Crones Hex
Crones Hex
Crones Hex
In a world of sorcery and eldritch powers, not all techniques of sword play will draw
inspiration from mundane beasts, some will draw instead from the creatures in which magic
flows naturally. Crone's Hex is one such discipline. Stories of its origins vary. Some place it
as being created by a powerful Annis hag and taught by her to disenfranchised women who
she gathered beneath her as her disciples in an attempt to carve out a kingdom in a swamp,
and spread by the survivors when her attempt at empire failed. Others tell of a powerful
hagspawn, child of mortal man and hag, who forged the discipline for their own use,
teaching it to their daughters who taught it to their daughters, the techniques slowly
disseminating out of the bloodline as its practitioners would break the rules which kept it
within. Still others say it was born of a maiden's rage when a great travesty of justice was
committed against her and some deity took mercy upon her, bestowing the techniques into
her making her the first master of the style. Whatever the truth the martial discipline of the
Crone's Hex draws equally from its initiators' physical and spiritual might, drawing upon
their darker emotions, anger, hatred, bitterness, and channeling them into powerful attacks
which siphon away at their foes' spiritual and physical strength. Its techniques include many
maneuvers to emulate the magical and not so magical powers of hags, bestowing curses,
crafting disguises, and giving its practitioners the ability to perform the Evil Eye.
Discipline Weapons: Unarmed Strike, Claw, Dagger, Hand-axe, Glaive, Halberd, Naginata,
Nagamaki.
Learning the Crone's Hex: A swordsage (or morphic claw) may trade access to any
discipline to gain access to Crone's Hex, gaining Knowledge (Arcana) as a bonus class skill
and losing that discipline's associated skill from their Swordsage skill list. A warblade (or
Simic Initiator) may exchange Iron Heart or White Raven to gain access to Crone's Hex,
gaining Knowledge (Arcana) as a bonus skill and losing Diplomacy if they trade White
Raven. A crusader may exchange Devoted Spirit or White Raven to gain access to Crone's
Hex, gaining Knowledge (Arcana) and losing Heal or Diplomacy respectively. An argent
blade may trade access to any discipline to gain access to Crone's Hex, they neither gain
nor lose any skill in the process. A wildwood knight may trade access to any discipline other
than Star Dream to gain access to Crone's Hex, gaining Knowledge (Arcana) but not losing
any skill in exchange.
Hex Claw
You are skilled at inflicting sublime curses, and your horrid touch is grasps the strands of
fate tight.
Prerequisite: One Crone's Hex maneuver.
Benefit: Whenever you use a Crone's Hex maneuver that allows a saving throw the save
DC is increased by 1, or by 2 if it was delivered with an unarmed strike or natural weapon.
Swamp Hag's Surprise: To use this option, an opponent must miss you due to
concealment. On your next turn, if an opponent would be shaken due to a
successful Demoralize action on your part, they are instead Frightened. If they
would be shaken due to a failed save against a Crone's Hex maneuver, they are
instead Panicked.
Thieving Magpie Talons: To use this option, you must successfully attack a
creature benefiting from a spell with a claw attack. On your next turn, if you
successfully attack them at least two more claw attacks, you remove a random
beneficial effect of your choice, and it is applied to you for its remaining
duration. If you succeed on a Spellcraft check to identify one or more spells, you
may choose which spell you take.
Mirror of Bitter Hatred: To use this option, you must succeed on a saving throw
against a supernatural maneuver, spell, or spell-like ability. On your next turn,
you may increase the DC of your next Crone's Hex maneuver that requires a
saving throw by an amount based on that spell or maneuvers level. The DC
increases by +1 for 0-level spells, +2 for 1st-3rd, +3 for 4th-6th, +4 for 7th
and 8th, and +5 for 9th level spells and maneuvers.
Crone's Talons
Crone's Hex (Stance)
Level: 1st
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
Letting your spiritual energy flow through your body and pool at your fingertips you cause
yourself to grow long, powerful talons like those of a hag's.
