Characters

Scholar (Hedge Wizard)

CR: 4 XP: 1,200


N Medium humanoid


Init: +1 Senses: Perception +6


Defense

AC: 11, touch 11, flat-footed 10 (+1 Dex)


HP: 22 (5d6+5)


Fort: +3 Ref: +3 Will: +6


Offense

Speed: 30 ft.


Melee: dagger +2 (1d4/19–20)


Ranged: dagger +3 (1d4/19–20)


Special Attacks: hand of the apprentice (7/day)


Spells Prepared: (CL 3rd; concentration +7) 2nd—blindness/deafness (DC 16), glitterdust (DC 16) 1st—charm person (DC 15), color spray (DC 15), unseen servant 0 (at will)—arcane mark, mage hand, mending, prestidigitation


Statistics

Str: 10 Dex: 13 Con: 12 Int: 18 Wis: 14 Cha: 8


Base Atk: +2 CMB: +2 CMD: 16


Feats: Brew Potion, Combat Casting, Defensive Combat Training, Scribe Scroll, Skill Focus (Craft [alchemy])


Skills: Appraise +12, Craft (alchemy) +15, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Perception +6, Profession (herbalist) +10, Spellcraft +12


SQ: arcane bond (raven familiar)


Languages: Aquan, Common, Elven, Gnome, Sylvan


Combat Gear: potions of cure light wounds, darkvision, invisibility, levitate, protection from arrows, resist energy


Other Gear: dagger, cloak of resistance +1, alchemy kit


Description

Human commoner 2/wizard 3

Boon A hedge wizard can make alchemical items, brew potions, or scribe scrolls for the PCs at half cost. A hedge wizard can also share knowledge about the local area, granting a +2 circumstance bonus on Knowledge (geography), Knowledge (history), Knowledge (local), or Profession (herbalist) checks made in the local region.

A hedge wizard is a local dabbler in magic, sometimes a hermit or recluse wanting only privacy, but often a local loremaster or apothecary whose studies include both the natural and the supernatural.

Hedge wizards can serve as alchemists, sages, and scholars, or operate a curiosity shop or trading post dealing in magical and mundane items.

A hedge wizard might apprentice with a conjurist or hermit (CR 7) or partner with a medium as mystical advisors to a mayor (CR 9). Two cultists might be found working with a hedge wizard (CR 6), or a hedge wizard may work with a pilgrim and two acolytes to administer to a remote village (CR 6).

Source: GameMastery Guide, p. 296