Post by Aeter on Aug 12, 2013 8:32:31 GMT -6
Hexblade
Hit Die: d10
Skills: 4 + Int Modifier
List: Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Perception, Profession, Ride, Spellcraft, Use Magic Device
Proficiencies: Light and Medium armor. Simple and Martial weapons. No shields. A hexblade does not incur the normal arcane spell failure chance when wearing light or medium armor.
Hexblade's Curse (Su): Once per day plus the Hexblade's Charisma modifier, as a free action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 Hexblade class level + Hexblade's Cha modifier) negates the effect, but does not consume the hexblade's curse for the day. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade's curse.
Time Hex (Su): Through both the skill of the Hexblade and the abilities granted by his blood, the Hexblade is able to jinx brief pockets of time itself in a Time Hex. Once per day, and additional times granted at levels shown on the table, the Hexblade may use a Time Hex as a free action as part of a spellcast on his turn. The Time Hex allows the Hexblade to treat that spell as having the Quicken Spell feat, without modifying the level of that spell. Time Hex may only be applied to spells with a Standard Action cast time and may not be used with a spell granted by Hexed Wand.
Arcane Resistance (Su): At 2nd level, a Hexblade gains a bonus equal to his Charisma bonus (minimum + 1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd level and higher, a Hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hexblade does not gain the benefit of mettle.
Dark Companion: Beginning at 4th level, a Hexblade obtains a Dark Companion familiar. The Dark Companion takes the form of a shadowy, illusory companio, which could take one of several forms though it is always a Medium size. Any enemy adjacent to the Dark Companion suffers a -2 penalty to saves and AC. The companion's speed is equal to the Hexblade's, and it acts during their turn each round. It follows the Hexblade's mental commands perfectly - in effect, an extension of his will. The Dark Companion has no real substance, and cannot attack or otherwise affect other creatures (except in the ways mentioned above.) It occupies a five foot space, and though other creatures can freely move through its occupied space, it must be in its own space to have an effect on enemies. It is immune to any damage or other effects that may harm creatures, though it can be dispelled or suppressed like a magical effect. A Dark Companion is treated like a spell whose level is 1/4 Hexblade level. If the Dark Companion is dispelled, it automatically reforms at the master's side 24 hours later. It cannot provide flanking bonuses, does not provoke attacks of opportunity, and is readily noticable as an illusion. If it is ever more than 120' from the Hexblade, or loses line of effect to him, it instantly appears adjacent to the Hexblade.
Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration, Battle Caster, Weapon Focus, Necropolis Born, Ability Focus (Curse) [Pathfinder], Soul of the North, Sudden Silent, Sudden Still, or any [Hex] feat.
Forced Omens (Sp): At 6th level, a foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. A hexblade is under a permanent Prestidigitation effect as per the spell.
Greater Hexblade's Curse (Su): At 7th level, a Hexblade's Curse becomes more potent as his manipulation of ill fortune and magic improve. His Hexblade Curse ability now grants a -4 penalty to attacks, saves, ability checks, skill checks, and weapon damage rolls instead of -2.
Hexed Wand (Su): At 8th level, the Hexblade's ability to manipulate luck and magic is fine tuned enough to dramatically increase his odds to use a spell completion item... provided he has attuned his natural aura of luck and unluck to it. The Hexblade may make a single, full-round Use Magic Device check (DC as normal to use a wand or similar spell completion item one time.) Success indicates the item is hexed. An item so Hexed may be used by the Hexblade as if the spell being cast by the wand, runestaff, or similar item was on the Hexblade's list, requiring no UMD check at the time of casting. A hexblade may only cast a number of spells this way as many times as he can cast spells of the same level as per the spell casts per day chart. If the spell is higher level than the hexblade can normally cast, it counts as using the highest level spell slot the hexblade currently possesses so long as the hexblade meets the Charisma requirements to cast the spell. Each casting of the obtained spell removes 1 charge from the staff or wand. A Hexblade may not use another Hexblade's Hexed item in this way without attuning himself to it. A Hexblade may only have one Hexed item attuned to himself at a time. Failure on the UMD check means that item cannot be used at all, or attempted to be re-Hexed, for 24 hours. The caster level for the Hexed Item spell is equal to the Hexblade's class level.
