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Hedge Witch

Hedge Witches are full divine casters who are more than capable of holding the front lines of battle, though many choose to fall behind allies and dole out support with summoned allies, offensive spells, and powerful buffs. Hedge Witches tend to replace Clerics in tribal societies, and often act as healers in rural areas with the more civilized races. Hedge Witches often take to adventuring to deal with problems of their community, or simply to better understand the natural forces they wield.

Alignment: any

Hit Die
: d8

Class Skills

Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge: Geography (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +2 +0 +2 Magical Path, Soothing Wind, Brew Potion
2nd +1 +3 +0 +3 Path Focus (Minor)
3rd +2 +3 +1 +3 Green Secret
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5 Green Secret
7th +5 +5 +2 +5 Hedge Servant
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6 Green Secret
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7 Path Focus (Lesser)
12th +9/+4 +8 +4 +8 Green Secret
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9 Green Secret
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Green Secret
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Path Focus (Major)

Class Features

Weapon and Armor Proficiency: Hedge Witches are proficient with all light and medium armor, as well as light shields. They are proficient with all simple weapons, plus the handaxe, short sword, scimitar, trident, greatclub, scythe, and shortbow.

Spells: The Hedge Witch casts spells that are drawn from the Druid spell list. Her alignment, however, may prevent her from casting certain spells opposed to her moral or ethical beliefs. She can cast any spell she knows, much like a bard or sorcerer, without preparing it ahead of time. To cast a spell, the Hedge Witch must have a Charisma score of 10+the spell level. The Difficulty Class for any spell she casts is equal to 10+the spell level+her charisma modifier. Like other spellcasters, the Hedge Witch may only cast a certain amount of spells per day. She gains bonus spell slots based on a high Charisma score, but not spells known. Like Sorcerers, the Hedge Witch can only know a small number of spells. However, each day the Hedge Witch may change her spells known by spending 1 hour in quiet meditation. This must be done at the same time every day, decided when the Hedge Witch takes her first level in the class. If a Hedge Witch knows any metamagic feats, she must apply the metamagic feat to the spell when changing her spells for that day. For example, a Hedge Witch who wants to memorize an Extended Barkskin must prepare the spell as one of her 3rd level spells known.

Cantrips
: The Hedge Witch learns a number of cantrips, or 0-level spells, as noted on the following table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells Per Day Spells Known
Level1st 2nd 3rd 4th 5th 6th 7th8th9th0 1st 2nd 3rd 4th 5th 6th 7th8th9th
1st 2
- - - - - - - - 3 1 - - - - - - - -
2nd 3
- - - - - - - - 3 2 - - - - - - - -
3rd 4
2
- - - - - - - 3 2 0 - - - - - - -
4th 5
3
- - - - - - - 3 3 1 - - - - - - -
5th 6
4
2
- - - - - - 3 3 1 0- - - - - - -
6th 6
5
3
- - - - - - 3 3 2 1 - - - - - -
7th 6
6
4
2
- - - - - 3 3 2 1 0 - - - - -
8th 6
6
5
3
- - - - - 3 3 3 2 1 - - - - -
9th 6
6
6
4
2
- - - - 3 3 3 2 1 0 - - - -
10th 6
6
6
5
3
- - - - 3 3 3 3 2 1 - - - -
11th 6
6
6
6
4
2
- - - 3 3 3 3 2 1 0 - - -
12th 6 6 6 6 5 3 - - - 3 3 3 3 3 2 1 - - -
13th 6 6 6 6 6 4 2 - - 3 3 3 3 3 2 1 0 - -
14th 6 6 6 6 6 5 3 - - 3 3 3 3 3 3 2 1 - -
15th 6 6 6 6 6 6 4 2 - 3 3 3 3 3 3 2 1 0 -
16th 6 6 6 6 6 6 5 3 - 3 3 3 3 3 3 3 2 1 -
17th 6 6 6 6 6 6 6 4 2 3 3 3 3 3 3 3 2 1 0
18th 6 6 6 6 6 6 6 5 3 3 3 3 3 3 3 3 3 2 1
19th 6 6 6 6 6 6 6 6 4 6 3 3 3 3 3 3 3 2 1
20th 6 6 6 6 6 6 6 6 5 6 3 3 3 3 3 3 3 3 2

Magical Path: At 1st level, a Hedge Witch must choose her path as she progresses in her craft. As she gains levels, she adds bonus spells known to her spells known list and gains foci according to her path. Bonus spells known are in addition to the spells known listed on the chart, and cannot be modified with metamagic. Bonus spells are dictated by the cleric domain spells of the appropriate name. The Hedge Witch gains no additional benefit of the domain.

