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| paths:pactmaker_path:hexes [2023/05/30 05:22] – elfinlocks | paths:pactmaker_path:hexes [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks | ||
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| ====== Hexes ====== | ====== Hexes ====== | ||
| - | As you develop the relationship with your Patron and gain their trust, you may learn increasingly powerful Hexes. Hexes are unique spell-like abilities which any Pactmaker may learn. Unless otherwise noted, using a Hex is a Standard | + | As you develop the relationship with your Patron and gain their trust, you may learn increasingly powerful Hexes. Hexes are unique spell-like abilities which any Pactmaker may learn. Unless otherwise noted, using a Hex is a [[chargen: |
| ===== Agony (Su) ===== | ===== Agony (Su) ===== | ||
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| * **Requirements: | * **Requirements: | ||
| - | The Pactmaker can project her senses into an animal within Medium range (100 ft. + 10 ft./CL), sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within Medium range of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, unique mounts, and similar unusual animals may resist with a Will save; the Pactmaker may use this ability on her own familiar as if it were an animal. If the Pactmaker has the Coven Hex, all other Pactmakeres within 10 feet of her who also have the coven hex can see through this animal at will, although the acting Pactmaker still controls the ability. The Pactmaker can use this ability for a number of minutes per day equal to her CL. These minutes need not be consecutive, | + | The Pactmaker can project her senses into an animal within Medium range (100 ft. + 10 ft./CL), sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within Medium range of it as a [[chargen: |
| ===== Blight (Su) ===== | ===== Blight (Su) ===== | ||
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| Blighting an area takes 1 round, during which time you and your familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to (your CL * 10 ft.). | Blighting an area takes 1 round, during which time you and your familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to (your CL * 10 ft.). | ||
| - | Blighting a creature is a standard action | + | Blighting a creature is a [[chargen: |
| ===== Cackle (Su) ===== | ===== Cackle (Su) ===== | ||
| * **Requirements: | * **Requirements: | ||
| - | You may cackle madly as a Move Action. Any creature that is within 30 ft. that is under the effect of an ongoing Hex effect has the duration of the Hex extended by 1 round. | + | You may cackle madly as a [[chargen: |
| ===== Charm (Su) ===== | ===== Charm (Su) ===== | ||
| * **Requirements: | * **Requirements: | ||
| - | You may charm an animal or humanoid creature within Close range (25 ft. + 5 ft./2 CL) by beckoning and speaking soothing words. This improves the attitude of the target creature by 1 step, as if you had successfully used the Diplomacy | + | You may charm an animal or humanoid creature within Close range (25 ft. + 5 ft./2 CL) by beckoning and speaking soothing words. This improves the attitude of the target creature by 1 step, as if you had successfully used the[[priority: |
| ===== Child-Scent (Ex) ===== | ===== Child-Scent (Ex) ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain the scent ability, but only with respect to humanoid children and immature animals. Thus, you could sniff out a child’s hiding place or a den of wolf pups, but not the child’s parents or the den mother. | You gain the scent ability, but only with respect to humanoid children and immature animals. Thus, you could sniff out a child’s hiding place or a den of wolf pups, but not the child’s parents or the den mother. | ||
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| * **Requirements: | * **Requirements: | ||
| - | You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever a character with this Hex is within 30 feet of another character with this hex, she can use the aid another action to grant a +1 bonus to the other’s | + | You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever a character with this Hex is within 30 feet of another character with this hex, she can use the aid another action to grant a +1 bonus to the other’s |
| ===== Cursed Wounds (Su) ===== | ===== Cursed Wounds (Su) ===== | ||
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| You curse your target with staying wounds. If the target fails its Will save, it suffers the following: | You curse your target with staying wounds. If the target fails its Will save, it suffers the following: | ||
| - | For a number of days equal to your Caster Level, whenever the victim is a target of a Conjuration (Healing) spell or magical healing effect, the caster of the healing effect must succeed at a Caster Level check with a DC of (15 + your Caster Level), or the healing spell or effect fails. Similarly, natural healing, fast healing, regeneration, | + | For a number of days equal to your Caster Level, whenever the victim is a target of a Conjuration (Healing) spell or magical healing effect, the caster of the healing effect must succeed at a [[priority: |
| This is a curse effect, and may be removed by [[priority: | This is a curse effect, and may be removed by [[priority: | ||
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| * **Requirements: | * **Requirements: | ||
| - | You no longer pose a risk of accidentally poisoning yourself. In addition, you gain a +4 insight bonus on checks to craft poison and on checks to save against poison. | + | You no longer pose a risk of accidentally poisoning yourself. In addition, you gain a +4 insight bonus on checks to[[priority: |
| ===== Death Curse (Su) ===== | ===== Death Curse (Su) ===== | ||
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| * **Requirements: | * **Requirements: | ||
| - | The Pactmaker curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the Pactmaker may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the Pactmaker’s | + | The Pactmaker curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the Pactmaker may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the Pactmaker’s |
| The Pactmaker must decide to apply this penalty before the roll to be modified is made. If the Pactmaker does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, | The Pactmaker must decide to apply this penalty before the roll to be modified is made. If the Pactmaker does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, | ||
