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Pathfinder: Patron Hexes for Your Witch

Curse Your Enemies The Way Your Patron Would Want!

Patrons reveal power to their witches through spells, and now you can wield their power with unique hexes. Each of these new hexes allows a witch to help her allies or deal with her enemies in ways that are specific to her chosen patron. Whether you are turning a creature into a toad or making the creature attack itself, your enemies will remember your character and shudder.

Book of Magic: Patron Hexes is a great resource for any witch character. This 16-page supplement features:

  • 78 New Witch Hexes—two new hexes plus a new major or grand hex themed for each of the 26 patrons to customize your character for each patron’s unique play experience
  • The New Spirit Creature Template—summon the spirit of a creature to your side to defend your character

Never Be Caught Unprepared With This New Book of Magic!

Download the Book of Magic: Patron Hexes for Pathfinder at the JBE Shop. You can also find it at DriveThruRPG/RPGNowPaizo.com, and the OpenGamingStore.

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Pathfinder: Hexes of their Ancestors

I hope you enjoyed these hexes because this is the last in the series we are posting to our website. Have no fear! There’s a good reason for it: we finished writing hexes for all the patrons. Which means that you can soon download Book of Magic: Patron Hexes really soon. And the best part is you already know what you are getting. All the patron hexes we published in our website since Shadow Patron Hexes are included in this series. It has been great fun writing these and hearing your thoughts on these.

Be sure to check out all the previous patron hexes in the series: endurance, trickery, death, agility, elements, light, and shadow.

So we have one important question: What underserved class could use more class options like the witch?

Ancestor Patron Hexes

Ancestral Disapproval (Su): The witch chooses a target and causes the disapproving voices of her target’s ancestors to flood its mind. A living intelligent creature within 30 feet that the witch can see becomes shaken for a number of rounds equal to the witch’s Intelligence modifier. This duration can be extended with the cackle hex. A successful Will save reduces this duration to 1 round. This is a mind-affecting fear effect. At 8th level the target becomes frightened instead of shaken.

Ancestral Knowledge (Su): The witch spends 1 minute in quiet meditation, communing with her familiar by holding it with both hands, and she hears the words of those who came before her. After communing, she gains a circumstance bonus to any one Knowledge skill check equal to her Intelligence modifier. This bonus lasts for 1 minute or until it is used.

Major Hex: Ancestral Hex (Su): When communing with her familiar to prepare spells, the witch spends 1 additional minute to talk to all the witches that came before her and learns one of their hexes. The witch gains the use of one of the hexes or major hexes from any other witch patron.  She has access to this hex until the next time the witch communes with her familiar to regain spells.

Download Book of Magic: Patron Hexes as soon as it is released for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and the OpenGamingStore.

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Pathfinder: The Enduring Witch

Greetings witch fans,

So today is our last in our series of Halloween-themed pareon hexes. Granted that is a really odd thing to say since just about all of these hexes can be called Halloween-themed. Don’t worry, we will still be doing our weekly patron hexes for the foreseeable future and as soon as I finish hexes for all the patrons, we will be wrapping this series together into the Book of Magic: Patron Hexes.

Let me just remind you about all the previous hexes in the series: trickery, death, agility, elements, light, and shadow. And now we give your witches a warty face with Endurance Patron Hexes.

Endurance Patron Hexes

Transfer Fatigue (Su): The witch touches a willing creature that is fatigued and removes the condition. As part of the same action, the witch can make a touch attack against a creature and give that creature the fatigued condition, which will last for however much time remained on the original creature’s condition. Once a creature has gained the fatigued condition from this hex, it cannot gain the fatigued condition again from this hex for 24 hours.

Weaken (Su): The witch chooses a creature she can see within 30 feet. If that creature fails a Will save, the creature takes a –2 penalty to Fortitude saves for 1 round. This duration can be extended with the cackle hex.

