Hedge Wizard (Commoner 2/Wizard 3)


Hedge Wizard CR 4

XP 1,200
Human commoner 2/wizard 3
N Medium humanoid
Init +1; Senses Perception +6

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (5d6+5)
Fort +3, Ref +3, Will +6

OFFENSE

Speed 30 ft.
Melee dagger +2 (1d4/19–20)
Ranged dagger +3 (1d4/19–20)
Special Attacks hand of the apprentice (7/day)

Wizard Spells Prepared (CL 3rd; concentration +7)

2ndblindness/deafness (DC 16), glitterdust (DC 16)
1stcharm person (DC 15), color spray (DC 15), unseen servant
0 (at will)—arcane mark, mage hand, mending, prestidigitation

STATISTICS

Str 10, Dex 13, Con 12, Int 18, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 16
Feats Brew Potion, Combat Casting, Defensive Combat Training, Scribe Scroll, Skill Focus (Craft [alchemy])
Skills Appraise +12, Craft (alchemy) +15, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Perception +6, Profession (herbalist) +10, Spellcraft +12
Languages Aquan, Common, Elven, Gnome, Sylvan
SQ arcane bond (raven familiar)
Combat Gear potions of alter self, darkvision, expeditious retreat, invisibility, protection from arrows, resist energy; Other Gear dagger, cloak of resistance +1, alchemy kit
Boon A hedge wizard can make alchemical items, brew potions, or scribe scrolls for the PCs at half cost. a hedge wizard can also share knowledge about the local area, granting a +2 circumstance bonus on Knowledge (geography), Knowledge (history), Knowledge (local), or Profession (herbalist) checks made in the local region.


A hedge wizard is a local dabbler in magic, sometimes a hermit or recluse wanting only privacy, but often a local loremaster or apothecary whose studies include both the natural and the supernatural. Hedge wizards can serve as alchemists, sages, and scholars, or operate a curiosity shop or trading post dealing in magical and mundane items.

A hedge wizard might apprentice with a conjurist or hermit (CR 7) or partner with a medium as mystical advisors to a mayor (CR 9). Two cultists might be found working with a hedge wizard (CR 6), or a hedge wizard may work with a pilgrim and two acolytes to administer to a remote village (CR 6).

Section 15: Copyright Notice

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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