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paths:pactmaker_path:hexes [2026/03/09 21:57] – Hyperlinking Perception skill entries elfinlockspaths:pactmaker_path:hexes [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
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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) =====