Game Mastery Guide | Monsters | Scholars | Hedge Wizard

Hedge Wizard

Super Race: human commoner 2/wizard 3. Cr: 4. Xp: 1,200. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: +1. Senses: Perception +6. Ac: 11, touch 11, flat-footed 10 (+1 Dex).
Hp: 22 (5d6+5).
Fortitude: +3. Reflex: +3. Will: +6.
Speed: 30 ft.. Melee: dagger +2 (1d4/19-20). Ranged: dagger +3 (1d4/19-20). Special Attacks: hand of the apprentice (7/day). Strength: 10. Dexterity: 13. Constitution: 12. Intelligence: 18. Wisdom: 14. Charisma: 8.
Base Attack: +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.
Languages: Aquan, Common, Elven, Gnome, Sylvan. Special Qualities: arcane bond (raven familiar). Combat Gear: potions of cure light wounds, darkvision, invisibility, levitate, protection from arrows, resist energy. Other Gear: dagger, cloak of resistance +1, alchemy kit. 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..
wizard 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


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).