Hex Teleportation (Sp): Beginning at level 11 the Hexblade is able to trade positions with either his dark companion or a hexed target as a swift action provided the Hexblade is within sight of the target. A successful will save (DC 10 + 1/2 Hexblade class level + Hexblade's Cha modifier) negates the effect against a target. This ability can be used a number of times per day equal to the Hexblade's Charisma modifier.
Aura of Unluck (Su): Once per day, a Hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the Hexblade while this aura of unluck is active has a 20% miss chance (Similar to concealment). Activating the aura is a free action and it persists for a number of rounds equal to 3 + CHA. The Hexblade gains an additional use of Aura of Unluck at 16th, and a third at 20th.
Improved Mettle (Ex): This ability works like Mettle, except that while the Hexblade still takes no effect on a successful Fortitude or Will saving throw against attacks henceforth he takes only half effect on a failed save. A helpless Hexblade does not gain the benefit of improved mettle.
Greater Forced Omens (Sp): Add the following effect to Forced Omens:
Dire Hexblade’s Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes –6 instead of –4.
Living Jinx (Ex): At 20th level, the Hexblade's manipulation of the forces of luck and unluck are so natural to his being, so in tune and subtle, that his mere presence can alter the luck of his foes for the worse. Once per day, as an immediate action, the Hexblade may choose to have an enemy affected by his Hexblade's Curse re-roll any one die roll. The enemy must choose the poorer value of the two rolls. This cannot affect any one enemy more than once per Hexblade Curse.
Changes:
1.0 - Designed
Hit Die: d10
Skills: 4 + Int Modifier
List: Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Perception, Profession, Ride, Spellcraft, Use Magic Device
Proficiencies: Light and Medium armor. Simple and Martial weapons. No shields. A hexblade does not incur the normal arcane spell failure chance when wearing light or medium armor.
LEVEL | BAB | FORT | REF | WILL | SPECIAL |
1st | +1 | +2 | +0 | +2 | Hexblade's Curse, Time Hex 1/day |
2nd | +2 | +3 | +0 | +3 | Arcane Resistance |
3rd | +3 | +3 | +1 | +3 | Mettle |
4th | +4 | +4 | +1 | +4 | Dark Companion |
5th | +5 | +4 | +1 | +4 | Bonus Feat, Time Hex 2/day |
6th | +6/+1 | +5 | +2 | +5 | Forced Omens |
7th | +7/+2 | +5 | +2 | +5 | Greater Hexblade Curse |
8th | +8/+3 | +6 | +2 | +6 | Hexed Wand |
9th | +9/+4 | +6 | +3 | +6 | Time Hex 3/day |
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat |
11th | +11/+6/+1 | +7 | +3 | +7 | Hex Teleportation |
12th | +12/+7/+2 | +8 | +4 | +8 | Aura of Unluck 1/day |
13th | +13/+8/+3 | +8 | +4 | +8 | Time Hex 4/day |
14th | +14/+9/+4 | +9 | +5 | +9 | Improved Mettle |
15th | +15/+10/+5 | +9 | +5 | +9 | Bonus Feat |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Aura of Unluck 2/day |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Time Hex 5/day |
18th | +18/+13/+8/+3 | +10 | +5 | +10 | Greater Forced Omens |
19th | +19/+14/+7/+4 | +11 | +6 | +11 | Dire Hexblade's Curse |
20th | +20/+15/+9/+5 | +12 | +6 | +12 | Aura of Unluck 3/day, Bonus Feat, Living Jinx |
Hexblade Spells
Per Day Known Level 1st 2nd 3rd 4th 1st 2nd 3rd 4th 1st - - - - - - - - 2nd - - - - - - - - 3rd - - - - - - - - 4th 0 - - - 2* - - - 5th 0 - - - 2* - - - 6th 1 - - - 3 - - - 7th 1 - - - 3 - - - 8th 1 0 - - 4 2* - - 9th 1 0 - - 4 2* - - 10th 1 1 - - 4 3 - - 11th 1 1 0 - 4 3 2* - 12th 1 1 1 - 4 4 3 - 13th 1 1 1 - 4 4 3 - 14th 2 1 1 0 4 4 4 2* 15th 2 1 1 1 4 4 4 3 16th 2 2 1 1 4 4 4 3 17th 2 2 2 1 5 4 4 4 18th 3 2 2 1 5 5 4 4 19th 3 3 3 2 5 5 5 4 20th 3 3 3 3 5 5 5 5
Hexblade's Curse (Su): Once per day plus the Hexblade's Charisma modifier, as a free action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 Hexblade class level + Hexblade's Cha modifier) negates the effect, but does not consume the hexblade's curse for the day. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade's curse.
