
Sean FitzSimon |

Right, so I purchased the Tome of Secrets because I was really excited about the Shaman, and I was incredibly disappointed to find that the Shaman was actually just the Spirit Shaman with worse spellcasting and a mobile domain. I liked the spirit shaman in concept, but the fact remained that most of the class abilities were so specialized that they were either useless or overpowered.
Part of what I love about Pathfinder RPG is that it changed a lot of those "useful sometimes" abilities to multipurpose, always useful things. This was a GREAT change, and one I hoped had come with the Spirit Shaman. Alas, no- but my hopes for a spontaneous druid were far from gone. I just went ahead and created one myself.
The biggest problem with creating a spontaneous druid caster is that the druid spell list is inferior to cleric, and very much inferior to wizard/sorcerer. That's why druids got the same amount of spells as a cleric but got combat backup with an animal companion and wild shape. My core concept here was to take the spontaneous druid casting and beef up the class with abilities that were ALWAYS useful. Here's what I've come up with:
The Hedge Witch
Role: Hedge Witches are full divine casters who are more than capable of holding the front lines of battle, though many choose to fall behind allies and dole out support with summoned allies, offensive spells, and powerful buffs. Hedge Witches tend to replace Clerics in tribal societies, and often act as healers in rural areas with the more civilized races. Hedge Witches often take to adventuring to deal with problems of their community, or simply to better understand the natural forces they wield.
Alignment: Hedge Witches are far more involved with their communities than druids are, and hold no alignment restrictions. Witches of the community or healing paths tend towards law, while elemental witches generally favor chaotic alignments.
Hit die: D8
Base attack bonus: Medium
Saves: Fortitude & Will good
Class Skills: As druid.
Class Features
Weapon and Armor Proficiencies: Hedge Witches are proficient with all light and medium armor, as well as light shields. They are proficient with all simple weapons, plus the handaxe, short sword, scimitar, trident, greatclub, scythe, and shortbow.
Spells: The Hedge Witch casts spells that are drawn from the Druid spell list. Her alignment, however, may prevent her from casting certain spells opposed to her moral or ethical beliefs. She can cast any spell she knows, much like a bard or sorcerer, without preparing it ahead of time.
To cast a spell, the Hedge Witch must have a Charisma score of 10+the spell level. The Difficulty Class for any spell she casts is equal to 10+the spell level+her charisma modifier.
Like other spellcasters, the Hedge Witch may only cast a certain amount of spells per day. She gains bonus spell slots based on a high Charisma score, but not spells known.
Like Sorcerers, the Hedge Witch can only know a small number of spells. However, each day the Hedge Witch may change her spells known by spending 1 hour in quiet meditation. This must be done at the same time every day, decided when the Hedge Witch takes her first level in the class.
If a Hedge Witch knows any metamagic feats, she must apply the metamagic feat to the spell when changing her spells for that day. For example, a Hedge Witch who wants to memorize an Extended Barkskin must prepare the spell as one of her 3rd level spells known.
Magical Path: At 1st level, a Hedge Witch must choose her path as she progresses in her craft. As she gains levels, she adds bonus spells known to her spells known list and gains foci according to her path. Bonus spells known are in addition to the spells known listed on the chart, and cannot be modified with metamagic. Bonus spells are dictated by the cleric domain spells of the appropriate name. The Hedge Witch gains no additional benefit of the domain. Path Foci are gained at 2nd (Minor), 11th (Lesser), and 20th (Greater).
Air
Minor – Attune Elements – Electricity resistance 5.
Lesser – Elemental Conduit - Gain +1 DC for any spell you cast with the electricity or air subtype.
Greater – Elemental Precision - When casting any spell with the electricity or air subtype, roll twice and take the better result when attempting to overcome spell resistance.
Animal
Minor – Tongue of the Beasts – You may speak with animals, as the spell, for a number of rounds per day equal to your hedge witch level.
Lesser – Extended Ally – Your summon nature's ally spells used to summon animals are automatically extended. This does not increase the level of the spell or the casting time.
Greater – Woodland Support – Your summon nature's ally spells used to summon animals now summon 1 additional animal.
Community
Minor – Teamwork – Whenever you or an ally within 30' of you flanks an enemy, she gains a +3 to attack in place of the regular +2.
Lesser – Alertness – You and all allies that can perceive you gain a +2 bonus to initiative and perception checks.
Greater – Unity – You and all allies that can perceive you gain a +2 sacred/profane bonus to saves.
Earth
Minor – Attune Elements – Acid resistance 5.
Lesser – Elemental Conduit - Gain +1 DC for any spell you cast with the acid or earth subtype.
Greater – Elemental Precision - When casting any spell with the acid or earth subtype, roll twice and take the better result when attempting to overcome spell resistance.
Fire
Minor – Attune Elements – Fire resistance 5.
Lesser – Elemental Conduit - Gain +1 DC for any spell you cast with the fire subtype.
Greater – Elemental Precision - When casting any spell with the fire subtype, roll twice and take the better result when attempting to overcome spell resistance.
Healing
Minor – Gentle Winds – Your soothing winds ability now lasts an additional round.
Lesser – Stronger Healing – Conjuration (Healing) spells cast by you now heal an additional 2 points per spell level.
Greater – Voice of the Winds – Your soothing winds ability now lasts a number of rounds equal to your charisma modifier.
Plant
Minor – Woodland Stride – As druid ability.
Lesser – Thick Skinned – Your natural armor increases by 2.
Greater – Blood like Sap – You gain light fortification and are immune to bleed effects.
Water
Minor – Attune Elements – Cold resistance 5.
Lesser – Elemental Conduit - Gain +1 DC for any spell you cast with the cold or water subtype.
Greater – Elemental Precision - When casting any spell with the cold or water subtype, roll twice and take the better result when attempting to overcome spell resistance.
Weather
Minor – Attune Elements – You are always under the effects of Endure Elements, as the spell.
Lesser – Weather Warden – Gain +1 DC to any spell granted by your path.
Greater – Pure Storm – You are immune to natural and magical weather effects.
Soothing Wind (Su): A hedge witch can sacrifice a spell slot as a standard action and grant herself and all allies within 30' fast healing equal to 1 + the level of the spell for 3 rounds.
Brew Potion: At 1st level a Hedge Witch gains Brew Potion as a bonus feat, even if she doesn't meet the requirements.
Green Secret: A witch's time spent analyzing the ebb and flow of the natural world culminates in the discovery of a green secret. She may choose to gain any one of the following benefits:
- Spell Mastery – Permanently modify a single spell on the druid list with the silent, extend, still, or enlarge metamagic feat. This does not increase the spell level. The spell cannot be from the necromancy school or contain an alignment component, as nature favors neutrality.
- Spell Discovery – You may add a single spell from the cleric or wizard class to your spell list. This spell must be at least 1 level lower than your highest level spell and be of the abjuration, conjuration, divination, or transmutation school.
- Powerful Potion – You may infuse spells into your potions of up to 1 spell level higher than you currently can. Normally, Brew Potion can only contain spells of up to 3rd level.
- Cheap Potion – By making a survival check (DC 15+potion's caster level) you can reduce the cost of the potion by 10%. You reduce the cost by an additional 10% for every 5 points by which you beat the DC to a maximum of a 50% discount.
- Bonus Feat – Animal affinity, athletic, combat casting, eschew materials, great fortitude, lightning reflexes, iron will, improved initiative, self sufficient, skill focus (any class skill)
- Metamagic Discovery – Gain any metamagic feat that you qualify for.
Hedge Servant (Su): At 7th level a Hedge Witch gains a magical companion to aid her in her dealings. This companion functions as a wizard's Familiar, using her Hedge Witch class level as her wizard level to determine abilities. The creature type does not change, and the familiar does not gain the ability to speak with animals of its kind. The Hedge Witch may choose from the following: Small Elemental (any type), Mephit (any type), or homunculus.
Spells Per Day: As Spirit Shaman in the Complete Divine (page 15).

