Shaman Hexes in Pathfinder: Wrath of the Righteous are magical tricks that grant powers to the Shaman or weaken foes. The Shaman learns Hexes by leveling up. At 2nd level, a shaman learns a new hex at 2nd, 8th, 10th, 12th, 16th, 18th and 20th level. Shamans can't select a hex more than once unless noted otherwise.

 

Mechanics

Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.

Hexes are not subject to spell resistance.

Shaman Spirit

The Shaman can learn additional Hexes from some Shaman Spirits.

 

Shaman Hexes

 

 

 

 

 

 

 

 

 

 

 

 

 Shaman Hexes Table

 

Hex

Spirit

Description

Ameliorating  -- The Shaman can touch a creature to protect it from negative conditions and suppress their effects. The shaman chooses one of the following conditions each time she uses this hex: dazzled, fatigued, shaken, or sickened. If the target is afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the shaman's level. Additionally, the shaman grants her target a +4 circumstance bonus on saving throws against effects that cause the chosen conditions for 24 hours. A creature can benefit from the hex twice in hours, once for each or two different conditions.
Aura of Purity -- Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the shaman for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spell whose level is more than half the shaman's class level are unaffected.
Chant -- A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman's Evil EyeFortuneFury or Misfortune hex has that effect's duration extended by 1 round.
Draconic Resilience -- The shaman grants a creature she touches some of the magically resilient nature of dragons, causing the creature to be immune to paralysis for this duration. Once a creature has benefited from the draconic resilience hex, it cannot benefit from this hex again for 24 hours.
Evil Eye -- The target takes a -2 penalty on one of the following (shaman's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the shaman's Wisdom modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to -4.
Fortune -- The shaman can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking better result. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Fury -- A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman's Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.
Healing -- This acts as a cure light wounds spell, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Iceplant --

This hex grants the shaman a +2 natural armor bonus to AC.

The effect leaves the shaman's skin thick and stiff to the touch.

Intimidating Display --

The shaman can call upon some of the majesty and power of dragons to cow her enemies. The shaman gains Dazzling Display as a bonus feat, even if she does not meet the prerequisites, and she can use it even when not wielding a weapon.

Misfortune --

The shaman can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Nails --

The shaman's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small shaman).

Protective Luck --

The Shaman can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A shaman cannot use this ability on herself. Hexes that affect the Fortune hex, suck as cackle, also affect affect protective luck.

Secret --

The shaman receives one metamagic feat as a bonus feat. The shaman must meet the prerequisites for the feat.

Slumber --

A shaman can cause a creature within 30 feet to fall into a depp, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If she save fails, the creature falls asleep for a number of rounds equal to shaman's level.

This hex can affect a creature of any HD. This hex ends immediately if the creature takes damage. Whether or not tthe save is successful, a creature cannot be the target of this hex again for 1 day.

Ward --

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 of fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman uses this ability again, the previous ward immediately ends. A shaman cannot use this ability on hrself. At 8th and 16th level, the bonuses provided by this ward increase by +1.

Battle Master Battle

The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes fear. At 8th level, the shaman gains the Weapon Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman doesn't need to meet the prerequisites of these feats.

Battle Ward Battle

The shaman touches a willing creature (including herself) and grants a +3 deflection bonus to the warded creature's AC. Each subsequent time she's attacked, the defection bonus reduces by 1 (to +2 for the second time she's attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward's starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected again for 24 hours.

Hampering Hex Battle

The shaman causes a creature within 30 feet to take a -2 penalty to AC and CMD for a number of rounds equal to the shaman's level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes -4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Bone Lock Bones

With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this effect. At 3th level, the duration is increased to a number of rounds equal to her shaman level. though the target can attempt a save each round to end the effect if its initial saving throw fails. At 16th level. the target can no longer attempt a saving throw each round to end the effect, although it still attempts the initial Fortitude saving throw to negate the effect entirely.

Bone Ward Bones

A shaman touches a willing creature (including herself) and grants a bone ward. The warded creature becomes encircled by a group of flying bones that grant it a +2 deflection bonus to AC for a number of rounds equal to the shaman’s level. At 8th level. the ward increases to +3 and lasts for 1 minute. At 16th level, the bonus increases to +4 and lasts for 1 hour. A creature affected by this hex cannot be affected by it again for 24 hours.

Fearful Gaze Bones

With a single shout. the shaman causes one target creature within 30 feet to become shaken for 1 round. A successful Will saving throw negates this effect. At 8th level, she makes the target frightened instead. At 16th level. she makes it panicked instead. This is a mind-affecting fear effect. A creature affected by this hex cannot be affected by it again for 24 hours.

Fire Nimbus Flame

The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn't harm the creature. it does cause the creature to emit light like a torch. preventing it from gaining any benefit from concealment or invisibility. The target also takes a -2 penalty on saving throws against spells or effects with fire descriptor. The fire nimbus lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Flame Curse Flame

The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman's next turn. If the creature is already vulnerable to fire. this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels. the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.

Ward of Flames Flame

The shaman touches a willing creature (including herself) and grants a ward of flames. The next time the warded creature is struck with a melee attack. the creature making the attack takes ld6 points of fire damage + 1 point of fire damage for every 2 shaman levels she possesses. This ward lasts for 1 minute. after which it fades away if not already expended. At 8th and 16th levels. the ward lasts for one additional attack. A creature afi'ected by this hex cannot be affected by it again for 24 hours.

Hypothermia Frost

The shaman afflicts a creature within 30 feet with hypothermia. The target must attempt a Fortitude saving throw. On a failed save. the target is fatigued for 2 rounds. At 8th and 16th levels. the duration of this hex is extended by 1 round. Whether or not the save is successful. the creature cannot be the target of this hex again for 24 hours.

Entangling Curse Nature

The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1). A successful Reflex saving throw negates this effect. Whether or not the save is successful. the creature cannot be the target of this hex again for 24 hours.

Friend to Animals --

The shaman can spontaneously cast summon nature's ally spells as a druid. In addition, all animals within 30 feet of the shaman bonus on all saving throws equal to the shaman's Charisma modifier.

Metal Curse Stone

The shaman causes a creature within 30 feet to become slightly magnetic until the end of the shaman's next turn. Whenever the creature is attacked with a melee or ranged weapon constructed primarily of metal. it takes a -2 penalty to AC. At 8th and 16th levels. the penalty increases by —2 and the duration extends by 1 rounds.
Once affected, the creature cannot be the target of this hex again for 24 hours.

Stone Stability Stone

The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is standing on the ground. At 5th level, the shaman receives Improved Trip as a bonus feat. At 10th level, the shaman receives Greater Trip as a bonus feat. The shaman does not need to meet the prerequisites of these feats.

Stone Stability grants:

Beckoning Chill Waves

The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When a creature takes cold damage while under this effect. it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill. the duration of the entangled condition increases by 1 round. Once affected. the creature cannot be the target of this hex again for 24 hours.

Air Barrier Wind

The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The shaman can use this barrier for 1 hour per day per shaman level.

Vortex Spells Wind

Whenever the shaman confirms a critical hit against an opponent with a spell. the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

Wind Ward Wind

The shaman can touch a stilling creature (including herself) and grants a ward of wind. This ward lasts for a number of rounds equal to the shaman's level. When a warded creature is attacked with an arrow. ray. or other ranged attack that requires an attack roll. that attack suffers a 20% miss chance. At 8th level. the ward lasts for 1 minute for every level the shaman possesses. At 16th level. the miss chance increases to 50%. Once affected. the creature cannot be the target of this hex again for 24 hours.




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