| - | ===== Disguise | + | ===== [[priority: |
| * **Requirements: | * **Requirements: | ||
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| //You can cause doubt to creep into the mind of a foe.// | //You can cause doubt to creep into the mind of a foe.// | ||
| - | Your target takes a -2 penalty on one of the following (your choice): | + | Your target takes a -2 penalty on one of the following (your choice): |
| This is a mind-affecting effect. At CL 8 the penalty increases to –4. | This is a mind-affecting effect. At CL 8 the penalty increases to –4. | ||
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| * **Requirements: | * **Requirements: | ||
| - | Some Pactmakers are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A Pactmaker can use this Hex to gain the benefits of [[priority: | + | Some Pactmakers are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A Pactmaker can use this Hex to gain the benefits of [[priority: |
| ===== Flight (Su) ===== | ===== Flight (Su) ===== | ||
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| * **Requirements: | * **Requirements: | ||
| - | This acts as a [[priority: | + | This acts as a [[priority: |
| ===== Healing, Major (Su) ===== | ===== Healing, Major (Su) ===== | ||
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| * **Requirements: | * **Requirements: | ||
| - | The Pactmaker can conceal or disguise her home and the area around it as if using [[priority: | + | The Pactmaker can conceal or disguise her home and the area around it as if using [[priority: |
| ===== Hoarfrost (Su) ===== | ===== Hoarfrost (Su) ===== | ||
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| The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. You can use Hexes on the scarred target at a range of up to 1 mile, and you are considered to have a body part from the target for the purpose of [[priority: | The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. You can use Hexes on the scarred target at a range of up to 1 mile, and you are considered to have a body part from the target for the purpose of [[priority: | ||
| - | You can withdraw this Hex from a target as a Move Action at any range. The number of supernatural scars you can maintain at once is equal to your Primary Casting Attribute modifier; once you reach this limit, you must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar. | + | You can withdraw this Hex from a target as a [[chargen: |
| ===== Slumber (Su) ===== | ===== Slumber (Su) ===== | ||
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| You can cause a creature within Close range (25 ft. + 5 ft./2 CL) to fall into a deep, magical sleep, as per the spell [[priority: | You can cause a creature within Close range (25 ft. + 5 ft./2 CL) to fall into a deep, magical sleep, as per the spell [[priority: | ||
| - | This Hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This Hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this Hex again for 1 day. | + | This Hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a [[chargen: |
| ===== Speak in Dreams (Sp) ===== | ===== Speak in Dreams (Sp) ===== | ||
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| * **Requirements: | * **Requirements: | ||
| - | You surround a target within Close range (25 ft. + 5 ft./2 CL) with oppressive heat, dealing | + | You surround a target within Close range (25 ft. + 5 ft./2 CL) with oppressive heat, dealing |
| ===== Summon Spirit (Sp) ===== | ===== Summon Spirit (Sp) ===== | ||
| * **Requirements: | * **Requirements: | ||
| - | The Pactmaker calls forth the ghost of a humanoid creature with no more than 1 HD per CL which the Pactmaker possesses. The ghost has its own personality and desires, but is willing to bargain with the Pactmaker, as if she had cast [[priority: | + | The Pactmaker calls forth the ghost of a humanoid creature with no more than 1 HD per CL which the Pactmaker possesses. The ghost has its own personality and desires, but is willing to bargain with the Pactmaker, as if she had cast [[priority: |
| ===== Steal Voice (Su) ===== | ===== Steal Voice (Su) ===== | ||
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| //You may use this Hex to place a protective ward over a creature.// | //You may use this Hex to place a protective ward over a creature.// | ||
| - | The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit, or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. At CL 8 and CL 16, the bonuses provided by this ward increase by +1. | + | The warded creature receives a +2 deflection bonus to [[chargen: |
| ===== Water Lung (Su) ===== | ===== Water Lung (Su) ===== | ||
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| * **Requirements: | * **Requirements: | ||
| - | The Pactmaker can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see. Once the image is complete, the subject must make a Will save. If the subject fails, the Pactmaker gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the Pactmaker’s turn and does not impede the creature’s actions on its turn. The Pactmaker can use the waxen image a number of times equal to her Caster Level before it melts. | + | The Pactmaker can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see. Once the image is complete, the subject must make a Will save. If the subject fails, the Pactmaker gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the Pactmaker’s turn and does not impede the creature’s actions on its turn. The Pactmaker can use the waxen image a number of times equal to her [[priority: |
| - | As a standard action, the Pactmaker can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, | + | As a [[chargen: |
| ===== Weather Control (Su) ===== | ===== Weather Control (Su) ===== | ||
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| * **Requirements: | * **Requirements: | ||
| - | The Pactmaker can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The Pactmaker can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the Pactmaker’s Perception modifier and screams if it spots any), hide (all entrances are hidden by [[priority: | + | The Pactmaker can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The Pactmaker can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the Pactmaker’s |
