Hedge Scout

Work In Progres...

## **Class Abilities**

**Hedge Link (Su):** Hedge scout's derive their power from a metaphysical link with the hedge itself. This link allows them to act and manipulate the world around them as if they were still within the hedge. This link is not the same for all hedge scout's though. Maintaining a link with the hedge requires the scout to either take a piece of the hedge with them or to leave a piece of themselves in the hedge. This choice (if it was a choice at all) determines some of the hedge scout's abilities and defines their relationship with the hedge and their struggle against it. Those that keep a piece of the hedge within themselves must struggle keep contained what they refer to as hedge blight or simply blight while those who leave a piece of themselves in the hedge maintain their link through their shadow, control over which they are constantly struggling. In both cases, the hedge scout must maintain their harmony or risk losing themselves to the hedge once more.

**Blight Link:** The hedge scout has bonded (or some might say trapped) a piece of the hedge itself within herself and it constantly battles to escape and overcome the hedge scout. This blight, as it is typically called manifests itself in small but noticeable changes to the scout's appearance. Their skin may take on a subtle green hue, their fingernails may turn to wood or other stranger visual changes may occur.

Blighted hedge scouts are able to harness the power of the hedge within themselves to manifest their powers, including several unique to their link.

--**Hedge Stride:** 10 ft. radius plus 5 ft. per 2 levels (60 ft radius at level 20). In the hedge, a steady mind and steady spirit are as important as steady footing when travelling. By enforcing this concept on her surroundings, the hedge scout is able to ignore rough terrain within the area of her blight. She may also designate any allies within her blight to receive this benefit. finally, the hedge scout may designate any enemies within the area of her blight to treat all terrain therein as if it were rough terrain.

--**Lash:** asdf

**Shadow Link:** asdf

**Harmony (Su):** Hedge scouts do not return from the Hedge unscathed. Thorns within the Hedge tear at the mind and spirit as much as the body leaving most who venture their fractured and diminished. Hedge scouts survive by interacting and resisting the hedge's influence utilizing these varied aspects of themselves as if they were one and creating pockets, shields and other metaphorical protections within themselves. Their minds, personalities, emotions and more become a tangled web, which would drives most creatures mad. Harmony represents how in sync the various aspects of the hedge scout are with one another as well as their ability to shift their interaction with reality in the same way they interact with the hedge.

At first level, a hedge scout has a Harmony pool equal to their third highest ability modifier. This pool increases by one at second level and every other hedge scout level thereafter. At seventh level, the harmony pool is based on their second highest ability modifier and at level 13, it is based on their highest ability modifier. This designation can change and is affected by changes to the Hedge scout's abilities, whether such changes are temporary or permanent. These points can be spent on various effects (see below) but not without risk. An expenditure of harmony that leaves the Hedge scout's harmony pool half full of less has a chance of causing dissonance (see below).

**Harmony Powers:** All hedge scout's share some basic uses of harmony. These abilities may be expanded by the hedge scout's hedge link and hedge powers.I

**Hedge Key:** By spending a point of harmony as a standard action, a hedge scout may activate or deactivate a hedge portal within 30 ft. This does not allow them to create or destroy portals, only to turn them on and off.

**Mind Over Matter (Su):** By spending a single point of harmony, the hedge scout may use their Will save in place of any other saving throw. This power must be used before the saving throw roll is made and is a free action.

**Hedge Step (Su):** The hedge scout spends a single point of harmony as an immediate action and increases her base speed by 10 feet until the beginning of her next turn.

**Displacement (Su):** Harmony cost 1. Effect: As an immediate action, the hedge scout distorts space around herself making her position seem slightly off her actual placement. Until the beginning of her next turn, she benefits from a 10% miss chance per hedge scout level to a maximum of 50% as if she had concealement. Unlike total concealment though, this does not prevent enemies from targeting the hedge scout normally and true seeing reveals her true location, negating the miss chance.

**Realign (Su):** Harmony cost: 1. Effect: As a standard action, the hedge scout restores a single point of ability damage to herself or a creature she touches.

Hedge Powers: Grab bag of hedge themed abilities on par with Rogue Talents. This is the key customization feature (what makes each hedge scout unique).

**Hedge Sense:** A hedge scout gains a +2 bonus on Knowledge (nature) and Survival checks and adds 1/2 her level to Perception skill checks made to locate hidden/secret/concealed doors (minimum +1). A hedge scout can always identify a portal to or from the hedge.

**Hedge Strike:** Forgo sneak attack dice to deal int, wis or cha damage. Perhaps select one type when getting this ability and get the others at higher levels?I

**Feybane:** Melee Attacks count as cold iron.

**[To Be Named]:** At 5th level, the hedge scout gains a +4 bonus on saving throws against illusions, compulsions and other mind-affecting effects.

**Anchoring Strike:** give up sneak attack dice to affect as if by dimensional anchor for 1 min per die.