While in this stance you gain a pair of claws which deal 1d6 damage (if medium size) and
gain benefits based upon your Knowledge (Arcana) ranks as shown on the table below.
The Knowledge based improvements to this maneuver are supernatural in nature, but the
stance's basic effect applies even in an anti-magic zone.
When you initiate this maneuver make a melee attack. If you hit the target takes 2 Wisdom
damage (this is a mind-affecting effect) in addition to the attack's normal damage. If you
initiate this maneuver with an unarmed strike or natural weapon in addition to the Wisdom
damage the target must make a Will save or for the next 24 hours their sleep is haunted by
nightmares preventing restful slumber.
Disfiguring Strike
Crone's Hex (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee.
Target: 1 creature.
Duration: 1 hour.
You lash out at your opponent, bitter hatred surging along your weapon. When you strike
you twist into their spirit and reflectively their body, marking them as outcast as you turn
beauty to foulness.
When you initiate this maneuver make a melee attack. In addition to its normal damage this
attack inflicts a 1d6 penalty to the target's Charisma score which lasts for 1 hour and cannot
reduce that creature's charisma to below 1. The creature's appearance twists and becomes
disfigured and, by traditional standards, ugly. They gain a +2 bonus to checks to disguise
themselves as not being themselves per point of Charisma penalty this maneuver inflicts,
but they lose this bonus and suffer a -1 penalty per point of Charisma penalty inflicted if
trying to disguise themselves as anything more specific than passing unrecognized as their
true self unless being particularly repugnant to look at supports that role.
Inured to Nightmares
Crone's Hex (Counter)
Level: 1st
Initiation Action: Immediate.
Range: Personal.
Target: You.
Duration: 1 round.
The hag is a creature of terror and horror, whose mere glance can stun a man with fright or
stop his heart still. Traversing the way of such creatures and donning a portion of their spirit
you become inured to such horrors.
When you initiate this maneuver you add your ranks in Knowledge (Arcana) to saving
throws versus fear for the duration. If you have at least 14 ranks you gain immunity
instead. [For PF "you add 3 + your ranks in... If you have at least 11 ranks].
Armor of Hatred
Crone's Hex (Strike)
Level: 2nd
Prerequisites: 1 Crone's Hex maneuver.
Initiation Action: Standard.
Range: Personal.
Target: You.
Duration: 1 round.
Striking out you feed your hatred and rage through your body, letting it flow through your
flesh. Your skin takes on a dark blue hue, the color of an Annis hag's.
When you initiate this maneuver make a melee attack. If you hit, you gain DR
10/bludgeoning for 1 round.
Eye of Clotho
Crone's Hex (Strike) [Fear, Mind-Affecting]
Level: 3rd
Prerequisites: 2 Crone's Hex maneuvers.
Initiation Action: Standard.
Range: 60-ft.
Target: 1 creature
Saving Throw: Will partial.
Duration: 1 round.
Glancing at a foe you instill within them the primordial fear of death, freezing them in place
momentarily.
When you use this maneuver you must look into the eye of one creature within range which
can see you, filling them with preternatural fear. That target must make a Will save (DC 13
+ Charisma modifier). If they fail they are dazed and shaken for 1 round. If they succeed
they are shaken for 1 round. This is a mind-affecting fear effect.
Hag's grasp
Crone's Hex (Strike)
Level: 3rd
Initiation Action: Standard.
Range: Melee.
Target: 1 creature.
You strike hard at a foe, pummeling them with the force of your weapon and as they're
reeling you grasp them, pulling them in close, like a dread Annis hag pulling her victim into
the swamp never to be seen again.
