CAPÍTULO I. USOS Y DEMANDAS DEL AGUA
1. PRESIONES SOBRE LAS MASAS DE AGUA SUPERFICIAL
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, treat-
ing 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 whenev- er she gains a secret:
Animal Companion: Increase your effective druid lev-
el by 4 when determining the strength of your ani- mal 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.
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Animal Friend: Choose a specific kind of animal (ea-
gle, fox, dog, and so on). You gain the ability to con- verse 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 sens-
es 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 nonmagical 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 to- gether 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 negli- gible 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 herb- alist’s poison) and can only affect living creatures. If a tar- get 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 alchemi-
cal 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 alchem-
ical 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 poi- son 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 lev- els 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.
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Classes
Extra Concoctions: Increase the number of concoc-
tions you may create in a day by 2. If you cannot cre- ate 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 con-
coction 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 concoc- tion still loses its potency if not used in time.
Surgeon: Using the Heal skill to treat
deadly wounds takes 10 min- utes 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 hedge-
witch with the her bology 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 lev- els. 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 concoc-
tion 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 knowl- edge and experience. As a standard action,
you may grant yourself the benefit of any one magic talent or combat feat you don’t pos-
sess. 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 abil- ity a number of times per day equal to 3 + 1/2
your hedgewitch lev- el (minimum 1).
Multiple uses of this ability do not stack. If you use this ability again before the previous duration has ex- pired, 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 re- place a feat currently fulfilling another’s pre- requisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
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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 spiritual-
ism 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 chan- nel 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 tra- dition 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 select- ed 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 qual- ifying 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 ben-
efit. You count as possessing the green magic tradition when qualifying for secrets. You cannot select this secret if you al- ready 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 qual- ifying 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 mul- tiple 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: Circle Caster,
Ritual Caster, Dispel Magic, Cantrips. You may select this se- cret 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, won-
drous items, and so on). You create items of this type 25% faster than normal and gain a +4 bonus on Spellcraft checks (or oth- er 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.
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Classes
Incanter
Incanters are the great seekers of magic, to the exclusion of almost all other pursuits. Incanters can be wizards, priests, necromancers, or indeed anyone else who primarily finds their power through the study and practice of magic.
Role: An incanter’s abilities are determined by the spheres and
talents he chooses, and as such, an incanter can fill almost any party roll.
Alignment: Any Hit Die: d6
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 incanter’s class skills are Appraise (Int), Craft (Int), Fly (Int), Knowledge (all; Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier. Table: The Incanter
Level Attack Base Bonus
Fort
Save SaveRef SaveWill Special
Base Caster
Level
Magic Talents
1st +0 +0 +0 +2 Bonus feat, Casting, Spell Pool +1 2 (+2)
2nd +1 +0 +0 +3 Bonus feat +2 3 3rd +1 +1 +1 +3 +3 5 4th +2 +1 +1 +4 Bonus feat +4 6 5th +2 +1 +1 +4 +5 8 6th +3 +2 +2 +5 Bonus feat +6 9 7th +3 +2 +2 +5 +7 11 8th +4 +2 +2 +6 Bonus feat +8 12 9th +4 +3 +3 +6 +9 14 10th +5 +3 +3 +7 Bonus feat +10 15 11th +5 +3 +3 +7 +11 17 12th +6/+1 +4 +4 +8 Bonus feat +12 18 13th +6/+1 +4 +4 +8 +13 20 14th +7/+2 +4 +4 +9 Bonus feat +14 21 15th +7/+2 +5 +5 +9 +15 23 16th +8/+3 +5 +5 +10 Bonus feat +16 24 17th +8/+3 +5 +5 +10 +17 26 18th +9/+4 +6 +6 +11 Bonus feat +18 27 19th +9/+4 +6 +6 +11 +19 29 20th +10/+5 +6 +6 +12 Bonus feat +20 30
Class Features
Weapon and Armor Proficiency: An incanter is proficient
with all simple weapons.
Casting: An incanter may combine spheres and talents to cre-
ate magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his 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: An incanter gains a small reservoir of energy he
can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum: 1). This pool re- plenishes once per day after roughly 8 hours of rest.
Magic Talents: An incanter gains 2 magic talents at every odd
level and 1 at every even level, according to Table: Incanter.
Bonus Feat: At 1st, 2nd, and every 2 levels thereafter, an
incanter gains a bonus feat. This may be spent to gain an ex- tra magic talent, or any feat which has casting as a prerequi- site (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).