Advanced Class Guide | Classes | Shaman | Class Features | Hex

Hex

A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken her foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th levels, the shaman learns a new hex. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. Unless otherwise noted, a shaman cannot select a hex more than once.

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.

Chant

A shaman can chant as a move action. Any creature within 30 feet that is under the effect of the shaman's charm, evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round. A shaman cannot select both this hex and the witch's cackle hex.

Charm

A shaman charms an animal or a humanoid creature within 30 feet by beckoning to it and speaking soothing words. Doing this improves the attitude of an animal or humanoid creature by 1 step, as if the shaman had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the shaman's Wisdom modifier (minimum 1). 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. At 8th level, this effect improves the attitude of the creature by two steps. This is a mind-affecting charm effect.

Evil Eye

The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this duration to just 1 round. At 8th level, the penalty changes to –4. This is a mind-affecting effect.

Fetish

The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items.

Fortune

The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must decide to use this benefit before the first roll is made. At 8th and 16th levels, the duration of this hex increases 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

A shaman soothes the wounds of those she touches. This hex acts as cure light wounds, 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 as cure moderate wounds.

Misfortune

The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature attempts an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and again at 16th level, the duration of this hex increases by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Secret

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

Shapeshift

The shaman transforms herself into another form, as per alter self, for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Changing form (including changing back) is a standard action that doesn't provoke an attack of opportunity. At 8th level, this hex works as beast shape i. At 12th level, this hex works as beast shape ii. At 16th level, this hex works as beast shape iii. At 20th level, this hex works as beast shape iv.

Tongues

The shaman understands any spoken language, as per comprehend languages, for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a shaman can use this hex to speak any language, as tongues.

Ward

The shaman places a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman can have only one ward active at a time. If the shaman uses this hex while a previous ward is still active, that previous ward immediately ends. A shaman cannot use this hex on herself. At 8th and 16th levels, the bonuses provided by this ward increase by 1.

Witch Hex

The shaman selects any one hex normally available through the witch's hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. The shaman cannot select a major hex, a grand hex, or a witch hex that has the same name as a shaman hex.