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View Full Version : [D&D 3.5 Base Class] The Revised Hexblade [P.E.A.C.H]



Lord_Gareth
2010-01-27, 01:38 PM
Hexblades

”If you can’t beat ‘em, cheat.”

Miss Envy, a Hexblade

Sometimes known as Curse-Swords, Luck-thieves, or Baneblades, Hexblades are fearsome warriors who combine martial prowess with a supernatural proficiency with curses, hexes, banes and other such magics. Bending the laws of chance and probability around themselves, Hexblades leech luck from their enemies, cast dire and horrific curses, inflict tainted wounds, and project maleficent auras with which they control the battlefield. If they are accused of hubris, perhaps it is well-earned, for the Hexblades are truly dire foes to meet on any battlefield.

Abilities: Charisma controls almost all of the Hexblade’s supernatural abilities, and is thus one of her most important attributes. As a martial character, a Hexblade also places a high value on Strength and Constitution. The priority given to Intelligence, Dexterity, and Wisdom depend on personal taste, as well as the personality of the individual Hexblade; it should, however, be noted that a high Wisdom score allows the Hexblade to better resist hostile magics.

Role: A Hexblade acts as an aggressive support character in combat, plunging into the midst of the enemy so that he might better affect them with his draining auras and lash out with cursed strikes and dire proclamations. Hexblades also serve to soak up damage that might otherwise be dealt to more vulnerable party members, relying on their good saving throws and supernatural protections to shrug off effects that would devastate other martial characters and making use of attacks of opportunity to engage enemies that attempt to rush past them to engage softer targets such as rogues and spellcasters.

Background: Hexblades are typically born, rather than made. Early in childhood, a potential Hexblade displays an unconscious power to twist the laws of probability around them, manifesting in unexplained accidents and happenstances that reliably target those who anger or frighten the Hexblade-to-be. These powers blossom into their full potential during puberty, at which point the budding Hexblade must put a leash on them or risk them running out of her control, potentially turning her into a Calamity Vortex (see the Calamity Vortex template, below). From there, these Hexblades advance through experimentation, discipline, and martial dedication. These Hexblades tend to use their powers carefully, always mindful of the consequences of a lost curse or a misplaced aura.

Other Hexblades are taught, either by an extremely learned spellcaster or by a more experienced Hexblade. Strangely in contrast with the forced self-discipline of naturally-born Hexblades, these training regimens involve forcing the potential Hexblade to suffer under hostile magics (cast at her without warning and at random intervals), survive ambushes, engage in harsh intellectual and philosophical tests in the midst of battle and other seemingly pointless exercises, all designed to hone her body and mind, allowing her to reach into the part of her mind that lets her send forth curses. This harsh, spontaneous regimen tends to create Hexblades who use their powers recklessly, hoping to end any engagement as swiftly as possible and reclaim their curses from the corpses of their enemies.

Regardless, most Hexblades, for one reason or another, develop a fondness for tattoos. For self-taught Hexblades, the markings either serve to help them focus, or else act as a sort of reinforcement of their reputation – a skin-borne resume, as it were. For trained Hexblades, tattoos are often used to mark milestones of their advancement, and thus the student acquires the habit of marking significant occurrences, whether they are success or failure, with a permanent reminder of the event. Particularly common is the teardrop tattoo of the Whispering Guild (see Organizations, below), which marks all of the Guild’s graduates.

Organization: As a profession, Hexblades do not have any special pull towards or away from organization; depending on alignment or personal preference, a Hexblade may join an adventuring party, a military force, a mercenary company, a temple, or any other organization that strikes their fancy. Clever or unscrupulous Hexblades tend to advance quickly at the expense of their superiors, either through “proving” the incompetence of the one who stands in the way of their advancement, or surreptitious murder.

