Hedge Mage Dedication Feat 2
Source Pathfinder Impossible Magic
Prerequisites Intelligence or Wisdom +2
The Universe is your laboratory and altar, and the world your workshop and study. Grounding your theoretical studies in honest labor, you work with the mundane to draw forth their hidden magic. When you take this dedication, choose Arcana, Nature, Occultism, or Religion. You become trained in that skill, or you become expert if you were already trained. You also gain a keepsake that helps your magical studies; this keepsake is something that has perhaps been handed down to you but to which you've contributed a few personal touches, though it can be anything appropriate to your personal magical style. Sample keepsakes include a folio or binder of magical observations, a walking stick with mnemonic grooves, a bracelet of assorted charms and baubles, or a planchette carved into shape of a coffin. If it's destroyed or lost, you can create a new keepsake with 1 day of downtime.
You gain the Cast a Spell activity. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for hedge mage archetype spells is your choice of Intelligence or Wisdom, and they are hedge mage spells of a tradition associated with the skill chosen for this dedication (arcane for Arcana, primal for Nature, occult for Occultism, and divine for Religion).
Your keepsake holds 4 common cantrips of your choice from your appropriate tradition. You prepare spells each day by meditating with your keepsake. You can prepare two cantrips from your keepsake each day. You can only add cantrips to your keepsake with the Learn a Spell activity or by other similar means.
The study of magic isn't solely the province of tenured faculty who extend propositions or refutations in stately halls of ivory; neither is its practice limited to the dominions of hierophants atop ancient duskwood edifices or wish-apported towers of basalt. Despite their claims to authority, the eminent and elite do not define magic's purview or purpose. Within quiet, overlooked places, magical inquiry flourishes in countless ways. Provincial villages and remote countrysides are the bailiwicks of so-called "hedge mages." Away from the stifling support of prelates or provosts, a hedge mage may experiment with old methods in new ways, working with the quotidian in the quest to further hone practical and pragmatic spells into mighty tools.
Hedge mages tend to be a rugged, individualistic lot, whose practicality might seem an odd fit with the idiosyncrasies and idealism so common to their number. Without comforts of station or stipend, hedge mages must make do with what's readily accessible or easily available, mastering unremarkable materials and processes to achieve extraordinary magical effects. With practice, everyday cantrips and catalysts become reliable and versatile tools. Many hedge mages apply a mixture of simple spells, scholastic application, and hands-on knowledge to solve their communities' problems, be it blighted crops and plagued cattle or hauntings and monster attacks. Those few who become adventurer find their self-sufficient and resourceful lifestyles to be ample training for that career's challenges and uncertainties, bringing their unorthodox, yet undeniably effective, blend of magic and common sense to face the dangers of battlefield and dungeon.
Most hedge mages come from the ranks of classes that don't inherently grant spellcasting. Many of them begin their adventuring careers as fighters, rangers, and rogues, though a few investigators and swashbucklers round out the mix. Occasionally, a rural alchemist will add hedge mage spellcasting to their repertoire. Hedge mages who delve deep into the practice of momentary magic might also become scroll tricksters or talisman dabblers.
Hedge Mage Dedication Feat 2
Prerequisites Intelligence or Wisdom +2
The Universe is your laboratory and altar, and the world your workshop and study. Grounding your theoretical studies in honest labor, you work with the mundane to draw forth their hidden magic. When you take this dedication, choose Arcana, Nature, Occultism, or Religion. You become trained in that skill, or you become expert if you were already trained. You also gain a keepsake that helps your magical studies; this keepsake is something that has perhaps been handed down to you but to which you've contributed a few personal touches, though it can be anything appropriate to your personal magical style. Sample keepsakes include a folio or binder of magical observations, a walking stick with mnemonic grooves, a bracelet of assorted charms and baubles, or a planchette carved into shape of a coffin. If it's destroyed or lost, you can create a new keepsake with 1 day of downtime.
You gain the Cast a Spell activity. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for hedge mage archetype spells is your choice of Intelligence or Wisdom, and they are hedge mage spells of a tradition associated with the skill chosen for this dedication (arcane for Arcana, primal for Nature, occult for Occultism, and divine for Religion).
Your keepsake holds 4 common cantrips of your choice from your appropriate tradition. You prepare spells each day by meditating with your keepsake. You can prepare two cantrips from your keepsake each day.
Source: Pathfinder Impossible Magic
Basic Hedge Mage Spellcasting Feat 4
Source: Pathfinder Impossible Magic
Peer Past the Hedge Feat 4
Source: Pathfinder Impossible Magic
Tender Ministrations Feat 4
Source: Pathfinder Impossible Magic
Humble Spell Feat 6
Source: Pathfinder Impossible Magic
Practical Magic Feat 6
Source: Pathfinder Impossible Magic
Cantrip Supremacy Feat 8
Source: Pathfinder Impossible Magic
Simple Mastery Feat 8
Source: Pathfinder Impossible Magic
Keepsake of Power Feat 10
Source: Pathfinder Impossible Magic
Expert Hedge Mage Spellcasting Feat 12
Source: Pathfinder Impossible Magic
Community Needs Feat 14
Source: Pathfinder Impossible Magic
Master Hedge Mage Spellcasting Feat 18
Source: Pathfinder Impossible Magic
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ArchetypeThis feat belongs to an archetype.
DedicationEach archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.