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paths:pactmaker_path:hexes [2026/03/09 21:22] – Replacing some instances of Diplomacy with Charm elfinlockspaths:pactmaker_path:hexes [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
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 ===== 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 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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 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, 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) =====
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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:** 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.