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ABANDONED ARTS PRESENTS:

EIGHTEEN NEW HEXES FOR USE WITH THE PATHFINDER ROLEPLAYING GAME

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

HEXES
As described in the Pathfinder Roleplaying Game: Advanced Players Guide , hexes are abilities gained at the 1st and 2nd witch levels, and every two levels after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. If a hex calls for a saving throw, the DC of the save is equal to 10 + 1/2 the characters class level + his or her Intelligence modifier (unless otherwise specified). At 10th level, and at two levels thereafter, a witch may choose a major hex whenever she could select a new hex.

area with a radius equal to your class level x 10 feet to surrender prematurely to the influence of the ages. This hex takes 1 round to use. This affected area is initially centered on you, and reduces all unattended objects within to half hit points, causing each object to gain the broken condition. Normal plants wilt, and objects, surfaces, and structures within the area become pitted, weathered, and fragile, (though each may be repaired normally). Inanimate corpses within the area are stripped to the bone, and skeletal remains turn to dust. An attended object that later becomes unattended within the area is affected the moment it comes into contact with the ground, or with any other affected surface. Objects removed from the area are not restored. This is a curse effect, and it can be removed by a remove curse spell or some similar magic, using the save DC as the DC to remove the curse. You can only have one abeyance hex in effect at a time. If another abeyance hex is laid upon an area, the effects of the first immediately end and all affected items are restored to their former states. Otherwise, the effects of this hex persist indefinitely.

ABEYANCE (SU): You can place a curse upon a location, causing an

which is exercised through a bewitching arcane dance. All uses of this ability are full-round actions that provoke an attack of opportunity. Additionally, you must have all your limbs free to dance and cavort as a part of the action of activating each ability. At 1st level, Perform (dance) is a class skill for you and you can cast detect undead at will. At 3rd level, you can cast command undead once per day, but only to command mindless undead. At 5th level, you can cast animate dead once per day. You must provide all the normal material components in order to use this ability.

DANCE WITH THE DEAD (SU): You gain power over the undead

DOOM HEX (SU): You can curse a living creature within 30 feet, as a

ALTERATION HEX (SU): You can change your form for a number of

minutes per day equal to your class level, as if using alter self. These minutes do not need to be consecutive, but they must be spent in 1minute increments. If you also have the disguise hex, one minute of this hex can be expended to gain one hours use of your disguise hex.

standard action, causing the target to become shaken for 1 minute per witch level that you possess unless it succeeds on a Will saving throw. This effect is similar to a doom spell, except that the next time the affected creature takes damage from any source, the duration of this effect is ended and the damage received by the target takes the form of an accursed wound. The creature cannot be magically healed of the damage received by the cursed attack unless the caster of such an effect succeeds on a caster level check equal to 12 + your witch level. This is a curse effect, and can be removed by a remove curse effect or some similar magic, using the save DC as the DC to remove the curse. A creature that successfully saves may not be subject to your doom hex again for 24 hours.

BEWITCH (SP): You gain the ability to use dominate person as a spell-

like ability, but this ability functions only against creatures who are under the effects of your charm hex (see the Pathfinder Roleplaying Game: Core Rulebook ), or who are affected by a charm person or charm monster effect that you brought about. The duration of this dominate person effect is ended when the duration of the charm effect ends. If the creature is subject to a new charm effect before the duration of the first effect has expired, that creature receives a new saving throw against this hex. As a spell-like ability, the DC for this hex is equal to 10 + 1/2 your class level + your Charisma modifier. The hold that this hex enacts upon the subject is fragile; creatures forced to take actions which are against their natures receive a new saving throw with a +4 bonus, and you gain no special knowledge of the subjects feelings. If you (or any creature perceived by the subject to be one of your allies) attacks or threatens the target in any way, the bewitching effect ends. Due to the inherently fragile and subtle nature of this effect, the DCs of Sense Motive skill checks made to sense the enchantment are increased by +5. This spell-like ability is usable at will, but whether or not a creatures save is successful, no creature can be the target of this hex more than once per day.

being. You are treated as a cleric or paladin with a class level equal to your Hit Die for the purposes of determining what information a detect evil effect reveals about you. A non-evil creature that detects your evil aura with a detect evil spell is stunned for 1 round unless it succeeds on a Will saving throw. If a non-evil creatures saving throw succeeds, that creature is merely nauseated for 1 round instead. You must have an evil alignment in order to select this hex.

EVIL PRESENCE (SU): A powerful aura of evil pervades your very

HEARTSTONE HEX (SU): You can imbue a gemstone worth at least

100 gp with a fraction of your power, transforming it into a magical object called a heartstone. As long as you hold the stone or carry it on your person, you gain a +1 resistance bonus on all saving throws. In addition, if you contract a disease, the disease may be immediately and harmlessly transferred to your heartstone instead. Doing so causes the heartstone to become inert and lose its powers for 24 hours. If the stone is ever lost or destroyed, you may imbue another gem with the powers of the heartstone after 24 hours have passed. Your heartstone functions for you alone; other creatures cannot use or benefit from its powers.