Laithoron |

Just so that it's a bit easier to see, here are the abilities you listed by level.
(Hope I haven't missed any.)
For those who don't have Complete Divine, I've also listed the levels at which you gain access to the next higher level of spells.
1st: Brew Potion, Magical Path, 1st level spells
2nd: Minor Path Foci
3rd: Soothing Wind, Green Secret, 2nd level spells
4th:
5th: 3rd level spells
6th: Green Secret
7th: Hedge Servant, 4th level spells
8th:
9th: Green Secret, 5th level spells
10th:
11th: Lesser Path Foci, 6th level spells
12th: Green Secret
13th: 7th level spells
14th:
15th: Green Secret, 8th level spells
16th:
17th: 9th level spells
18th: Green Secret
19th:
20th: Greater Path Foci

Laithoron |

As for feedback...
Spells: I like the use of the Spirit Shaman's swappable spontaneous casting method. However, I think you might want to move some class abilities around a bit because it looks like you laid them out thinking that new spells were gained starting at 2nd level rather than 3rd. As a result, there are a lot of dead-levels in the progression.
Soothing Wind: This ability seems far too weak IMO. Assuming a party of 4 characters, sacrificing a 9th level spells would only grant 10×3×4 hp worth of healing. I'm pretty sure that's less than a single casting of the Heal spell, and 10 hp/round might be a bit too modest by 17th level. Even at low levels, a single blast of a cleric's channel energy will put this to shame.
Suggestion: Personally I wouldn't try competing with the cleric in the healing department. Instead I'd let the hedge witch have Something Cool™ that's unique to them. One idea that comes to mind is the ability to create a powerful Sanctuary effect. That could help the party to regroup mid-fight, or lead to better tactical positioning before combat gets underway. You might consider using a duration/concentration mechanic similar to the bard's rounds/day performances.
Magical Path: I think this is a nice touch. However, I'd say "keep it simple" and remove the caveats regarding metamagic.

Sean FitzSimon |

As for feedback...
Spells: I like the use of the Spirit Shaman's swappable spontaneous casting method. However, I think you might want to move some class abilities around a bit because it looks like you laid them out thinking that new spells were gained starting at 2nd level rather than 3rd. As a result, there are a lot of dead-levels in the progression.
Soothing Wind: This ability seems far too weak IMO. Assuming a party of 4 characters, sacrificing a 9th level spells would only grant 10×3×4 hp worth of healing. I'm pretty sure that's less than a single casting of the Heal spell, and 10 hp/round might be a bit too modest by 17th level. Even at low levels, a single blast of a cleric's channel energy will put this to shame.
Suggestion: Personally I wouldn't try competing with the cleric in the healing department. Instead I'd let the hedge witch have Something Cool™ that's unique to them. One idea that comes to mind is the ability to create a powerful Sanctuary effect. That could help the party to regroup mid-fight, or lead to better tactical positioning before combat gets underway. You might consider using a duration/concentration mechanic similar to the bard's rounds/day performances.
Magical Path: I think this is a nice touch. However, I'd say "keep it simple" and remove the caveats regarding metamagic.
Thanks for the input, bud. Yeah, the more I analyze this class, the more I want to rebuild it. It was a rough draft, and I think I'm gonna tinker with it.
I really like concept that the Hedge Witch is the more defensive version of the Druid (same as how the Favored Soul was the more offensive version of the Cleric). I think I need to push that.