Major Hex: Wartskin (Su): The witch touches a creature. The creature’s skin thickens and grows warts, granting it a +4 natural armor bonus (or increasing its existing natural armor bonus by +4 if it already has one) and gains a +10 enhancement bonus to Intimidate checks. This lasts a number of minutes equal to 3 + the witch’s Intelligence bonus. This bonus increases by +1 for every 3 levels the witch possesses beyond 10 (to a maximum of +7 at 19th level). A creature affected by the wartskin hex cannot be targeted by it again for 24 hours.

Download the Book of Heroic Races: Advanced Wyrwoods, a great race for witch fans, for your Pathfinder game at DriveThruRPG/RPGNow, Paizo.com, and the OpenGamingStore.

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Pathfinder: Trickster Witch

Continuing our series of witch hexes that you can only take with a certain patron, we focus this week on the Trickery patron. These witches are special. While they are still full spellcasters, they have an element of the “sneaky bastard” as my wife calls, giving them a rogue-like flare. Trust in useless objects is a favorite of mine. So few abilities lower a creature’s armor class that it really makes this hex a must have. 

The inspiration for covered in horrors comes from the movie Young Sherlock Holmes. It may be a bad movie, but I’ve drawn so many ideas from it, it deserves credit where credit is due. In the movie, the cult makes people hallucinate that something terrible has covered their bodies and the only way if getting rid of it is to take such drastic action that you do not realize you are harming yourself. Here, this is just such an effort. 

Remember to check out out patrons on death, agility, elements, light, and shadow.

Trickery Hexes

Confusing Friends and Foes (Su): The witch curses a creature to have trouble telling friends from enemies. The creature must attempt a Will save each round for a number of rounds equal to the witch’s Intelligence modifier. On a failed save, the creature believes those it normally considers its allies to be its enemies and those normally its enemies to be its friends. The duration of this hex can be extended with the cackle hex.

Trust in Useless Objects (Su): The witch touches a creature’s armor or shield. The creature wearing the armor or holding the shield reduces the bonus the object grants to the creature’s Armor Class by a number of points equal to the witch’s level (to a minimum bonus of 0). This reduction in Armor Class bonus lasts for a number of rounds equal to the witch’s Intelligence modifier. This hex can be extended with the cackle hex.

Major Hex: Covered in Horrors (Su): The witch makes a creature within 30 feet believe itself to be covered in snakes, spiders, or something else equally terrifying. A creature that fails a Will save is overcome with fear and is paralyzed for a number of rounds equal to 3 + the witch’s Intelligence modifier. If the creature fails the save, it must attempt a second save. If the second save fails, the creature can move just enough to attack itself, believing it is attacking the horrors covering its body, dealing its melee attack damage upon itself. Each round, the creature may attempt new saving throws to end the effect. The duration of this hex may be extended with the cackle hex. Once a creature has been targeted by the covered in horrors hex, it cannot be targeted by it again for 24 hours.

Know what advanced race makes a surprisingly good witch: androids. Their Dex and Int bonus are what witches rely on heavily, without costing them hit points like elves do. And their nanite surge is great when using a hex that requires a touch attack. Download the Book of Heroic Races: Advanced Androids for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and d20PFSRD.

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Pathfinder: The Witch as Grim Reaper

As we’re nearing Halloween, I thought I would theme the hexes with a more spooky feel for a few weeks. First let me just remind you of all our previous set of patron witch hexes: agility, elements, light, and shadow. And now, here are our hexes of death.

Death Hexes

Fear of Death (Su): The witch stares into the eyes of a creature within 30 feet and the creature sees visions of death. If the creature fails a Will save, it is shaken for a number of rounds equal to the witch’s Intelligence modifier. At 5th level, a creature that fails the Will save is frightened instead. The creature and the witch must be able to see each other. Any creature that is immune to blindness is also immune to this ability. A creature affected by the fear of death hex cannot be affected by it again for 24 hours.

Steal Life (Su): The witch touches a living creature and deals 1d8 points of negative energy damage + 1 per witch level (to a maximum of 10). The witch gains a number of temporary hit points equal to the amount of damage dealt. These temporary hit points last for 1 hour. A creature targeted by this hex cannot be targeted by this hex again for 24 hours.