Time Hex (Su): Through both the skill of the Hexblade and the abilities granted by his blood, the Hexblade is able to jinx brief pockets of time itself in a Time Hex. Once per day, and additional times granted at levels shown on the table, the Hexblade may use a Time Hex as a free action as part of a spellcast on his turn. The Time Hex allows the Hexblade to treat that spell as having the Quicken Spell feat, without modifying the level of that spell. Time Hex may only be applied to spells with a Standard Action cast time and may not be used with a spell granted by Hexed Wand.
Arcane Resistance (Su): At 2nd level, a Hexblade gains a bonus equal to his Charisma bonus (minimum + 1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd level and higher, a Hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hexblade does not gain the benefit of mettle.
Dark Companion: Beginning at 4th level, a Hexblade obtains a Dark Companion familiar. The Dark Companion takes the form of a shadowy, illusory companio, which could take one of several forms though it is always a Medium size. Any enemy adjacent to the Dark Companion suffers a -2 penalty to saves and AC. The companion's speed is equal to the Hexblade's, and it acts during their turn each round. It follows the Hexblade's mental commands perfectly - in effect, an extension of his will. The Dark Companion has no real substance, and cannot attack or otherwise affect other creatures (except in the ways mentioned above.) It occupies a five foot space, and though other creatures can freely move through its occupied space, it must be in its own space to have an effect on enemies. It is immune to any damage or other effects that may harm creatures, though it can be dispelled or suppressed like a magical effect. A Dark Companion is treated like a spell whose level is 1/4 Hexblade level. If the Dark Companion is dispelled, it automatically reforms at the master's side 24 hours later. It cannot provide flanking bonuses, does not provoke attacks of opportunity, and is readily noticable as an illusion. If it is ever more than 120' from the Hexblade, or loses line of effect to him, it instantly appears adjacent to the Hexblade.
Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration, Battle Caster, Weapon Focus, Necropolis Born, Ability Focus (Curse) [Pathfinder], Soul of the North, Sudden Silent, Sudden Still, or any [Hex] feat.
Forced Omens (Sp): At 6th level, a foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. A hexblade is under a permanent Prestidigitation effect as per the spell.
Greater Hexblade's Curse (Su): At 7th level, a Hexblade's Curse becomes more potent as his manipulation of ill fortune and magic improve. His Hexblade Curse ability now grants a -4 penalty to attacks, saves, ability checks, skill checks, and weapon damage rolls instead of -2.
Hexed Wand (Su): At 8th level, the Hexblade's ability to manipulate luck and magic is fine tuned enough to dramatically increase his odds to use a spell completion item... provided he has attuned his natural aura of luck and unluck to it. The Hexblade may make a single, full-round Use Magic Device check (DC as normal to use a wand or similar spell completion item one time.) Success indicates the item is hexed. An item so Hexed may be used by the Hexblade as if the spell being cast by the wand, runestaff, or similar item was on the Hexblade's list, requiring no UMD check at the time of casting. A hexblade may only cast a number of spells this way as many times as he can cast spells of the same level as per the spell casts per day chart. If the spell is higher level than the hexblade can normally cast, it counts as using the highest level spell slot the hexblade currently possesses so long as the hexblade meets the Charisma requirements to cast the spell. Each casting of the obtained spell removes 1 charge from the staff or wand. A Hexblade may not use another Hexblade's Hexed item in this way without attuning himself to it. A Hexblade may only have one Hexed item attuned to himself at a time. Failure on the UMD check means that item cannot be used at all, or attempted to be re-Hexed, for 24 hours. The caster level for the Hexed Item spell is equal to the Hexblade's class level.
