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A witch cannot select an individual hex more than once. If a hex calls for a saving throw. and it can be removed by a remove curse spell or some similar magic. Perform (dance) is a class skill for you and you can cast detect undead at will. and structures within the area become pitted. If you also have the disguise hex. the duration of this effect is ended and the damage received by the target takes the form of an accursed wound. and objects. Your heartstone functions for you alone. one minute of this hex can be expended to gain one hour’s use of your disguise hex. being. 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. A creature that successfully saves may not be subject to your doom hex again for 24 hours. DANCE WITH THE DEAD (SU): You gain power over the undead DOOM HEX (SU): You can curse a living creature within 30 feet. This is a curse effect. The hold that this hex enacts upon the subject is fragile. At 1st level. Inanimate corpses within the area are stripped to the bone. At 3rd level. that creature is merely nauseated for 1 round instead. or who are affected by a charm person or charm monster effect that you brought about. Due to the inherently fragile and subtle nature of this effect. As a spell-like ability. If another abeyance hex is laid upon an area. causing an which is exercised through a bewitching arcane dance. but whether or not a creature’s save is successful. surfaces. If you (or any creature perceived by the subject to be one of your allies) attacks or threatens the target in any way. but only to command mindless undead. Objects removed from the area are not restored. you may imbue another gem with the powers of the heartstone after 24 hours have passed. 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. Additionally. At 10th level. If a non-evil creature’s saving throw succeeds. and you gain no special knowledge of the subject’s feelings. These minutes do not need to be consecutive. The duration of this dominate person effect is ended when the duration of the charm effect ends. Unless otherwise noted. This spell-like ability is usable at will. other creatures cannot use or benefit from its powers. You must have an evil alignment in order to select this hex. As long as you hold the stone or carry it on your person. the disease may be immediately and harmlessly transferred to your heartstone instead. you can cast animate dead once per day. the DC for this hex is equal to 10 + 1/2 your class level + your Charisma modifier. 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. and reduces all unattended objects within to half hit points. the bewitching effect ends. except that the next time the affected creature takes damage from any source. ABEYANCE (SU): You can place a curse upon a location. BEWITCH (SP): You gain the ability to use dominate person as a spell- like ability. but they must be spent in 1minute increments. All uses of this ability are full-round actions that provoke an attack of opportunity. Otherwise. If the creature is subject to a new charm effect before the duration of the first effect has expired. if you contract a disease. causing the target to become shaken for 1 minute per witch level that you possess unless it succeeds on a Will saving throw. using the save DC as the DC to remove the curse. that creature receives a new saving throw against this hex. (though each may be repaired normally). as a ALTERATION HEX (SU): You can change your form for a number of minutes per day equal to your class level. hexes are abilities gained at the 1st and 2nd witch levels. the DCs of Sense Motive skill checks made to sense the enchantment are increased by +5. and can be removed by a remove curse effect or some similar magic. transforming it into a magical object called a heartstone. and skeletal remains turn to dust. as if using alter self. You can only have one abeyance hex in effect at a time.HEXES As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™. You must provide all the normal material components in order to use this ability. using a hex is a standard action that does not provoke an attack of opportunity. This hex takes 1 round to use. you can cast command undead once per day. using the save DC as the DC to remove the curse. you must have all your limbs free to dance and cavort as a part of the action of activating each ability. This affected area is initially centered on you. Doing so causes the heartstone to become inert and lose its powers for 24 hours. you gain a +1 resistance bonus on all saving throws. the effects of the first immediately end and all affected items are restored to their former states. 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. the DC of the save is equal to 10 + 1/2 the character’s class level + his or her Intelligence modifier (unless otherwise specified). This is a curse effect. In addition. and at two levels thereafter. or with any other affected surface. and fragile. standard action. This effect is similar to a doom spell. weathered. 2 . and every two levels after 2nd level. a witch may choose a major hex whenever she could select a new hex. If the stone is ever lost or destroyed. At 5th level. the effects of this hex persist indefinitely. no creature can be the target of this hex more than once per day. creatures forced to take actions which are against their natures receive a new saving throw with a +4 bonus. causing each object to gain the broken condition. but this ability functions only against creatures who are under the effects of your charm hex (see the Pathfinder® Roleplaying Game: Core Rulebook ™). area with a radius equal to your class level x 10 feet to surrender prematurely to the influence of the ages. Normal plants wilt. An attended object that later becomes unattended within the area is affected the moment it comes into contact with the ground.