As part of this maneuver make a melee attack. If you hit you deal +2d6 damage and may
initiate a grapple against the target as a free action without provoking an attack of
opportunity or requiring a melee touch attack. You must have one hand free, or be able to
free one hand either by dropping whatever is in it or, if the object is held in multiple hands,
releasing it with that hand. You gain a +2 bonus on the check to initiate the grapple, if you
made an unarmed strike or natural weapon attack with this maneuver this bonus is
increased to +4.
Cackling Blow
Crone's Hex (Strike) [Fear, Mind-affecting]
Level: 4th
Prerequisites: 1 Crone's Hex maneuver.
Initiation Action: Standard.
Range: Melee.
Target: 1 creature.
Duration: 1 round (See text)
Saving Throw: Will negates.
Cackling madly, you strike at a foe. In your foe's mind you seem to grow larger, becoming a
creature of horror and terror to them, as you lunge forward.
When you initiate this maneuver make a melee attack. If you hit, in addition to the attack
dealing damage as normal, the target must make a Will save (DC 14 + Charisma modifier)
or take +6d6 damage and be Shaken for 1 round plus 1 round per 4 points by which they
failed the saving throw, this damage is a result of the sheer body wracking terror the target
feels and mental trauma therein and is not affected by damage reduction and this is a mind-
affecting fear effect. If you initiated this maneuver with an unarmed strike or natural
weapon your target suffers a -2 penalty to their saving throw against this effect.
Fog Run
Crone's Hex
Level: 4th
Prerequisites: 1 Crone's Hex maneuver.
Initiation Action: Move.
Range: Personal.
Target: You.
Duration: 3 rounds.
Hags are creatures in tune with, and able to control, the powers of weather. Emulating their
connection with your own spiritual energy, you gather fog behind you, dividing the
battlefield.
When you initiate this maneuver you may move up to your base land speed. Any square
you enter or leave during this movement becomes filled with thick fog. This fog stops line of
sight through it, and a creature inside a square of this fog has total concealment from
creatures further than 10-ft away, and concealment from those closer than that. The fog is
thick, preventing ranged attacks from passing through it, and requiring 8 squares of
movement to enter it. This fog lasts for 3 rounds.
Jealous Strike
Crone's Hex (Strike)
Level: 4th
Prerequisites: 1 Crone's Hex maneuver.
Initiation Action: Standard.
Range: Melee.
Target: 1 creature.
Envy and jealousy are powerful forces. Hideous creatures of the swamp, hags are known to
envy the beauty of the fairest mortals, and like them you lash out, trying to pull another
down to your level.
When you initiate this maneuver make a single melee attack. In addition to that attacks
normal damage your target takes 2 points of ability damage to each ability score they have
higher currently than yours, and suffer 1 negative level if they have more character levels
than you do. If you initiated this maneuver with an unarmed strike or natural weapon you
deal an additional 2 points of Charisma damage if the target's Charisma is at least 3.
Cursed Gale
Crone's Hex (Strike)
Level: 5th
Prerequisites: 2 Crone's Hex maneuvers.
Initiation Action: Standard.
Range: 60-ft.
Area: 60-ft line.
Duration: See text.
Saving Throw: Fort Partial and Will Partial.
Raising a crooked finger, you release a gale of bitterness at your foes. This wind streaks
across the battlefield blowing down the weak and stripping even the might of their prowess.
When you initiate this maneuver you create a quick gust of powerful wind (70 mph) in the
area. Any effect which can be blown away by 1 round of 70 mph or less winds is blown
away. In addition medium or smaller creatures, and gargantuan or smaller flying creatures
must make a Fortitude save (DC 15 + Cha modifier). A huge or gargantuan flying creature
which fails this save is blown back 1d6x5 feet, a large one is blown back 1d6x10 feet, and a
medium or smaller flying creature is blown back 2d6x10 feet and takes 2d6 nonlethal
damage. A medium non-flying creature which fails this save is knocked prone, while a small
or smaller one is knocked rolling 1d4x10-ft taking 1d4 nonlethal damage per 10-ft and
ending prone. In addition all creatures within the area, regardless of size, must make a Will
save (DC 15 + Cha modifier) or suffer a -2 penalty to AC and all ability checks, attack rolls,
saving throws, and skill checks for 1 round.
