Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hedge Wizard
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cheiromancer" data-source="post: 1617139" data-attributes="member: 141"><p>I am toying with the idea of placing an organization of fiend-worshipping cultists in my campaign world (which has a FR geography and basic pantheon). I've decided that the higher level members will be Ur-Priests (from the Complete Divine). </p><p></p><p>In the course of working out the "prefix" to this prestige class I decided to try Wizard 2/Rogue 2/X 1. "X" is a class with a good BAB and Fort save. Maybe Ranger. The best order of the classes is Wizard-X-Rogue-Rogue-Wizard. This makes it easier to meet the skill point pre-reqs for Ur-Priest. </p><p>[edit]This prefix only works if you use an alternative method of calculating base saves. See my response to Sigurd[/edit]</p><p></p><p>I didn't want to use clerics and druids in the Ur-Priest prefix, as this would make the organization dependent on recruiting its leaders from outside- I want it to be self-sufficient. Outside of core books, I think that Bard 3/Marshal 2 or Marshal 2/Hexblade 3 work well. Marshal is from the Miniature's Handbook, and Hexblade is from the Complete Warrior.</p><p></p><p>Anyways. I took the Wizard 2/Rogue 2/Ranger 1 prefix and calculated what the average saves, BAB and skill points were. Then I did a little substituting out (the biggest change was putting in nature sense and mettle for favored enemy), fiddled with the numbers a trifle, and tried to extend the result into a viable 20 level class. I got to level 9 by considering the prefix for Arcane Trickster: a 9th level hedge wizard is roughly the equivalent of a rogue3/wizard 6. Then I followed the general pattern of a prestige class and put in a special ability every couple of levels. </p><p></p><p>Anyway, here's my first draft. I am not certain of the best name, so I am just calling it...</p><p></p><p><strong>The Hedge Wizard</strong></p><p><strong></strong></p><p><strong>Hit dice:</strong> d6</p><p><strong>Armor and Weapons:</strong> Light armor, no shield, simple weapons</p><p><strong>Attacks:</strong> medium BAB (like a rogue)</p><p><strong>Saves:</strong> all good (like a monk)</p><p></p><p><strong>Skill points:</strong> 4 + Int modifier</p><p><strong>Class skills:</strong> Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Listen, Move Silently, Open Locks, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival.</p><p></p><p><strong>Key ability for spells:</strong> Intelligence. </p><p></p><p>[code][color=silver]</p><p></p><p>Level </p><p>1 sneak attack +1d6, trap sense, Track</p><p>2 nature sense, wild empathy</p><p>3 evasion</p><p>4 familiar, spellcasting</p><p>5 mettle</p><p>6 </p><p>7 uncanny dodge</p><p>8 </p><p>9 sneak attack +2d6</p><p>10 </p><p>11 improved uncanny dodge</p><p>12 </p><p>13 spell resistance (level +10)</p><p>14 </p><p>15 improved evasion</p><p>16 </p><p>17 sneak attack +3d6</p><p>18 </p><p>19 poison and disease immunity</p><p>20 [/color][/code]</p><p></p><p></p><p>Special Abilities:</p><p></p><p>Sneak attack, trap sense, (improved) evasion and (improved) uncanny dodge are as the rogue abilities. Nature sense (+2 to knowledge: nature and survival checks) is from the druid, wild empathy is the druid/ranger ability, and Track is the ranger bonus feat.</p><p></p><p>To fill in blank spaces in the chart I put in mettle (like evasion, only for fort and will saves- it is the hex blade's 3rd level ability (CW)), and poison/disease immunity (like the monk). Spell resistance is like the monk ability too; SR = class level + 10.</p><p></p><p>The hedge wizard's familiar and spellcasting is the same as for a standard wizard 3 levels lower. They prepare spells from a spellbook like a wizard, but cannot specialize in a school of magic. A 4th level hedge wizard has the spellcasting ability of a first level wizard, and a 20th level hedge wizard has the spellcasting ability of a 17th level wizard. Just enough to cast 9th level spells; which is why there is no additional perk for 20th level.</p><p></p><p><strong>Role:</strong> A very low level hedge wizard is an unskilled rogue who can survive fairly well in the wilderness. Which is good, since he can't compete with the more dedicated rogues in the big city! A hedge wizard peruses old tomes and practices esoteric meditative techniques in the hope of awakening magical talent within. Until these meditative techniques bear fruit, the only magic the hedge wizard can use are of the disappearing coin variety. Real spellcasters dismiss them (correctly) as charlatans and frauds.</p><p></p><p>The hedge wizard's "meditative techniques" yield an increased sensitivity to details other people would miss- thus nature sense, trap sense and track. Hedge wizards can react faster to unexpected situations (good reflex saves, evasion, uncanny dodge) and are more in tune with their bodies (thus the good fort saves and eventual immunity to poison and disease.) Spiritual awareness manifests eventually as spellcasting ability and as the ability to completely avoid harmful magic (thus the class abilities of spell resistance, mettle and improved evasion).</p><p></p><p>Mid-level hedge wizards start to learn real magic, and their unorthodox approach starts to bear fruit; they have better hit points, saves, and skill points than a wizard of the same level, their special abilities largely make up for their weaker spellcasting. Hedge wizards compare very well to multiclass rogue/wizards. Among the prestige classes a single classed hedge wizard can qualify for are Arcane Trickster, Assassin, and Ur-priest.