Hedge Witch

Overview:While the realms of the divine, the arcane, and the earth itself are all quite different from one another, there is a small area where all three overlap. Those individuals who find themselves at home in that intersection of worlds can do wondrous things — they can cast spells normally accessible to only Techers or Mystic Forces; they can commune with the creatures and flora of the lands; they can see into the past and ahead into the future. These multitalented — and often misunderstood — people are hedge witches.
Witches can take their magical gifts and focus them to follow various paths, or traditions. Many hedge witches feel most in tune with their own power when they are skyclad (nude), and perform as many as their tasks and rites as possible in this state (though it is not by any means required for their magic to work).
Many people wrongly assume there are only two types of witches: those who practice evil, or black magic, and the rare few who practice good, or white magic. In truth, while hedge witches can be of any alignment, far more are good than are evil, and there are Seven distinct traditions that a hedge witch can follow. Most hedge witches are women, but more than a few males take the hedge witch's path. Male hedge witches are called hedge witches, not warlocks as some people mistakenly believe. Warlock is the term for a hedge witch, male or female, who has broken the sacred oaths of the coven and has been outcast.
Role:While hedge witches are not highly skilled in physical combat or offensive spells,the magic and abilities they do possess serve them well. The role of the hedge witch varies depending upon which tradition she has chosen, so she may play many roles in a party, from healer to scout to defender. Regardless of their tradition, all hedge witches are strongly connected to nature and the weave.
Where priests and others nearly always have a single patron deity, hedge witches always have two, a god and a goddess. A hedge witch's god and goddess must have some commonalities in their dogmas. Work with your GM and the deity list to select an appropriate god and goddess for your hedge witch to follow.
A hedge witch may be of any alignment, so long as she is within one alignment step of both her deities.

Attributes: Wound Point Bonus: +2 Chakra Point Die: 1d10

The Hedge Witches 5 character skills are

Fly (Dex),

Knowledge (Int)

[Energy] Control (Wis),

Ritual Arts (Int),

Primal Arts (Int),


Class: MagicStuffBlurb
Skill Points at 1st Level: ( 5 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 3 + Intelligence Modifier
Weapon/Spell/Armor proficiencyMilitia Proficiency +1T-attack choice +3 or Elemental Initiator +3Mantles +1
Starting Meseta: 14,000

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

Cast Circle [Sp]

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.


Tradition Paths

Northern Shrine

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.

Elven Shrine Tradition

Not started

Central Shrine

Not Started

Western Shrine

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

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.

Vulpine Shrine

Not started

Southern Shrine

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.

Object of Flight [Core Ability]

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.

Discern Falsehood (Su)

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.

Shineland Cunning (Ex)

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.

Shineland Fortitude (Ex)

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.

Moment of Prescience (Su)

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.

Starting Meseta: 1250

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.