Weakening Touch
Crone's Hex (Strike)
Level: 5th
Prerequisites: 2 Crone's Hex maneuvers.
Initiation Action: Standard.
Range: Melee.
Target: 1 creature
You suffuse yourself with dread energies, filling your body with them, and reaching out
release them into your foe, draining them of their strength, potentially using it to restore
your own.
When you initiate this maneuver make a melee touch attack or a melee attack with an
unarmed strike or natural weapon. The target suffers 2d4 Strength damage on a hit, in
addition to any damage the attack would normally deal if you used an unarmed strike or
natural weapon. If you are suffering from a Strength penalty or Strength damage your
Strength penalty is reduced by 1 point per point of Strength damage inflicted and then the
penalty (if there was one) is subtracted from the Strength damage dealt and you regain 1
point of Strength per 2 points of Strength damage inflicted with this maneuver.
Witch's Eye
Crone's Hex (Stance)
Level: 5th
Prerequisite: 2 Crone's Hex maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
Closing one eye you create a duplicate of it from shadows and a piece of your soul, tying
that eye's sight to its. Sending this shadow eye forth you see through it, observing what it
does, watching through it.
When you enter this stance you lose your sight in one of your eyes (if you have at least 2
other eyes this has no effect, if you have 1 other eye you are dazzled, if you have no other
eyes you are blinded) and create a duplicate of your eye which floats freely in your square;
if you are unable to see from all of your eyes you cannot enter this stance. This eye is fine
sized and has a Dexterity of 22 (giving it a 24 AC) and has 2 hit points per initiator level you
possess, and able to fly 30-ft a round as a move action (the eye may take a double move
action, but may not run) with Good maneuverability; it is mindless and uses your saving
throws and skill ranks (Str 1), automatically succeeds at move silently checks, and has
Improved Evasion. You are able to see threw this eye regardless of the distance separating
you from it, even if it is on another plane and may control its actions freely (this does not
require an action on your part). Effects which affect the eye do not affect you (unless you
happen to be in the area), except for Gaze attacks; if you and the eye are both in the area
of the same Gaze attack you are both affected as the same creature and if either of you is
in the area of a Gaze attack it affects both of you. When you leave this stance this eye
vanishes. If the eye is destroyed by an attack or effect while you are in this stance the
spiritual backlash leaves you blinded in the associated eye for 1 hour and you are forced out
of this stance. You may enter this stance during this time, but if you do so you lose the
sight in another of your eyes.
As long as this eye remains within 10-ft of you, you gain a +2 bonus to Spot and Search
checks and, at the start of each of your turns, select 1 creature that cannot flank you and
other creatures cannot flank you with for 1 round.
Swampgrasp
Crone's Hex (Strike)
Level: 6th
Prerequisites: 2 Crone's Hex Maneuvers
Initiation Action: Standard.
Range: Melee.
Target: 1 creature.
You strike at a foe, using your heavy blow as distraction while you grab them. Your grasp
floods their lungs like a brave warrior dragged beneath the swamp to die. Holding them you
ensure that they cannot break free, the water bringing them to a certain demise.
As part of this maneuver make a melee attack. If you hit you deal +4d6 damage and may
initiate a grapple against the target as a free action without provoking an attack of
opportunity or requiring a melee touch attack. You must have one hand free, or be able to
free one hand either by dropping whatever is in it or, if the object is held in multiple hands,
releasing it with that hand. You gain a +2 bonus on the check to initiate the grapple, if you
made an unarmed strike or natural weapon attack with this maneuver this bonus is
increased to +4. If you successfully grapple an enemy this way water begins to form in their
lungs. If you manage to pin them they begin to drown unless they are able to breathe water
or do not need to breathe, being knocked unconscious. On the next round they are pinned
they are reduced to -1 hit points. On the next they are killed. If you release a creature
knocked out with this maneuver it does not awaken for 3 minutes - 1 round per point of
Constitution it possesses.