One organization made up entirely of Hexblades is the so-called Whispering Guild. Founded as an elite mercenary unit, the Whispering Guild derives its name from its member’s practice of maintaining absolute silence while fulfilling a contractual obligation. Guild dues are four hundred gold pieces (or an equivalent value in gems or other treasure) per year, and members gain access to their way houses (both open and covert), guaranteed work in the form of mercenary contracts, guard duties, assassination, protection, et cetera, a network of information brokers and reduced prices when purchasing magical or enhanced equipment from the Guild’s armory. Graduates from the Whispering Guild’s rather harsh training regimen are marked with a blue tear drop beneath their left eye; those who choose to remain with the Guild for further employment are marked with another tear drop, this one below their right eye, after a year and a day of satisfactory service, marking their graduation to Journeyman status. Each rank in the Whispering Guild comes with increased resources, responsibilities, and privileges, as well as another tattoo indicative of the Guildsman’s new rank.

Regardless of their personal allegiances, two Hexblades who recognize each other on the battlefield tend to ignore each other if at all possible. Far from a matter of honor or brotherhood, this practice stems out of the recognition that a Hexblade is more than likely to shrug off the powers of a sister Hexblade than nearly anyone else, and thus that fighting her is a waste of time, resources, and energy which would be better expended hindering or eliminating another opponent. Left with no other choices, Hexblades forced to confront each other tend to conserve their powers and fight a duel of martial prowess.

Alignment: Any. Despite the underhanded nature of their powers and, to some, unscrupulous nature of their practices, a Hexblades powers may be used towards any end a Hexblade points them towards. That said, Hexblades do have a tendency to be selfish and amoral (a perfectly understandable attitude, given their talents), and thus tend towards chaos over law and evil over good. In games that use the Color Wheel alignment system, Hexblades tend towards Black and/or Blue as their primary colors, with Red and/or White as their secondary color(s).

Races: Because Hexblades often result from similar conditions that produce sorcerers – magical bloodlines, ancient curses laid down upon ancestors, happenstance – races which breed quickly tend to produce the most Hexblades. As such, humans, halflings, orcs, half-elves, and other races with rapid population growth comprise the lion’s share of the world’s Hexblades. However, the drow boast an impressive – and growing – number of Hexblades, and tieflings, half-fiends, and demons in particular often take up the Hexblade’s path. It should be noted that Hexblades are not particularly surprised to find a member of any race among their ranks; part of their attitude stems from pride in the strength of their art, but part of it stems from the general glass-half-empty worldview that many members of the class share, declaring that even the beings most traditionally against the use of their powers may “succumb” to the “temptation” of becoming a Hexblade.

Religion: A Hexblade’s religion is very greatly influenced by his attitude towards being a Hexblade. Trained Hexblades, typically having joined the class with none of the “growing pains” experienced by natural-born members of the class, tend to worship deities of victory, magic, war, fate, luck, and strength, whom they clearly see as their patrons. Such Hexblades may view themselves as champions of their deity, depending on how pious they are, or else as avatars of divine will, striking down the unworthy with their power.

Natural-born Hexblades, on the other hand, tend to gravitate at a young age toward deities of luck, protection, magic, self-sacrifice and perseverance, drawing upon their faith to get them through the strange events occurring around them and beyond their control. Once they begin to master their powers, natural-born Hexblades typically experience either a waning of faith, as confidence in their own power grows alongside understanding of their condition, or a renewed faith in their deity, seeing their newfound control as a divine gift, which they then turn to the cause of their patron.

Regardless of their attitudes, Hexblades tend to be most concerned about religion when idle and least concerned about religion when working actively towards some task or goal. Hexblades pay thanks and prayer to their deity, to be sure, but a Hexblade is much more likely than a paladin, druid, or cleric to give credit where credit is due with regards to their own accomplishments. Hexblades also tend to be intensely uncomfortable around clergy or faithful of gods or goddesses of charity, plenty, healing and other inherently beneficent powers; such faiths remind them that their powers are parasitic in nature, a truth which many Hexblades are understandably uncomfortable confronting.

