The Hedge Witches 5 character skills are
Fly (Dex),
Knowledge (Int)
[Energy] Control (Wis),
Ritual Arts (Int),
Primal Arts (Int),
1: Manifest Familiar
2: Cast Circle
3: Tradition Path
4: Power Slot
5: Discern Falsehood
6: Core: Object of Flight
7: Tradition Nei Power
8: Non-detection circle
9: Domain slot [God 1]
10: Hedge Power
11: Power Slot
12: Shrine Cunning
13: Tradition Feat
14: Protection circle
15: Hedge Power
16: Shrine Fortitude
17: Power Slot
18: Tradition Feat
19: Domain Slot [God 2]
20: Moment of Prescience
At 1st level, a hedge witch can perform the rite to cast a circle. This is the basic rite that all hedge witches learn first, regardless of their tradition. The circle acts as a protection from evil/good spell up to one full hour. The circle's duration increases by one hour at 3rd level and every two levels after, that to a maximum of 10 hours at 19th level.
The hedge witch uses her athame (a special knife with a blunt edge, used for ceremonial purposes only, never for actual cutting) to draw the circle, praying to her god and goddess as she draws. Casting the circle requires one full minute of time, and the hedge witch can cast her circle a number of times per day equal to 2 + her Wisdom bonus. The hedge witch's circle is a 15 ft. radius circle at 2nd level,progessively increasing as 5 feet per two Witch levels, capping at 60 Feet at level 20.
Once cast, a faint glow — red if protecting from good, blue if protecting from evil — reveals the boundaries of the circle. The glow is visible to all, without the aid of magic.
At 8th level, the hedge witch's circle also acts as a nondetection spell in addition to the protection from evil/good.
At 14th level, the circle also acts as a protection from spells spell. Both effects have duration equal to the duration of the hedge witch's circle.
If the hedge witch is forced out of her circle before the duration is up, the circle is broken and all effects immediately end. Anyone within the circle with the hedge witch must remain within the circle for its duration or until the hedge witch breaks the circle; leaving the circle breaks it and ends all effects. Likewise, any creature outside the circle that enters it automatically breaks the circle and ends all effects. The hedge witch can break her circle and end its effects voluntarily at any time; the circle is not required to exist for its full duration.
If the hedge witch's circle is broken by someone other than the hedge witch, the spirits and powers the circle holds at bay can harm the hedge witch. The hedge witch must make a DC 20 Will save or suffer 1 point of temporary Wisdom and Charisma damage.
In addition to these powers, each hedge witch also gains a special power to her circle based on the tradition she chooses to follow at 2nd level.
See the Tradition descriptions for details on each.
Northern Shrine Tradition - Cold Black Shrine of Altena
Black hedge witches, though the fewest in number, are unfortunately the most well known as their dastardly reputation and
tales of their vile deeds have spread throughout the lands. Witches of the black magic tradition are mistresses of destruction and wickedness.
Familiar Types: A hedge witch who follows the Northern tradition can choose a bat, rat or viper or artic creature as her familiar. [out of date]
Tradition Feat Choice List:
Combat Casting, Deceitful, Iron Will, Persuasive, Silent Spell, Stealthy.
Nei Power Access: Mystic, General
Terrain: Arctic/Mountains
Circle Power: Retributive Circle -
Whenever you are within a circle you have cast and take damage from any melee attack, ranged attack, or spell, the creature that deals you damage must make a Will save (DC 10 + ½ your hedge witch level + your Wisdom modifier) or take the same amount and type of damage they dealt.
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Western Shrine Tradition - The Heartland Shrine of Valcena
Some hedge witches hear the call to protect and defend — be it a specific person or group of people, a specific place or sacred object, or simply to guard anyone or anything in need. Such driven individuals follow the protector tradition.
Familiar Types: A hedge witch who follows the Northern tradition can choose a cat, golden eagle or weasel as her familiar. [out of date]
Tradition Feat Choice List:
Alertness, Dodge, Extend Spell, Improved Initiative, _________, Weapon Finesse.
Nei Power Access: Priest, General
Terrain: Urban/Forests
Circle Power:
Deflecting Circle- Whenever you are within a circle you have cast, you and anyone else within the circle with you receives a +2 deflection bonus to Defense. This bonus increases to +4 at 8th level and +6 at 14th level.
Eastern Shrine Tradition - Coastal Shrine of Bastille
Most hedge witches on the path of the seer found themselves on the path as children, already able to see things before they happened, or know things about people that they should not have been able to know. Some trained their mind's eye to foresee the future or look into the past.
However they came to their skills, hedge witches of the seer tradition often make their livings as fortune tellers or oracles.