HORRIFYING HEX (SU): You can twist your facial features into a

visage of abject horror as a standard action. Opponents within 30 feet of you and who can see you are frightened unless they succeed on a Will saving throw, and if their Hit Dice are equal to or less than onehalf of your class level. Opponents with Hit Dice greater than half your class level are shaken on a failed Will saving throw, instead. In either case, the effect lasts for 1 round. Whether or not a creatures save is successful, no creature can be affected by this hex more than once per day. At 12th level, you add the nightmare spell to your witch spell list as a 6th-level spell. Additionally, the DC of any nightmare spell that you cast is increased by +4 against any creature that has failed its saving throw against your horrifying hex within the past 24 hours, as long as you incorporate the image of your visage into the nightmare vision. casting spells with the disease descriptor. If you also have the blight hex, this bonus is increased to +2 within an area affected by that hex. Additionally, any animals or magical beasts born within the area affected by your blight hex gain the disease special ability, and carry the filth fever disease. Additionally, your blight hex can affect magical beasts, and any animals, plants, or magical beasts affected by your blight hex take 1d2 points of Constitution damage each day. pinch attack requires a successful melee touch attack and deals 1 point of nonlethal damage. If you also have the nails hex (see the Pathfinder Roleplaying Game: Ultimate Magic sourcebook), you may choose to use your pinch attack to deal lethal nails damage instead. If you are holding the charge on a touch-range spell when you pinch a creature, you can deliver the spell with your pinch attack. Finally, when you pinch a living creature, you may choose to strike a nerve which allows the creature you pinch to attempt a new saving throw against a paralysis or stun effect.

in order to sap its strength. This touch attack deals 1 point of Strength damage, unless it succeeds on a Fortitude saving throw. If you also have the nails hex (see the Pathfinder Roleplaying Game: Ultimate Magic sourcebook), you may deliver this effect with a successful attack from your nails. A creature that successfully saves may not be subject to your weakening hex again for 24 hours.

WEAKENING HEX (SU): You can touch a creature as a standard action

PESTILENCE (SU): You gain a +1 bonus to your caster level when

WITCHLIGHTS (SU): You can call into being a cluster of four hypnotic, flickering lights similar to those created by the dancing lights spell as a standard action. Each witchlight moves up to 30 feet per round as you direct it, but winks out of existence if the distance between you and it should ever exceed 100 feet. Any creature that views the lights becomes captivated by its strange luminescence unless it succeeds on a Will saving throw. Creatures that fail their saves are fascinated by the witchlights, and take no actions except to follow the nearest dancing light. Any potential threat allows a fascinated creature a new saving throw against this effect, and any obvious or immediate threat breaks the effect automatically. This is a mind-affecting effect, and directing or dismissing any or all of the witchlights is a free action. Whether or not a creatures save is successful, no creature can be affected by this hex more than once per day.
confers a supernatural understanding of the language, and ceases to function in an area where magic does not function. In addition, you leave no trail in natural surroundings and cannot be tracked if you so choose, and you gain a +2 bonus on saving throws against the spelllike and supernatural abilities of fey creatures. At 8th level, you gain the ability to move through up to 5 feet of undergrowth (natural thorns, briars, overgrown areas, and so on) per round at your normal speed without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

PINCH (EX): You can deliver a painful pinch as a standard action. A

WOODWIFE (SU): You gain the ability to speak Sylvan. This ability

MAJOR HEXES
LAST LAUGH (SU): When you are disabled at 0 hit points, or as an immediate action when reduced to -1 hit points or less, you can place a dying curse of great and terrible power upon a creature within 30 feet. If you do, you are immediately slain by the power of the curse, and you may not be resurrected by any means for as long as the target lives, or for as long as the curse persists. When you place this curse upon a creature, that creature becomes permanently sickened by a pervasive and overwhelming sense of doubt and worry. Each day after the first, the target may attempt a Will saving throw to wear away at the power of the hex, using the save DC as the DC to achieve this small measure of victory over the death curse. Each successful save reduces the DC of the curse by a number of points equal to the subjects Charisma modifier (minimum 1). The victim suffers the full effects of the curse until its DC is reduced to 0, at which point the hex is lifted. This is a curse effect, but only limited wish, miracle, or wish can lift the curse prematurely. LURE (EX): You can roll two dice and take the better result when making a Bluff skill check to deceive someone, as long as your lie is worded in a way that tempts a creature with something that it desires. PROMISE OF POWER (SU): Creatures with an Intelligence score of 3 or
higher who succumb to the effects of a dominate person or dominate monster effect that you cast gain a +2 profane bonus on attack and weapon damage rolls, and also gain damage reduction equal to half your class level against non-magical weapons. non-magical) as a focus for the scrying spell. Additionally, you may empty potions of charm monster, charm person, daze, detect thoughts, message, misdirection, nondetection, suggestion, or stabilize into the cauldron to use those effects on the target viewed.

SCRYING CAULDRON (SU): You may use any cauldron (magical or

60 feet. Unless the creature succeeds on a Will saving throw, you gain access to the targets mind for as long as you concentrate, as though you were using detect thoughts. The target is aware of the intrusion, and is shaken by your psychic presence for the duration of the effect. After every minute of torment, the target may attempt a new saving throw to break this effect. A creature that successfully saves may not be subject to your torment hex again for 24 hours.

TORMENT (SU): You can invade the mind of a living creature within

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COPYRIGHT NOTICE Open Game License v 1.0 2000, Wizards of the Coast, Inc.; System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Players Guide. 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publushing. 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CREDITS
Design and editing by Daron Woodson. Open Game License v 1.0 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Learn more about the Pathfinder Roleplaying Game at www.paizo.com.

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