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| paths:pactmaker_path:hexes [2026/03/09 05:25] – Replacing Move Action with Half Action, hyperlinking elfinlocks | paths:pactmaker_path:hexes [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks | ||
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| * **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: | ||
| - | 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) ===== | ||
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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 [[chargen: | As a [[chargen: | ||
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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 |
