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paths:pactmaker_path:hexes [2026/03/09 05:22] – Replacing Move Action with Half Action, hyperlinking elfinlockspaths: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 Action that does not provoke an attack of opportunity. The save to resist a Hex is equal to 10 + 1/2 your CL + Primary Casting Attribute modifier. +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:common_terms#action_types|Half Action]] that does not provoke an attack of opportunity. The save to resist a Hex is equal to 10 + 1/2 your CL + Primary Casting Attribute modifier. 
  
 ===== Agony (Su) ===== ===== Agony (Su) =====
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   * **Requirements:** Eldritch Flesh, 20 EXP   * **Requirements:** Eldritch Flesh, 20 EXP
  
-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, but they must be spent in 1-minute increments.+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:common_terms#action_types|Half 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, but they must be spent in 1-minute increments.
  
 ===== 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 that requires a melee touch attack. The creature must make a Will save, or suffer 1 Con drain per day. Both types of curse can be removed with a [[priority:magic:spells:tier3:remove_curse|Remove Curse]] spell.+Blighting a creature is a [[chargen:common_terms#action_types|Half Action]] that requires a melee touch attack. The creature must make a Will save, or suffer 1 Con drain per day. Both types of curse can be removed with a [[priority:magic:spells:tier3:remove_curse|Remove Curse]] spell.
  
 ===== Cackle (Su) ===== ===== Cackle (Su) =====
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   * **Requirements:** Patron's Allegiance, 10 EXP   * **Requirements:** Patron's Allegiance, 10 EXP
  
-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 skill. The charm lasts for a number of rounds equal to your Caster Level. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At CL 7, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.+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:skills:charm|Charm]] skill. The charm lasts for a number of rounds equal to your Caster Level. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At CL 7, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
  
 ===== Child-Scent (Ex) ===== ===== Child-Scent (Ex) =====
-  * **Requirements:** Patron's Allegiance, Perception 3, 10 EXP +  * **Requirements:** Patron's Allegiance, [[priority:skills:perception|Perception]] 3, 10 EXP 
  
 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:** Patron's Allegiance, CL 3, 15 EXP   * **Requirements:** Patron's Allegiance, CL 3, 15 EXP
  
-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 caster level for 1 round. This bonus applies to the Pactmaker’s spells and all of her hexes.+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 [[priority:magic#caster_level|Caster Level]] for 1 round. This bonus applies to the Pactmaker’s spells and all of her hexes.
  
 ===== 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, or any other effect which allows the creature to regain its lost HP is halted. Lastly, the victim takes a penalty to avoid contracting disease and against poison effects equal to your Secondary Casting Attribute modifier.+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:magic#caster_level|Caster Level]] check with a DC of (15 + your Caster Level), or the healing spell or effect fails. Similarly, natural healing, fast healing, regeneration, or any other effect which allows the creature to regain its lost HP is halted. Lastly, the victim takes a penalty to avoid contracting disease and against poison effects equal to your Secondary Casting Attribute modifier.
  
 This is a curse effect, and may be removed by [[priority:magic:spells:tier3:remove_curse|Remove Curse]]. This is a curse effect, and may be removed by [[priority:magic:spells:tier3:remove_curse|Remove Curse]].
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   * **Requirements:** Patron Weapon, 10 EXP   * **Requirements:** Patron Weapon, 10 EXP
  
-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:skills:craft|Craft]] poison and on checks to save against poison.
  
 ===== Death Curse (Su) ===== ===== Death Curse (Su) =====
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   * **Requirements:** Ascension, 30 EXP   * **Requirements:** Ascension, 30 EXP
  
-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 caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.+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 [[priority:magic#caster_level|Caster Level]] to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.
  
 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, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect. 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, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.
  
-===== Disguise (Su) =====+===== [[priority:skills:bluff|Con]] (Su) =====
   * **Requirements:** Patron's Allegiance, 10 EXP   * **Requirements:** Patron's Allegiance, 10 EXP
  
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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): AC, Ability checks, Attack Rolls, Saving Throws, or Skill Checks. This Hex lasts for a number of rounds equal to your CL. On the first round, the target may make a Will save to reduce the duration to one round.+Your target takes a -2 penalty on one of the following (your choice): [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]], Ability checks, Attack Rolls, Saving Throws, or Skill Checks. This Hex lasts for a number of rounds equal to your CL. On the first round, the target may make a Will save to reduce the duration to one round.
  
 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:** Reservoir, 15 EXP   * **Requirements:** Reservoir, 15 EXP
  
-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:magic:spells:tier3:glibness|]] with a caster level equal to your CL. This Hex can be used once per day.+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:magic:spells:tier3:glibness|]] with a [[priority:magic#caster_level|Caster Level]] equal to your CL. This Hex can be used once per day.
  