Other Classes: Most Hexblades respect power, and thus have the easiest time working with those who can prove they are powerful; wizards, clerics, druids, savvy rogues and righteous paladins all earn the Hexblade’s respect as powerful, dedicated individuals, provided that they aren’t complete incompetents. Hexblades tend to sneer at fighters, barbarians, and bards as weaklings; rangers receive almost not consideration whatsoever from the Luck-Thieves, who disregard them as the pets and lackeys of the more-powerful druids. Sadly, their chauvinistic attitudes are all too often proven correct, which does not help matters – or tensions in the party – any at all.

Adaptation: Because Hexblades are designed to fit into any campaign world, adaptation should prove fairly easy for any Dungeon Master who wants to include Hexblades in their campaign world. If a given Dungeon Master or player is dissatisfied with the Hexblade’s role as a base class, converting them into a prestige class should prove relatively simple.

Hit Die: D10.

Starting Gold: 6d4 x 10 gold pieces.


Class Features

Class Skills: The Hexblade’s class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int) and Spot (Wis).

Skill Points at First Level: (2 + Intelligence modifier) x4
Skill Points at Each Additional Level: 2 + Intelligence Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Curses Known

1st|
+1|
+2|
+0|
+2|Hexblade's Curses (Spites), Cursed Aura (10'), Shared Misfortune|1

2nd|
+2|
+3|
+0|
+3|Resist Magic, Weapon Focus|1

3rd|
+3|
+3|
+1|
+3|Cursed Strike (Spites)|2

4th|
+4|
+4|
+1|
+4|Resilience|2

5th|
+5|
+4|
+1|
+4|Hexblade's Curses (Taboos)|3

6th|
+6/+1|
+5|
+2|
+5|Cursed Aura (20'), Baneful Aura|3

7th|
+7/+2|
+5|
+2|
+5|Cursed Strike (Taboos)|4

8th|
+8/+3|
+6|
+2|
+6|Unraveling Strike, Extended Auras|4

9th|
+9/+4|
+6|
+3|
+6|-|5

10th|
+10/+5|
+7|
+3|
+7|Hexblade's Curses (Banes)|5

11th|
+11/+6/+1|
+7|
+3|
+7|Cursed Aura (40'), Empower Aura|6

12th|
+12/+7/+2|
+8|
+4|
+8|Cursed Strike (Banes)|6

13th|
+13/+8/+3|
+8|
+4|
+8|Bane Blade|7

14th|
+14/+9/+4|
+9|
+4|
+9|Forge Cursed Item, Black Dog's Blessing|7

15th|
+15/+10/+5|
+9|
+5|
+9|Hexblade's Curse (Geasa), Insidious Auras|8

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Cursed Aura (80'), Dire Aura|8

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Cursed Strike (Geasa)|9

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Vampiric Blade|9

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Mark of the Black Cat|10

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Hexblade's Curses (Maledictions)|11[/table]

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, as well as with the whip. They are proficient with light and medium armor, and with shields (but not tower shields). Though her curses include somatic components, a Hexblade’s powers are not affected by wearing armor due to the simplicity of said gestures (often involving nothing more complex than pointing).

Hexblade’s Curses (Su): Hexblades do not learn spells; instead, their power manifests as curses, specific manifestations of negative magical energies which the Hexblade inflicts upon her enemies, objects, or even the world around her. A creature or object that is the target of a Hexblade’s curse is entitled to a Will save (DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier) to either avoid or reduce the effects, depending on the curse in question. The effects of a curse last for a number of minutes equal to the Hexblade’s class level plus her charisma modifier, or until dismissed by the Hexblade as a free action. A creature who successfully saves against a Hexblade’s curse is immune to further applications of that particular curse for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.

A Hexblade may use a total number of curses per encounter equal to Ľ her class level plus her charisma modifier (minimum two), regardless of the power level of the curses involved. Invoking a curse is either a swift or move action (Hexblade’s choice, chosen on a curse-by-curse basis) which may be done once per round, involving both verbal and somatic components (thus, a helpless or silenced Hexblade cannot invoke her curses). Invoking a curse does not provoke attacks of opportunity, but it may be disrupted by damage, necessitating that the Hexblade succeed at a Concentration check against the save DC of the curse or waste the attempt. A Hexblade may not invoke a curse that is currently being used to project a cursed aura,currently being used to charge a cursed strike (though they may use said curse immediately after the strike has been discharged, rather than waiting until they may once again charge their weapon with a curse), or already affecting a target.