Eye of Lachesis
Crone's Hex (Strike) [Fear, Mind-Affecting]
Level: 7th
Prerequisites: 3 Crone's Hex maneuvers.
Initiation Action: Standard.
Range: 60-ft.
Area: 60-ft cone.
Saving Throw: Will partial.
Duration: 1 round.
You cast out your gaze, a baleful glance that brings to bear the fear of mortality, of final
destruction in those who meet it.
When you use this maneuver your gaze brings final oblivion into the minds of all enemy
creatures within the area which can see you filling them with preternatural fear. They must
make a Will save (DC 17 + Charisma modifier). If they fail they are dazed and shaken for 1
round. If they succeed they are shaken for 1 round. This is a mind-affecting fear effect.
Nightmare Step
Crone's Hex (Boost)
Level: 7th
Prerequisites: 2 Crone's Hex maneuvers
Initiation Action: Swift.
Range: Personal.
Target: You
Duration: 1 round.
You shed the physical, entering the realm of ghosts and dreams, becoming nothing more
than a phantom yourself.
When you initiate this maneuver you enter into the Ethereal Plane, if on a plane
conterminous with it, returning to the plane you came from when the duration ends. If you
were on a plane not conterminous with the Ethereal Plane you instead become incorporeal
for the duration.
Shadow Coven
Crone's Hex (Stance)
Level: 8th
Prerequisite: 3 Crone's Hex maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You divide your shadow in twain, investing each half with a portion of your mind and spirit.
These shadows rise up as two semi-real spectral images of yourself which aid you.
While in this stance you gain two spectral copies of yourself. These spectral copies remain in
your square at all times. Your mind and spirit are partially invested in these shadows and
this division allows a shifting of mental strain across all three forms granting you a +2
bonus to Will saves. In addition these spectral images perform two of the following services
for you each round; you may re-choose which services are performed at the beginning of
each of your turns.
Grant you a +2 bonus to hit a specific creature (you may choose this twice, but
each time must be a different creature).
Grant you a +2 dodge bonus to AC against a specific creature (you may choose
this twice, but each time must be a different creature).
Grant you a +2 bonus to one skill (you may choose this twice, but each time
you must choose a different skill).
Grant you a +2 bonus to rolls made as part of combat maneuvers (trip, disarm,
grapple, etc).
Grant you the benefits of a Quick Draw check.
Grant you a +2 on Fort and Ref saves against spells cast by a specific creature
(you may choose this twice, but each time must be a different creature).
Make a Spot and Listen check on your behalf.
Concentrate on a spell or effect which requires standard action concentration.
Make a Knowledge check on your behalf (this is considered you making a
knowledge check).
Eye of Atropos
Crone's Hex (Strike) [Fear, Death, Mind-Affecting]
Level: 9th
Prerequisites: 4 Crone's Hex maneuvers.
Initiation Action: Standard.
Range: 60-ft.
Target: 1 creature
Saving Throw: Will partial.
Duration: 1 day (see text).
Focusing your spiritual energies into your eye and fueling it with your emotional strength,
you glare at a single target, sending hatred and fear straight into the core of their being.
This concentrated baleful will pierces within, strangling them at the root of their being if
they allow it.
When you use this maneuver you must look into the eye of one creature within range which
can see you, filling them with preternatural fear. That target must make a Will save (DC 19
+ Charisma modifier). If they fail they die due to the sheer shock and terror (this is a death
effect as well as a fear effect) and if they are immune to death effects or do not die for
some other reason they are panicked for 1 minute whenever they see you for 1 day (this is
a mind-affecting fear effect). If they succeed their save they are panicked for 1 round and
immune to further instances of this effect for 24 hours.