</p><p></p><p>Comments?</p><p></p><p>Can anyone think of a better name?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1617139, member: 141"] I am toying with the idea of placing an organization of fiend-worshipping cultists in my campaign world (which has a FR geography and basic pantheon). I've decided that the higher level members will be Ur-Priests (from the Complete Divine). In the course of working out the "prefix" to this prestige class I decided to try Wizard 2/Rogue 2/X 1. "X" is a class with a good BAB and Fort save. Maybe Ranger. The best order of the classes is Wizard-X-Rogue-Rogue-Wizard. This makes it easier to meet the skill point pre-reqs for Ur-Priest. [edit]This prefix only works if you use an alternative method of calculating base saves. See my response to Sigurd[/edit] I didn't want to use clerics and druids in the Ur-Priest prefix, as this would make the organization dependent on recruiting its leaders from outside- I want it to be self-sufficient. Outside of core books, I think that Bard 3/Marshal 2 or Marshal 2/Hexblade 3 work well. Marshal is from the Miniature's Handbook, and Hexblade is from the Complete Warrior. Anyways. I took the Wizard 2/Rogue 2/Ranger 1 prefix and calculated what the average saves, BAB and skill points were. Then I did a little substituting out (the biggest change was putting in nature sense and mettle for favored enemy), fiddled with the numbers a trifle, and tried to extend the result into a viable 20 level class. I got to level 9 by considering the prefix for Arcane Trickster: a 9th level hedge wizard is roughly the equivalent of a rogue3/wizard 6. Then I followed the general pattern of a prestige class and put in a special ability every couple of levels. Anyway, here's my first draft. I am not certain of the best name, so I am just calling it... [b]The Hedge Wizard Hit dice:[/b] d6 [b]Armor and Weapons:[/b] Light armor, no shield, simple weapons [b]Attacks:[/b] medium BAB (like a rogue) [b]Saves:[/b] all good (like a monk) [b]Skill points:[/b] 4 + Int modifier [b]Class skills:[/b] Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Listen, Move Silently, Open Locks, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival. [b]Key ability for spells:[/b] Intelligence. [code][color=silver] Level 1 sneak attack +1d6, trap sense, Track 2 nature sense, wild empathy 3 evasion 4 familiar, spellcasting 5 mettle 6 7 uncanny dodge 8 9 sneak attack +2d6 10 11 improved uncanny dodge 12 13 spell resistance (level +10) 14 15 improved evasion 16 17 sneak attack +3d6 18 19 poison and disease immunity 20 [/color][/code] Special Abilities: Sneak attack, trap sense, (improved) evasion and (improved) uncanny dodge are as the rogue abilities. Nature sense (+2 to knowledge: nature and survival checks) is from the druid, wild empathy is the druid/ranger ability, and Track is the ranger bonus feat. To fill in blank spaces in the chart I put in mettle (like evasion, only for fort and will saves- it is the hex blade's 3rd level ability (CW)), and poison/disease immunity (like the monk). Spell resistance is like the monk ability too; SR = class level + 10. The hedge wizard's familiar and spellcasting is the same as for a standard wizard 3 levels lower. They prepare spells from a spellbook like a wizard, but cannot specialize in a school of magic. A 4th level hedge wizard has the spellcasting ability of a first level wizard, and a 20th level hedge wizard has the spellcasting ability of a 17th level wizard. Just enough to cast 9th level spells; which is why there is no additional perk for 20th level. [b]Role:[/b] A very low level hedge wizard is an unskilled rogue who can survive fairly well in the wilderness. Which is good, since he can't compete with the more dedicated rogues in the big city! A hedge wizard peruses old tomes and practices esoteric meditative techniques in the hope of awakening magical talent within. Until these meditative techniques bear fruit, the only magic the hedge wizard can use are of the disappearing coin variety. Real spellcasters dismiss them (correctly) as charlatans and frauds. The hedge wizard's "meditative techniques" yield an increased sensitivity to details other people would miss- thus nature sense, trap sense and track. Hedge wizards can react faster to unexpected situations (good reflex saves, evasion, uncanny dodge) and are more in tune with their bodies (thus the good fort saves and eventual immunity to poison and disease.) Spiritual awareness manifests eventually as spellcasting ability and as the ability to completely avoid harmful magic (thus the class abilities of spell resistance, mettle and improved evasion). Mid-level hedge wizards start to learn real magic, and their unorthodox approach starts to bear fruit; they have better hit points, saves, and skill points than a wizard of the same level, their special abilities largely make up for their weaker spellcasting. Hedge wizards compare very well to multiclass rogue/wizards. Among the prestige classes a single classed hedge wizard can qualify for are Arcane Trickster, Assassin, and Ur-priest. Comments? Can anyone think of a better name? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hedge Wizard
Top