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  PRODUCT NO. CA406 
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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. 
  
  2 
   
  HEXES  
   
   
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s 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 
  character’s 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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABEYANCE (SU):  You can place a curse upon a location, causing an 
  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. 
   
  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 1-
  minute increments. If you also have the disguise hex, one minute of 
  this hex can be expended to gain one hour’s use of your disguise hex. 
   
  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 subject’s 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 creature’s save is successful, no 
  creature can be the target of this hex more than once per day. 
  DANCE WITH THE DEAD (SU):  You gain power over the undead 
  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. 
   
  DOOM HEX (SU):  You can curse a living creature within 30 feet, as a 
  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. 
   
  EVIL PRESENCE (SU):  A powerful aura of evil pervades your very 
  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 creature’s saving throw 
  succeeds, that creature is merely nauseated for 1 round instead. You 
  must have an evil alignment in order to select this hex. 
   
  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. 
  
  3 
   
  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 one-
  half 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 creature’s 
  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. 
   
  PESTILENCE (SU):  You gain a +1 bonus to your caster level when 
  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 (EX):  You can deliver a painful pinch as a standard action. A 
  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. 
  WEAKENING HEX (SU):  You can touch a creature as a standard action 
  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. 
   
  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 creature’s save is successful, no creature can be 
  affected by this hex more than once per day. 
   
  WOODWIFE (SU):  You gain the ability to speak Sylvan. This ability 
  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 spell-
  like 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. 
   
   
  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 
  subject’s 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. 
   
  SCRYING CAULDRON (SU):  You may use any cauldron (magical or 
  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. 
   
  TORMENT (SU):  You can invade the mind of a living creature within 
  60 feet. Unless the creature succeeds on a Will saving throw, you 
  gain access to the target’s 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. 
  
  4 
   
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  15. 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 Player’s 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. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Witches © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
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