 ===== Flight (Su) ===== ===== Flight (Su) =====
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   * **Requirements:** Reservoir, 10 EXP   * **Requirements:** Reservoir, 10 EXP
  
-This acts as a [[priority:magic:spells:tier1:cure_light_wounds|]] spell, using your caster level (albeit with no MP cost). Once a creature has benefited from the Healing Hex, it cannot benefit from it again for 24 hours. At CL 5, this Hex acts like [[priority:magic:spells:tier2:cure_moderate_wounds|Cure Moderate Wounds]] instead.+This acts as a [[priority:magic:spells:tier1:cure_light_wounds|]] spell, using your [[priority:magic#caster_level|Caster Level]] (albeit with no MP cost). Once a creature has benefited from the Healing Hex, it cannot benefit from it again for 24 hours. At CL 5, this Hex acts like [[priority:magic:spells:tier2:cure_moderate_wounds|Cure Moderate Wounds]] instead.
  
 ===== Healing, Major (Su) ===== ===== Healing, Major (Su) =====
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   * **Requirements:** Eldritch Flesh, 20 EXP   * **Requirements:** Eldritch Flesh, 20 EXP
  
-The Pactmaker can conceal or disguise her home and the area around it as if using [[priority:magic:spells:tier4:hallucinatory_terrain|]]. Before using the Hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the purpose of this ability, a Pactmaker can only have one “home” at a time.+The Pactmaker can conceal or disguise her home and the area around it as if using [[priority:magic:spells:tier4:hallucinatory_terrain|]]. Before using the Hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as a [[chargen:common_terms#action_types|Half Action]] as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the purpose of this ability, a Pactmaker can only have one “home” at a time.
  
 ===== Hoarfrost (Su) ===== ===== Hoarfrost (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:magic:spells:tier1:sleep|]]. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your CL. 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:magic:spells:tier1:sleep|]]. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your CL.
  
-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:common_terms#action_types|Half 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.
  
 ===== Speak in Dreams (Sp) ===== ===== Speak in Dreams (Sp) =====
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   * **Requirements:** Reservoir, 10 EXP   * **Requirements:** Reservoir, 10 EXP
  
-You surround a target within Close range (25 ft. + 5 ft./2 CL) with oppressive heat, dealing nonlethal damage equal to 1d6 + 1 per CL you possess (maximum of 20d6 + 20 at CL 20), and causing the target to become fatigued. The target may make a Fortitude saving throw to negate the fatigued condition, but not the nonlethal damage. Whether or not your target succeeds at the save, it can't be the target of this Hex again for 24 hours.+You surround a target within Close range (25 ft. + 5 ft./2 CL) with oppressive heat, dealing [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] equal to 1d6 + 1 per CL you possess (maximum of 20d6 + 20 at CL 20), and causing the target to become fatigued. The target may make a Fortitude saving throw to negate the fatigued condition, but not the [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]]. Whether or not your target succeeds at the save, it can't be the target of this Hex again for 24 hours.
  
 ===== Summon Spirit (Sp) ===== ===== Summon Spirit (Sp) =====
   * **Requirements:** Ascension, 30 EXP   * **Requirements:** Ascension, 30 EXP
  
-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:magic:spells:tier8:planar_ally_greater|Greater Planar Ally]]. To seal an agreement with the Pactmaker, the ghost requires life energy equal to 1 temporary negative level (this is in addition to the standard payment for the ghost’s service). This negative level persists as long as the ghost remains in the service of the Pactmaker; the Pactmaker can end the agreement as a standard action, immediately removing the negative level.+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:magic:spells:tier8:planar_ally_greater|Greater Planar Ally]]. To seal an agreement with the Pactmaker, the ghost requires life energy equal to 1 temporary negative level (this is in addition to the standard payment for the ghost’s service). This negative level persists as long as the ghost remains in the service of the Pactmaker; the Pactmaker can end the agreement as a [[chargen:common_terms#action_types|Half Action]], immediately removing the negative level.
  
 ===== 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:common_terms#defense_armor_shields_and_concealment|Defense]] 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.
  
 ===== Water Lung (Su) ===== ===== Water Lung (Su) =====
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   * **Requirements:** Eldritch Flesh, 20 EXP   * **Requirements:** Eldritch Flesh, 20 EXP
  
-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:magic#caster_level|Caster Level]] before it melts. 
  
-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, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.+As a [[chargen:common_terms#action_types|Half 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, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.
  
 ===== Weather Control (Su) ===== ===== Weather Control (Su) =====
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   * **Requirements:** Ascension, 30 EXP   * **Requirements:** Ascension, 30 EXP
  
-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:magic:spells:tier4:illusory_wall|]] spells and locked with [[priority:magic:spells:tier2:arcane_lock|]]), and move (moves at speed 60 on giant bird or bone legs as directed by the Pactmaker, even obeying commands such as “follow me from 100 feet away”). The hut remains animate until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.+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 [[priority:skills:perception|Perception]] modifier and screams if it spots any), hide (all entrances are hidden by [[priority:magic:spells:tier4:illusory_wall|]] spells and locked with [[priority:magic:spells:tier2:arcane_lock|]]), and move (moves at speed 60 on giant bird or bone legs as directed by the Pactmaker, even obeying commands such as “follow me from 100 feet away”). The hut remains animate until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.