This class has identity issues, I realized mid-way through that there isn't really much of a reason to exclude clerics or other divine casters. I see them as fulfilling a very similar role, with virtually identical game mechanics but very different images.
The divine name in particular could use some improvement.
I also played a bit fast and loose with the skills. I don't think it's bad to have more knowledge skills for the class than someone could take.
HEDGE WIZARD/FRIAR (Flavor Class)
Wildly looked down upon by wizards from more civilized lands, most hedge wizards have not received formalized training most wizards take for granted. Alternatively a handful of arcanists have paused, their more competative colligues might say arrested, their studies to delve into the creation of the charms. Most hedge wizards live off the beaten track, and are important, if sometimes irradic, members of the of small rural communties.
Friars' focus on improving the well being of their flocks, though they may or may not be part of the official heirarchy of a church they are often at it's lowest rungs.
BAB: +0
Saves: Fort: +1 Ref +0 Will: +1
HD: d4
Special: The hedge wizard must choose a
spellcasting class. He must either already have a
level in that class or take it as his next class.
Despite the class' name any spellcaster including wizards, sorcerers and even bards, are eligible.
A friar may be any divine caster, even an old paladin or ranger might retire and spend his twilight years supporting those around him in a more laid-back capacity.
Class Skills: Concentration, Diplomacy, Heal, Knowledge (Nature, Geography), Knowledge (Arcana or Religion), Sense Motive, Spellcraft, Survival/Wilderness Lore.
Skill Points: 6 + Int modifier (x4 if hedge wizard/friar is the character?s first character level)
CLASS FEATURES
Magical Training: A hedge wizard/friar has a basic understanding of magic. While their power fades in comparison to those who focus totally on their magical training they are capible of true magic. A hedge wizard/friar is considered 1 caster level higher for determining spell effects, including damage, duration, range, etc as well as caster level for dispelling and the creation of magical items. Their number of spells known (if applicable) and spells per day do not improve.
(Ex: Mumsy Thistlewine, a halfing hedge wizard/sorc 5, casts an endurance spell on herself, it lasts for 6 hours and otherwise
functions as a spell cast by a 6th level caster. She does not know fireball or any other 3rd level spells, however, until she advances to 6th level sorc, when she gains spells as a normal 6th level caster.)
Exception: A 1st level character whose only level is hedge wizard/friar gains the spells per level & spells known of an apprentice character (forget what they're called, from the DMG), and cast spells as 1st level casters. From second level on they function as normal.
[edit: I'll figure out what the proper OGL rules way to put it, how SKR should be credited, etc. when we get to that stage]
Create Charm:
A hedge wizard or friar can create magical charms, whose effacicy depends upon their caster level. For every caster level a the hedge wizard (I'm getting sick of writing friar so I'm skipping it) gets 1 charm point. Charm points may be used to create a charm once per month. From the following table
Cost | Ability (all bonuses are considered luck bonuses)
1 | +1 to a specific skill
2 | +1 to hit a specific creature (you do not need to know the name of the creature, but you must describe it in sufficent detail: so 'the leader of the bloodyhand goblin tribe' is acceptable)
2 | +1 to save against a specific effect such as posion, disease, fire, or whatever.
3 | +1 to hide and move silently
3 | +1 to listen and spot checks
4 | +1 to Will, Fort or Reflex saves (chosen at time of casting)
4 | +1 to hit a specific race or sub race of animals, magical beats, humanoids, or monstrous humanoids (goblins, orcs, drow elves, dire wolves)
8 | +1 to hit a specific creature; any sort possible (demons, vampires, red dragons, flumphs)
10 | +2 to a single ability score
10 | +1 bonus to AC
A charm only provides a SINGLE type of bonus and never more than +4. Creating a charm takes 1 hour per point invested. A charm functions only for the person it is created for and remains potent for 2 days per level of the caster. An individual can benift from only one charm at a time, though they may not be aware of what it does the they must accept the charm from the hedge wizard. If, for some reason, a person accepts a second charm from any source their first charm is forever useless.
A hedge wizard may create a charm for themselves, however they must pay double the number of points listed in the chart above.
Example: Mumsy (caster level 6) wishes to create a charm to help her neiphew travel down the river to meet a prospective wife's family. She's heard the waters are high this season so she makes him a small charm to help him keep his head above water. Though she has six points to spend she can only make a charm of +4 to swim (because a charm can never have more than +4), it will last for 12 days. Though she might consider making a charm that gives a bonus to swim and fortitude saves (to help against drowning) she can't put multiple bonuses in a single charm and no-one can ever receive more than one charm. She'll content herself with the charm of swimming.
Later on Mumsy hears that one of her fvorite aunts in a nearby village has fallen ill, the mayor has kindly arranged for a horse to leave in the morning. She hates the irritable beasts and can never stay in her saddle so she decides to make a charm to keep any creature she's on soothed. She has six points to spend but she's making the charm for herself, so the costs are doubled and she can only make a charm of +3 to ride. When she gets to the villiage she manages to take care of her aunt but discovers that the village is under attack from a savage troll. Though she would like to make a charm to help the warriors of the village against the troll she still has many days before a month has passed and she can make no new charms to aid them.
Local knowledge: For all of their unschooled exterior a hedge wizard is tremendously familiar with the fauna and flora of their home region. They receive a +4 to any Knowledge or Survial/Wilderness Lore checks involving creatures or plants indigionous to their home region or areas within it. They can also get a little bit more out of their local plants than others in a similar situation; with access to local healing herbs they receive and addtional +1 competence bonus to healing checks.
A hedge wizard's 'local region' is an area up to 20 miles in diameter of similar climate and terrain. If a wizard lives in an area which has significantly different terrain types (like a deep forest and then rocky foothills leading into mountians) their type must be choosen when the class is taken.
Alternative, WITH DM PERMISSION, a hedge wizard may be familiar with multiple types of terrain within their area, however their knowledge survival/wilderness lore bonus drops to +3 and they receive no competence bonus on healing checks.
A hedge wizard who travels far from their homeland and settles in another area may familiarize themselves with their new home. This process takes a year and the hedge wizard must spend at least 30 hours a month week out and about in the land.
Perement class skills: A hedge wizard choose a single skill from their hedge wizard class list to become a perment class skill for the character.