Major Hex: Drain Life (Su): The witch spits a curse at a creature within 30 feet and the creature begins to feel its life draining away. If the creature fails a Fortitude save, it suffers 1 temporary negative level. The creature must attempt another Fortitude save on the following round or take an additional temporary negative level. This continues until the creature succeeds 1 Fortitude save, a number of Fortitude saves equal to the witch’s Intelligence modifier have been failed, or the creature has a number of temporary negative levels equal to its HD (at which point the creature dies). A creature affected by the drain life hex cannot be affected by this hex again for 24 hours.

Download Deadly Delves: Along Came a Spider today for a spooky Halloween themed adventure at DriveThruRPG/RPGNow, d20PFSRD or at Paizo.com.

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Pathfinder: The Agile Witch

Continuing our series of witch hexes themed for specific patrons, we bring you hexes from the Agility patron. But before we do, I want to ask you a question: should we name the patrons? Should we give these patrons names and descriptions as to what their goals are? Give them some personality and what not? Make them as detailed as deities? Talk about how what makes a coven of this kind of patron is different from another patron? Would you like it if we did that? Leave a comment below or post your answer on our facebook page, twitter, google+, or the Paizo thread that start this whole series.

Quick reminder, you can find our previous patron hexes here: elements, light, and shadow. And now, on with the hexes.

Agility Hexes

Borrow Speed (Su): The witch touches two willing creatures, reducing one creature’s speed by 10 feet for the next round and increasing the other’s speed by 10 feet for one round.

Leg Lock (Su): The target creature’s legs lock together, reducing the creature’s speed to 5 feet for 1 round. This hex can be extended with the cackle hex.

Major Hex: Swift Step (Su): The witch teleports a short distance. As a move action, the witch can teleport up to 30 feet + 5 feet for every 2 levels the witch possesses beyond 10th (to a maximum of 55 feet at 20th level). A witch can bring along a willing creature she touches by reducing her teleportation distance by half.

Download Book of Magic: Signature Spells 1 today at DriveThruRPG/RPGNow, d20PFSRD or at Paizo.com.

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Pathfinder: Walk Towards the Light

Two weeks ago, I noticed a thread on the Paizo forums about how witches need more love. Since then I have been doing a weekly series, giving people more witch hexes, themed to their individual patron. So far we have given hexes to witches with the Shadow and Elements patrons. Today we take a look at the Light patron.

Light

Channelling Light (Su): The witch raises her hand and unleashes a fragment of her patron’s light. All undead creatures within 10 feet of the witch take 1d6 points of damage. A Will save halves this damage. This damage increases by 1d6 at 4th level and every 3 levels thereafter. An undead creature affected by channelling light cannot be affected by this hex again for 24 hours. If the witch can also channel positive energy, she adds her channel energy dice to the damage dealt by this hex.

Light of Truth (Su): The witch touches a creature and the creature is bathed in light. The touched creature must succeed on a Will save every time she attempts to tell a lie as if under a zone of truth spell. This effect lasts for 1 hour, and the witch can use this hex a number of times per day equal to her class level.

Major Hex: Burning Light (Su): The witch points at a creature she can see and a ball of light burns the creature’s eyes. The creature is blinded. A creature with the light sensitivity or light blindness ability also takes 1d4 temporary negative levels. A successful Fortitude (object) save reduces the duration of the blindness to 1 round, and the creature does not suffer negative levels. A creature that is immune to blindness cannot be affected by this hex. A creature affected by burning light cannot be affected by this hex again for 24 hours.

Grab some excellent fire-based spells witch spells for your game. Download Book of Magic: Insurgency of Summer at DriveThruRPG/RPGNow, Paizo.com and the OpenGamingStore.

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Pathfinder: The Elemental Witch

Last week we started a series of witch hexes based on the patrons. We started off with the Shadow patron. We continue the series this week with the Elements patron.

Elements

Each of these hexes is only available to witches with the Elements patron.

