Hedge Witch (Human Adept 4)

Hedge Witch CR 2

XP 600
Middle-aged human adept 4
CN Medium humanoid (human)
Init –1; Senses Perception +5

DEFENSE

AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 10 (4d6–4)
Fort +0, Ref +0, Will +7

OFFENSE

Speed 30 ft.
Melee dagger +0 (1d4–2/19–20)
Spells Prepared (CL 4th; concentration +7)

STATISTICS

Str 7, Dex 9, Con 8, Int 12, Wis 17, Cha 13
Base Atk +2; CMB +0; CMD 9
Feats Alertness, Animal Affinity, Brew Potion, Persuasive
Skills Craft (alchemy) +5, Diplomacy +4, Handle Animal +7, Heal +10, Intimidate +7, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (Local) +6, Knowledge (nature) +7, Knowledge (Planes) +5, Knowledge (religion) +5, Profession (fortune teller) +7, Profession (herbalist) +7, Ride +0, Spellcraft +5, Stealth +2
Languages Common, +1 additional
SQ summon familiar (cat)
Combat Gear potion of invisibility; Other Gear dagger; alchemist’s kit; collection of charms, wards, and unguents; harrow deck; Healer’s kit

Many communities turn to a local dabbler or hedge witch for their inexpensive folk magic, as the powers of clerics and sorcerers are too expensive for them to afford. These minor casters counsel townsfolk on matters of love or weather, mix medicines and potions, expel spirits, create charms, read fortunes, or do anything else that makes ends meet. Hedge witches usually live on the fringes of civilization and are just as often feared as loved by the communities to which they cater.
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