briars. plants. you gain the ability to move through up to 5 feet of undergrowth (natural thorns. as long as your lie is worded in a way that tempts a creature with something that it desires. you may empty potions of charm monster. and directing or dismissing any or all of the witchlights is a free action. Finally. flickering lights similar to those created by the dancing lights spell as a standard action. instead. at which point the hex is lifted. confers a supernatural understanding of the language. but only limited wish. you can deliver the spell with your pinch attack. 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. or stabilize into the cauldron to use those effects on the target viewed. and you may not be resurrected by any means for as long as the target lives. pinch attack requires a successful melee touch attack and deals 1 point of nonlethal damage. when you pinch a living creature. Each successful save reduces the DC of the curse by a number of points equal to the subject’s Charisma modifier (minimum 1). or for as long as the curse persists. and carry the filth fever disease. Whether or not a creature’s save is successful. your blight hex can affect magical beasts. Additionally. Additionally. or as an immediate action when reduced to -1 hit points or less. you may choose to use your pinch attack to deal lethal nails damage instead. misdirection. In either case. TORMENT (SU): You can invade the mind of a living creature within 3 . the target may attempt a Will saving throw to wear away at the power of the hex. Opponents within 30 feet of you and who can see you are frightened unless they succeed on a Will saving throw. This is a mind-affecting effect. you can place a dying curse of great and terrible power upon a creature within 30 feet. In addition. and any obvious or immediate threat breaks the effect automatically. daze. you add the nightmare spell to your witch spell list as a 6th-level spell. nondetection. SCRYING CAULDRON (SU): You may use any cauldron (magical or 60 feet. and is shaken by your psychic presence for the duration of the effect. that creature becomes permanently sickened by a pervasive and overwhelming sense of doubt and worry. suggestion. non-magical) as a focus for the scrying spell. A creature that successfully saves may not be subject to your weakening hex again for 24 hours. you gain access to the target’s mind for as long as you concentrate. or magical beasts affected by your blight hex take 1d2 points of Constitution damage each day. in order to sap its strength. or wish can lift the curse prematurely. miracle. This touch attack deals 1 point of Strength damage. no creature can be affected by this hex more than once per day. using the save DC as the DC to achieve this small measure of victory over the death curse. Each day after the first. unless it succeeds on a Fortitude saving throw. Additionally. Each witchlight moves up to 30 feet per round as you direct it. and any animals. At 8th level. A creature that successfully saves may not be subject to your torment hex again for 24 hours. the effect lasts for 1 round. as long as you incorporate the image of your visage into the nightmare vision. 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. casting spells with the disease descriptor. and ceases to function in an area where magic does not function. you leave no trail in natural surroundings and cannot be tracked if you so choose. you may deliver this effect with a successful attack from your nails. After every minute of torment. charm person. Additionally. however. and you gain a +2 bonus on saving throws against the spelllike and supernatural abilities of fey creatures. and so on) per round at your normal speed without taking damage or suffering any other impairment. If you do. overgrown areas. Any potential threat allows a fascinated creature a new saving throw against this effect. At 12th level. any animals or magical beasts born within the area affected by your blight hex gain the disease special ability. 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. Any creature that views the lights becomes captivated by its strange luminescence unless it succeeds on a Will saving throw. When you place this curse upon a creature. the target may attempt a new saving throw to break this effect. this bonus is increased to +2 within an area affected by that hex. Opponents with Hit Dice greater than half your class level are shaken on a failed Will saving throw. you are immediately slain by the power of the curse. detect thoughts. and take no actions except to follow the nearest dancing light. message.HORRIFYING HEX (SU): You can twist your facial features into a visage of abject horror as a standard action. and overgrown areas that have been magically manipulated to impede motion. If you also have the blight hex. The target is aware of the intrusion. no creature can be affected by this hex more than once per day. 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. Unless the creature succeeds on a Will saving throw. as though you were using detect thoughts. Whether or not a creature’s save is successful. and also gain damage reduction equal to half your class level against non-magical weapons. PINCH (EX): You can deliver a painful pinch as a standard action. still affect you. This is a curse effect. LURE (EX): You can roll two dice and take the better result when making a Bluff skill check to deceive someone. If you also have the nails hex (see the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook). briars. but winks out of existence if the distance between you and it should ever exceed 100 feet. If you also have the nails hex (see the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook). The victim suffers the full effects of the curse until its DC is reduced to 0. A WOODWIFE (SU): You gain the ability to speak Sylvan. Creatures that fail their saves are fascinated by the witchlights. This ability MAJOR HEXES LAST LAUGH (SU): When you are disabled at 0 hit points. If you are holding the charge on a touch-range spell when you pinch a creature. and if their Hit Dice are equal to or less than onehalf of your class level. Thorns.

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