Engulfing Hexflame (Su): The witch chooses a creature within 30 feet and the creature is engulfed in protective but harmless blue, green, and red flames for 1 round. While on fire, the creature gains either fire resistance 10 or cold resistance 10, per the witch’s choice at the time of using this hex. The duration of this hex can be extended with the cackle hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the engulfing hexflame hex, it cannot benefit from it again for 24 hours. A creature engulfed in the fire suffers a –10 penalty to all Stealth checks. The flames are always visible, even if the creature is invisible.

Whispers on the Wind (Su): The witch whispers a short message to a creature within 120 feet. Only the target of this hex hears the message. The target creature can immediately reply with a short message. At 5th level and every 5 levels thereafter, the witch can choose another creature who can hear and reply to the message.

Major Hex: Change Element (Su): The witch can alter the type of damage done by a spell she casts. When she casts a spell that deals energy damage (acid, cold, electricity, or fire only), she can have it deal another type of energy damage instead, so long as she has another spell prepared of 1st-level or higher which inflicts the desired energy type. For example, the witch can cast a lightning bolt that deals fire damage if she also has burning hands prepared, but after casting lightning bolt, she could not then cast a burning hands that deals electricity damage unless she has another appropriate spell prepared.

Try a witch with words of power! Download Book of Magic: Energy Words revisted at DriveThruRPG, RPGNow, the OpenGamingStore or at Paizo.com.

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Pathfinder: Hexes of Shadow

Last night, I ran across a thread on the Paizo boards asking for more witch hexes. The posters were asking (among other things) for more helpful hexes, hexes that were more Rowling and Pratchett and less Brothers Grimm, but most strikingly to me, themed hexes, a hex that in some way ties into to their patron.

Well, I didn’t sleep much last night and a number of them. I could go crazy and write a whole host of them, but I really am trying to stay focused on Book of Heroic Races: Advanced Gillmen and finish that up. So instead, I am going to post some here on my blog whenever I finish up a group of three hexes for a patron.

So today’s hexes center around the Shadow patron. Long time fans of my work know that I love the plane of shadows. So a few shadow hexes was hardly difficult for me to come up with, especially considering the ideas in the thread. And with my editors’ approval, I present to you three new witch hexes.

Shadow

Each of these hexes is only available to witches with the Shadow patron.

Shadow Scout (Su): The witch touches a willing creature, tearing it apart from its shadow. The touched creature can control its shadow for a number of rounds equal to 3 + the witch’s Intelligence modifier, allowing it to scout ahead. The shadow has a fly speed equal to the the creature’s base land speed (with good maneuverability), has skills equal to the creature’s skills (with a +4 bonus to Stealth checks in dim light and a –4 penalty to such checks in bright light), has an Armor Class equal to the touched creature’s touch AC, is incorporeal, and can see just as the touched creature, but it cannot attack, speak, hear, cast spells, or otherwise interact with the environment. Meanwhile, the touched creature is unconscious until the shadow’s return. If either the touched creature or the creature’s shadow takes any damage or the shadow fails to make it back to the touched creature before the duration expires, the touched creature instantly wakes up without a shadow, suffering 1 negative level. At the next sun rise, this negative level disappears and the creature’s shadow reappears attached to the creature; the negative level cannot be removed any earlier. A shadow that returns to the creature before the duration expires suffers no negative effects. Whether the shadow returns to the creature or not, the creature remembers all the shadow saw. A creature without a shadow cannot be targeted by this hex.

Shadow Trip (Su): The witch momentarily takes control of a creature’s shadow, using it to trip the creature. The witch attempts a trip combat maneuver against a creature within 30 feet, using her witch class level as her base attack bonus and her Intelligence modifier instead of her Strength modifier to determine her combat maneuver bonus.

Major Hex: Cold Shadows (Su): The witch can choose a living creature within 30 feet. It takes 1d6 points of Strength damage + 1 per 2 witch levels (to a maximum of 1d6+10). A successful Fortitude save reduces this damage by half. Once a creature has been targeted by the cold shadows hex, it cannot be targeted by it again for 24 hours.

For more witch spells, download Book of Magic: Signature Spells 2 at DriveThruRPG, RPGNow, the OpenGamingStore or at Paizo.com.