Air
Minor – Attune Elements – Electricity resistance 5.
Lesser – Elemental Conduit – Gain +1 DC for any spell you cast with the electricity or air subtype.
Greater – Elemental Precision – When casting any spell with the electricity or air subtype, roll twice and take the better result when attempting to overcome spell resistance.

Animal
Minor – Tongue of the Beasts – You may speak with animals, as the spell, for a number of rounds per day equal to your hedge witch level.
Lesser – Extended Ally – Your summon nature's ally spells used to summon animals are automatically extended. This does not increase the level of the spell or the casting time.
Greater – Woodland Support – Your summon nature's ally spells used to summon animals now summon 1 additional animal.

Community
Minor – Teamwork – Whenever you or an ally within 30' of you flanks an enemy, she gains a +3 to attack in place of the regular +2.
Lesser – Alertness – You and all allies that can perceive you gain a +2 bonus to initiative and perception checks.
Greater – Unity – You and all allies that can perceive you gain a +2 sacred/profane bonus to saves.

Earth
Minor – Attune Elements – Acid resistance 5.
Lesser – Elemental Conduit – Gain +1 DC for any spell you cast with the acid or earth subtype.
Greater – Elemental Precision – When casting any spell with the acid or earth subtype, roll twice and take the better result when attempting to overcome spell resistance.

Fire
Minor – Attune Elements – Fire resistance 5.
Lesser – Elemental Conduit – Gain +1 DC for any spell you cast with the fire subtype.
Greater – Elemental Precision – When casting any spell with the fire subtype, roll twice and take the better result when attempting to overcome spell resistance.

Healing
Minor – Gentle Winds – Your soothing winds ability now lasts an additional round.
Lesser – Stronger Healing – Conjuration (Healing) spells cast by you now heal an additional 2 points per spell level.
Greater – Voice of the Winds – Your soothing winds ability now lasts a number of rounds equal to your charisma modifier.

Plant
Minor – Woodland Stride – As druid ability.
Lesser – Thick Skinned – Your natural armor increases by 2.
Greater – Blood like Sap – You gain light fortification and are immune to bleed effects.

Water
Minor – Attune Elements – Cold resistance 5.
Lesser – Elemental Conduit – Gain +1 DC for any spell you cast with the cold or water subtype.
Greater – Elemental Precision – When casting any spell with the cold or water subtype, roll twice and take the better result when attempting to overcome spell resistance.

Weather
Minor – Attune Elements – You are always under the effects of Endure Elements, as the spell.
Lesser – Weather Warden – Gain +1 DC to any spell granted by your path.
Greater – Pure Storm – You are immune to natural and magical weather effects.

Soothing Wind (Su): A hedge witch can sacrifice a spell slot as a standard action and grant herself and all allies within 30' fast healing equal to 1 + the level of the spell for 3 rounds.

Brew Potion: At 1st level a Hedge Witch gains Brew Potion as a bonus feat, even if she doesn't meet the requirements.

Green Secret: A witch's time spent analyzing the ebb and flow of the natural world culminates in the discovery of a green secret. She may choose to gain any one of the following benefits:

Spell Mastery: Permanently modify a single spell on the druid list with the silent, extend, still, or enlarge metamagic feat. This does not increase the spell level. The spell cannot be from the necromancy school or contain an alignment component, as nature favors neutrality.

Spell Discovery: You may add a single spell from the cleric or wizard class to your spell list. This spell must be at least 1 level lower than your highest level spell and be of the abjuration, conjuration, divination, or transmutation school.

Powerful Potion: You may infuse spells into your potions of up to 1 spell level higher than you currently can. Normally, Brew Potion can only contain spells of up to 3rd level.
Cheap Potion: By making a survival check (DC 15+potion's caster level) you can reduce the cost of the potion by 10%. You reduce the cost by an additional 10% for every 5 points by which you beat the DC to a maximum of a 50% discount.

Bonus Feat: Animal affinity, athletic, combat casting, eschew materials, great fortitude, lightning reflexes, iron will, improved initiative, self sufficient, skill focus (any class skill)

Metamagic Discovery: Gain any metamagic feat that you qualify for.

Hedge Servant (Su): At 7th level a Hedge Witch gains a magical companion to aid her in her dealings. This companion functions as a wizard's Familiar, using her Hedge Witch class level as her wizard level to determine abilities. The creature type does not change, and the familiar does not gain the ability to speak with animals of its kind. The Hedge Witch may choose from the following: Small Elemental (any type), Mephit (any type), or homunculus.

Additional Ratings
Balance:
( 6 Votes )
Utility:
( 6 Votes )
Clarity:
( 6 Votes )


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