Familiar Types: A hedge witch who follows the Northern tradition can choose a owl, raven or toad creature as her familiar. [out of date]
Tradition Feat Choice List:
Craft Wondrous Item, Heighten Spell, Iron Will, Skill Focus (Sense Motive), Spell Focus (divination), Spell Penetration.
Nei Power Access: Mystic, Priest
Terrain Type: Plains/Water
Circle Power: Focusing Circle- Whenever you are within a circle you have cast, the subject of any scrying attempt you make receives a -5 penalty to its Will save. In addition, you receive a +5 bonus to your Intelligence check to avoid a decrease in Intelligence and Charisma whenever you cast contact other plane within your circle.
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Southern Shrine Tradition - The Jungle Swamp Shrine of Faynemarsh
The desire and skill to heal comes naturally to hedge witches of the healer tradition.
They are equipped with spells, potions and herbs to aid the ill and injured. Many work as midwives, or run herbalist shops
Familiar Types: A hedge witch who follows the healer tradition can choose:
hawk, lizard or rabbit as her familiar. [out of date]
Tradition Feat Choice List:
Endurance, Great Fortitude, Self-Sufficient, Skill Focus (Heal), Quicken Spell, Toughness.
Nei Power Access: General, Shaman [Not Totems]
Terrain Type: Swamp/Jungles
Circle Power: Healing Circle - Whenever you are within a circle you have cast, all spells you cast which heal hit point damage are treated as if modified by the Maximize Spell feat. Healing spells with a range of touch require the person to be healed to also be within the circle. The hedge witch cannot reach out of the circle to heal without breaking the circle. Healing spells that have a range or an area of affect do not require the targets to also be within the circle.
Hedge witches dedicated to the true path are bestowed with a Object of flight from their god and/or goddess, usually a broom but items have been known to be used....
A hedge witch can use her object of flight to fly through the air. Her object of Flight only works for her (or another hedge witch of 6th level or higher);
anyone else attempting to do so finds the Object does not respond. Even supernatural class abilities or magic cannot make the Object fly.
This Object is able to fly through the air and grants a +4 on Fly skill checks for up to 9 hours per day (split up as its owner desires). The object can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, theobject can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 300 yards when she speaks the command word. The Object of flight has a speed of 40 feet when it has no rider.
At 5th level, at a cost of 10 Control, an Hedge Witch knows if the target creature within 30 feet is deliberately and knowingly speaking a lie unless the creature makes a Will save (DC 10 + Hedge Witch level + Wisdom modifier). This does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
This lasts for 1 round per Hedge Witch level.
At 12th level, a Hedge Witch gains trap sense as a thief of equal level, and in her favored terrain, she immediately receives a Perception check to notice traps within 10 feet.
In addition, at 16th and 20th level, she may choose one combat maneuver, and gains a bonus equal to her trap sense bonus to her CMD against that maneuver.
At 16th level, a Hedge Witch gains a +1 bonus on saving throws against disease, exhaustion, fatigue, fear, and poison. When she is in her favored terrain, she instead applies her favored terrain bonus on such saving throws. She also recovers from ability damage, exhaustion, and fatigue at twice the normal rate.
At 20th level, at a cost of 40 control, an Hedge Witch is able to perceive her surroundings in relation to herself. This ability lasts for 10 rounds.
She receives an insight bonus of +10 bonus, to one of the following abilities of her choosing:
Attack rolls,
Defense rolls,
Skill checks or opposed ability checks,
Saving throws.
Class Restricted feats
More then just a Simple Broom
Prerequisties: Must have Object of Flight [Broom]
A hedge witch's broom is more than just a simple housekeeping tool and a convient way to travel...
A hedge witch can use her broom to cast housewifery (prestidigitation cantrip).She can do this once per day per 2 hedge witch levels.
A hedge witch can use her broom to protect her dwelling from evil or good (depending on her alignment).
The hedge witch must spend 15 minutes sweeping the floor of her home, shop, tent, inn room, etc. At the end of this period up to 3 different entrances (doors, windows, fireplaces, etc) are protected as if by a protection from evil/good spell. The number of entrances a hedge witch can protect increase by 3 every 3 hedge witch levels (6 at 6th level, 9 at 9th level, etc). A hedge witch must spend another 15 minutes sweeping for every 3 entrances she protects. The protection lasts for 1 hour per 3 hedge witch levels.
At 10th level, a hedge witch can use her broom to “sweep away” outsiders. By making a melee touch attack against an outsider while chanting or intoning prayers and words of power, the hedge witch can banish (as the spell banishment) an outsider of X HD or less. The hedge witch can use this ability once per day. X equals Hedge Witch levels so a 20th level hedge witch can banish 20 HD.