradition 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.
Tradition 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.
Tradition Secrets
A hedgewitch with the tinker tradition 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. This secret may be taken multiple times.
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.
Tradition 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
Class Skills: Knowledge (engineering), Knowledge (nature), Intimidate
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.
Tradition Benefit
You may treat your class level as your caster level for the purposes of create effects from the Creation sphere.
Tradition Power
As a standard action you may touch one object to change it into a different shape and material with a permanent duration as long as the resulting object is one you could target with this ability. You may do this a number of times per day equal to 3 + 1/2 your Hedgewitch level. Attended targets may always attempt a Fortitude save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the effect. Treat your hedgewitch level as your caster level for the purposes of removing your transformations. You may always restore an object to the state it was in prior to your transformation as a free action.
At 1st level you may only affect Small or smaller, unattended, non-magical objects made of vegetable matter (including wood) or stone.
At 5th level you may affect attended objects, Large or smaller objects, and creatures of the animal type that are Medium or smaller. You may affect any object as if you had Expanded Materials: Classic Substances. You may turn objects into animals that are Small or smaller with 1 HD. When used in this way the targeted object gains HD as if it were a typical creature of its new type. You 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. You may not turn a living creature into another living creature.
At 9th level, you 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 a Fortitude save every round until they return to normal. You may transform a living animal into the form of another animal.
You may permanently transform an object into a Medium or smaller animal with 5 or fewer HD. 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 your Creation caster level as if you possessed Extra Traits and must choose traits from Animalistic Transformation, Animal Mind, Aquan Transformation, Avian Transformation, Blank Form, Serpentine Transformation, Subterranean Transformation, Extra Limbs, 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, you may affect Gargantuan or smaller objects, Huge or smaller animals, and Large or smaller humanoids.
You can permanently transform an animal with 5 or fewer HD into an object or another animal. You may permanently transform an animal or object into a humanoid with no racial HD.
At 17th level, you can permanently transform a humanoid with 5 or fewer HD into an object, animal, or other humanoid with 5 or fewer HD.
Tradition Secrets
A hedgewitch with the Transmuter tradition adds the following secrets to those she may select:
Implanted Training
When you transmute an object into a living creature or an animal into a different type of animal, you may give it basic operational knowledge of its new body. When you transmute 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
Increase the size of objects and creatures you may affect (either target or resultant creature/object) by 1 step.
Ranged Transmutation
You may use your transmuter tradition power at close range instead of touch.
Transformations
Increase the number of times you may transform a target in a day by 2. If you cannot transform targets (as per this ability), you may now do so 2 times per day, as the Transmuter tradition power. You may select this secret multiple times. The effects stack.
Tradition Grand Secrets
A hedgewitch with the transmuter tradition adds the following secrets to those they may select:
New Life
Living targets which fail their save to resist transformation must make 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.
Greater Transformation
Increase the amount of HD that you may permanently transform a creature from or into by 1. Increase this amount by 1 for every 3 levels beyond 10th. (At 10th you may turn an object into a creature with 2 HD. At 13th you may turn an object or animal with 7 or fewer HD into an animal with 7 or fewer HD. At 17th you may turn an object or animal or humanoid with 8 or fewer HD into an object or animal with 8 or fewer HD).
Expanded Transformation
Add constructs, outsiders, magical beasts, vermin, and aberrations with the same size limitations as humanoid targets to the list of creatures you may target with your transformation ability or turn other targets into.
Tradition Mastery
You may spend spell points in place of transmuter tradition power uses, and may expend 2 transmuter tradition power uses in place of a spell point for Creation sphere effects.
Umbral
Class Skills: Disguise, Intimidate, Knowledge (planes) (Int)
Tradition Benefit
Add 1/2 your hedgewitch level to all Stealth and Disguise checks (minimum 1).
Tradition Power
The umbral gains shadowstuff as the fey adept class feature, with a number of shadow points equal to her casting ability modifier + 1/2 her hedgewitch level. If she gains a shadow pool from another source, combine those levels with your hedgewitch levels when determining the number of shadow points it contains. The umbral also gains a surreal feat of her choosing. She must meet all prerequisites.
Tradition Secrets
Eyes of Black
Gain darkvision with a range of 10 ft. per hedgewitch level. If you possess darkvision from another source you may instead add 5 ft. per hedgewitch level to the range of your darkvision. You may spend a shadow point to allow your darkvision to penetrate magical darkness for 1 minute per hedgewitch level.
Shadow Sculptor
Gain the Shadow Magic feat. You do not need not meet its prerequisites.
Shadowstuff
Gain the Extra Shadowstuff feat. If you do not already possess a shadow pool you instead gain a shadow pool and shadowmark as the fey adept class features using your hedgewitch level in place of fey adept levels. This secret may be taken multiple times.
Touch of Darkness
Gain a surreal feat. You must meet all prerequisites.
