User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
paths:pactmaker_path:hexes [2026/03/13 18:49] – hyperlinking nonlethal entry elfinlockspaths:pactmaker_path:hexes [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
Line 111: Line 111:
 //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.
Line 246: Line 246:
   * **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 [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] 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]] 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) =====
Line 273: Line 273:
 //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) =====