Hex Teleportation (Sp): Beginning at level 11 the Hexblade is able to trade positions with either his dark companion or a hexed target as a swift action provided the Hexblade is within sight of the target. A successful will save (DC 10 + 1/2 Hexblade class level + Hexblade's Cha modifier) negates the effect against a target. This ability can be used a number of times per day equal to the Hexblade's Charisma modifier.
Aura of Unluck (Su): Once per day, a Hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the Hexblade while this aura of unluck is active has a 20% miss chance (Similar to concealment). Activating the aura is a free action and it persists for a number of rounds equal to 3 + CHA. The Hexblade gains an additional use of Aura of Unluck at 16th, and a third at 20th.
Improved Mettle (Ex): This ability works like Mettle, except that while the Hexblade still takes no effect on a successful Fortitude or Will saving throw against attacks henceforth he takes only half effect on a failed save. A helpless Hexblade does not gain the benefit of improved mettle.
Greater Forced Omens (Sp): Add the following effect to Forced Omens:
Each round, as a standard action, you may direct any inanimate, unattended, non-magical Medium or smaller object to do your bidding. Items so affected gain a fly speed of 10' (perfect manuevaribility). They may move twice in a round but not Run or Charge. Hammers may be made to hammer, brooms may be made to sweep, etc. The items may perform any basic task, but not one requiring a high degree of craftmanship. Even pockets of air or water may be controlled to create breezes (e.g., to propel a boat) or dust devils, small waves or slow moving whirlpools. Redirecting an item to a new task or multiple items to the same new task is a move action, but otherwise items continue on the last assigned task without a need for intervention nor do they need to stay within range. The objects become automotons and cannot remember anything other than what they are currently working on. Gloves, gauntlets and the like are not capable of manipulation.
Up to your caster level in objects may be active at any one time. You may dismiss objects as a standard action to make room for new ones. Objects may also animate and dismiss other objects (if the limit still allows), such as a hammer animating a nail. Multiple similar grouped objects fulfilling only one task together, such as a bag of marbles or pile of coins but not a batallion of hammers, count as one object. These objects move and act as one unit, like a swarm. Destroying or dispelling an affected item causes it to cease functioning and unlike dismissed items it may not be replaced.
The objects have an effective strength of 10, dexterity of 10, an AC of 10 plus the object's size modifer and a Base Attack Bonus of +0, making them mediocre combatants. Additionally, non-weapons have a -4 penalty to hit, except for special attacks related to the item's typical uses. Any skill check provoked by the items, such as balancing on marbles, has a DC of 10. Items act as last directed, and cannot think or decide on their own.
The caster, as a standard action, may also create soft, flexible Tiny or smaller objects to be animated: Realistic pigeons, hand towels, bags, etc. The physical statistics for such items are the same as their mundane counterparts. Otherwise they are mindless automotons. They may not be used as spell components. An object so created disappears at the end of the spell or when the object is dismissed.
Finally the caster, as a standard action, may create small local effects, such as a flash of light, a banging noise, a spark of electricity, minor levitation, a splash of water, etc. Any cantrip that creates an effect may be imitated, except the save DC uses the DC of this spell (that of a 3rd or 4th level spell). Other cantrips may not be imitated. Any effect of similar power may also be created. Continuous effects count towards the object limit until they expire or are dismissed.
Dire Hexblade’s Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes –6 instead of –4.
Living Jinx (Ex): At 20th level, the Hexblade's manipulation of the forces of luck and unluck are so natural to his being, so in tune and subtle, that his mere presence can alter the luck of his foes for the worse. Once per day, as an immediate action, the Hexblade may choose to have an enemy affected by his Hexblade's Curse re-roll any one die roll. The enemy must choose the poorer value of the two rolls. This cannot affect any one enemy more than once per Hexblade Curse.
Changes:
1.0 - Designed