Tradition Grand Secrets
A hedgewitch with the umbral tradition adds the following secrets to those they may select:
Hide in Plain Sight (Su)
The hedgewitch can use the Stealth skill even while being observed. As long as she is within 10 ft. of an area of dim light, the hedgewitch 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
You gain a +1 to the effective caster level of effects produced by Shadow Magic. You may take this secret up to twice and the effects stack.
Tradition Mastery
At level 20, the hedgewitch 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.
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 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 Dreamwalker
You gain the dreamwalker tradition benefit. You count as possessing the dreamwalker tradition when qualifying for secrets. You cannot select this secret if you already possess the dreamwalker tradition.
Amateur Exorcist
You gain the exorcism tradition benefit. You count as possessing the exorcism tradition when qualifying for secrets. You cannot select this secret if you already possess the exorcism tradition. Source: The Abjurer's Handbook
Amateur Font of Inspiration
You gain the font of inspiration tradition benefit. You count as possessing the font of inspiration tradition when qualifying for secrets. You cannot select this secret if you already possess the font of inspiration 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 Magonian
You gain the magonian tradition benefit. You count as possessing the magonian tradition when qualifying for secrets. You cannot select this secret if you already possess the magonian 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.
Amateur Tempestarian
You gain the Tempest-tost tradition benefit. You count as possessing the Tempest-tost tradition when qualifying for secrets. You cannot select this secret if you already possess the Tempest-tost tradition.
Amateur Tinker [CS]
You gain the tinker tradition benefit. You count as possessing the tinker tradition when qualifying for secrets. You cannot select this secret if you already possess the tinker tradition.
Amateur Transmuter
You gain the Transmuter tradition benefit. You count as possessing the Transmuter tradition when qualifying for secrets. You cannot select this secret if you already possess the Transmuter tradition.
Amateur Traveler
You gain the temporal traveler tradition benefit. You count as possessing the temporal traveler tradition when qualifying for secrets. You cannot select this secret if you already possess the temporal traveler tradition.
Amateur Umbral
You gain the umbral tradition benefit. You count as possessing the umbral tradition when qualifying for secrets. You cannot select this secret if you already possess the umbral 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.
Champion [CS]
The hedgewitch gains a Champion feat of her choice as a bonus feat. She must meet the prerequisites of the feat. This prowess can be gained multiple times.
Combat Talent [CS]
You gain a bonus combat talent. This secret may be taken more than once, granting an additional talent each time.
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.
Poppet
You can create a poppet that possesses a sympathetic link to a creature, allowing you to affect them with your magic regardless of distance. To create a poppet, you must personally collect a specimen directly from the creature body, such as a hair, a nail cutting, or drop of blood. Within 24 hours of collection, you 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 you use a sphere ability, you may target the poppet to affect the creature it was made from, allowing you 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 or asleep, though they are not made aware of the magic’s precise nature or source. After conveying magic once the poppet crumbles, becoming useless. You may only possess a number of poppets equal to your casting ability modifier at one time, and only one poppet at a time for any given creature. If you collect a sample for a new poppet that would put you over these limits, an older poppet crumbles (either the already existing poppet for the creature targeted if you have one, or one of your choice if you don’t).
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.
Volatile Mood
You gain the Tempest-tost tradition power. You only gain the ability your state would grant at 1st level, not the additional abilities it would grant at 5th and 13th level.
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.
Extra Magic Item
You can adjust your personal space in slight ways, allowing you to wear additional magic items without them interfering with one another. You gain 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 [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.
Feats
The following feats are especially helpful or appropriate for Hedgewitches. Some of these are only appropriate for Hedgewitches of specific traditions.
Extra Magic Talent [Core]
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 [Core]
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 [Core]
Prerequisite: Spell Pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Healing Touch
Prerequisites: Life sphere, lay on hands or fervor class feature.
Benefit: Whenever you use your lay on hands or fervor ability to heal a creature, you may invigorate or restore the same creature as part of the same action. You must pay the normal spell point cost of the ability.
Succor
Prerequisites: War sphere, lay on hands class feature.
Benefit: You may spend a spell point to rally an ally, and use your lay on hands class feature on them. This costs the normal number of uses of your lay on hands class feature in addition to the spell point cost of the rally, but does not require the ally to be within the normal range of your lay on hands ability.
Vital Magic
Prerequisites: Fervor or lay on hands class feature.
Benefit: You may spend 1 spell point as a free action to regain 1 use of your fervor or lay on hands ability.
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
-Old 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.
-Old 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.
-Old Entropic Sage
The Entropic Sage is focused on the end of things, and has mastered the art of infusing their fists with destructive energy.
-Old 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.
-Old Martial Hedgewitch [CS]
The Martial Hedgewitch is more capable of combat than most of their peers.
-Old 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 CompatibilityWeapon & 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.