Hedgewitch

The hedgewitch is a caster steeped in traditions handed down from teacher to student in a long, unbroken line. Equal parts shaman, witch doctor, and budding academic, the hedgewitch is a master of utility, seeking knowledge and power wherever they may be found. Spiritualism, demonology, and even charlatanism may inform her magic, and hedgewitches can be found the world over living as village healers, professional alchemists, contract casters, or members of mystery religions. For many budding magicians, the secrets of hedgewitchery are a seductive lure, offering so much more than the monotony of mage towers and purely academic study.

Role: Hedgewitches use the power of their traditions to aid their fellows on and off the battlefield. Hedgewitches are equally capable of filling a variety of roles, and there is rarely a situation where an hedgewitch doesn’t have a relevant trick or two up her sleeve.

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 (Int), 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

Table: The Hedgewitch
Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Magic Talents
1 0 +0 +0 +2 Casting, spell pool, tradition benefit, tradition power, traditions 0 (1) 0 (+2)
2 +1 +0 +0 +3 Secret, tradition secrets +1 1
3 +2 +1 +1 +3 +2 2
4 +3 +1 +1 +4 Secret +3 3
5 +3 +1 +1 +4 +3 3
6 +4 +2 +2 +5 Secret +4 4
7 +5 +2 +2 +5 +5 5
8 +6/+1 +2 +2 +6 Secret +6 6
9 +6/+1 +3 +3 +6 +6 6
10 +7/+2 +3 +3 +7 Grand secrets, secret +7 7
11 +8/+3 +3 +3 +7 +8 8
12 +9/+4 +4 +4 +8 Secret +9 9
13 +9/+4 +4 +4 +8 +9 9
14 +10/+5 +4 +4 +9 Secret +10 10
15 +11/+6/+1 +5 +5 +9 +11 11
16 +12/+7/+2 +5 +5 +10 Secret +12 12
17 +12/+7/+2 +5 +5 +10 +12 12
18 +13/+8/+3 +6 +6 +11 Secret +13 13
19 +14/+9/+4 +6 +6 +11 +14 14
20 +15/+10/+5 +6 +6 +12 Secret, tradition mastery +15 15

Class Features

Weapon and Armor Proficiency

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.

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

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:

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

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.

Black Magic

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

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

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

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.

Green Magic

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 non-magical 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

Class Skills: Survival, Knowledge (nature), Knowledge (geography).

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

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

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

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

You gain the following concoctions:

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

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

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

At 5th level, the target gains a +3 bonus to one saving throw. At 9th level, the benefit to their saving throw lasts 10 minutes. At 13th level, this benefit lasts 1 hour. At 17th level, the bonus applies to all saving throws.

Healing Concoction: The target is healed 1d6 hit points per 2 hedgewitch levels you possess (minimum: 1d6).

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

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

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

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

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

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

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

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

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

Store Potion: You may drink a potion, poison, or concoction without applying the effects to yourself. Instead, you may touch a target as a standard action and grant the effects to that target. You cannot store more than 1 potion, poison, or concoction at a time in this manner, and if storing a concoction, the concoction still loses its potency if not used in time.

Surgeon: Using the Heal skill to treat deadly wounds takes 10 minutes instead of 1 hour. In addition, you heal the target 2 hit points per HD instead of 1 hit point per HD.

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

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

Instant Poison: (Requires Swift Poison) You may apply poison to a weapon as a swift action.

Miracle Man: (Requires Surgeon) You may use your Heal skill to treat deadly wounds on a dead target, provided you begin within 10 minutes of when the target died. This takes 4 hours of continuous work and costs 3 uses of your concoction ability (or three healing concoctions, if you have them prepared). At the end of this time, make a Heal check against a DC of 10 + the target’s negative hit point total. If you succeed at this check, the target comes back to life and stabilizes at 1 fewer negative hit points than would be necessary to kill it, and the target gains 2 temporary negative levels that last 24 hours. If the target has had vital parts removed (i.e., its head, heart, etc.) it cannot be revived in this manner.

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

Spiritualism

Class Skills: Knowledge (religion), Knowledge (history), Knowledge (local).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Grand Secrets: Beginning at 10th level, a hedgewitch may select one of the following grand secrets in place of a secret, or any grand secret from the list associated with her tradition:

Metamagic Master: 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.

Arcane Builder: 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.

Section 15: Copyright Notice

Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers

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