At first level, the Hexblade may only learn the weakest curses, known as Spites. At fifth level, she may learn Taboos in place of Spites if she so chooses. At tenth level, she may choose to learn Banes in place of Taboos or Spites. At fifteenth level, she may choose to learn Geasa in place of Banes, Taboos, or Spites, and at twentieth level she may choose to learn a Malediction in place of a Gaesa, Bane, Taboo, or Spite.

Cursed Aura (Su): Rather than afflicting a single being with a potent misfortune, a Hexblade may instead emanate a baleful aura, weakening and hindering her foes. A number of times per day equal to her charisma modifier, the Hexblade may emanate the aura form of any curse she knows as a move action. This aura extends ten feet from the Hexblade in a spherical emanation, and affects all beings hostile to the Hexblade, as well as those beings the Hexblade designates (the Hexblade may designate additional beings within her aura as a free action at the beginning of her turn, though she may not “re-designate” beings who have already rolled saving throws against her aura, regardless of their success or failure), who are entitled to Will saves (DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier) to reduce or negate the effects, depending on the curse in question. A being that fails its save against a Hexblade’s cursed aura is affected until they are no longer in the aura’s area, or the aura’s duration runs out, whatever comes first. Cursed auras last a number of rounds equal to the Hexblade’s class level plus her charisma modifier, or until the Hexblade dismisses the effect as a free action.

A Hexblade may only have up to one cursed aura active at any given time. She may not activate auras associated with curses that are currently affecting a creature or object, or that are being used to charge a cursed strike.

At sixth level, a Hexblade’s cursed auras project twenty feet out from her. This increases to forty feet at eleventh level, and eighty feet at sixteenth level.

Shared Misfortune (Su): Whenever the Hexblade with an active cursed aura fails her saving throw against a hostile spell or supernatural ability that does not deal hit point damage, she may designate another being within her aura’s radius as a free action. That being is also affected by the spell or supernatural ability that the Hexblade failed her save against (who is entitled to the same save that the Hexblade attempted). This is done before the spell’s effects actually take place, meaning that a Hexblade who fails her save against a mind-control or compulsion effect still exercises her own unhindered free will in designating her victim.

Resist Magic (Ex): Hexblades resist magical and supernatural effects with unusual fortitude; starting at level two, the Hexblade adds her charisma modifier to her saving throws against spells, spell-like abilities, and supernatural abilities. This bonus stacks with that granted by a paladin’s divine grace, or other, similar abilities.

Weapon Focus (Ex): At second level, the Hexblade gains Weapon Focus as a bonus feat.

Cursed Strike (Su): Starting at third level, the Hexblade may channel her powers of misfortune into a baleful strike that saps the energy of her victim and leaves wounds that are difficult to recover from or heal. A number of times per encounter equal to her one-half of her charisma modifier (rounded down, minimum one), the Hexblade may charge her weapon (defined as any one weapon on or within her person) with one of her available Spites (that is, a Spite not currently affecting a target or being used to power a cursed aura). The next foe she strikes with that weapon (or with ammunition fired by that weapon, in the case of ranged weapons) takes an additional 2d6 points of damage and must succeed at a Fortitude save (DC 10 + 1/2 the Hexblade's class level + her charisma modifier) or suffer a -2 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour. Furthermore, this extra damage cannot be healed naturally, nor through such abilities as fast healing, regeneration, or similar effects. A weapon may hold a cursed strike for a number of hours equal to the Hexblade’s class level, but may only hold one cursed strike at a time. A missed attack does not waste the charge. Once her cursed strike is discharged, the Hexblade must wait three rounds before she may charge a weapon in this fashion again. A Hexblade may only charge her weapon with a cursed strike as long as she has at least one use left of her hexblade's curse for the encounter or at least one use of her cursed aura for the day.

At level seven, the Hexblade may use one of her availableTaboos in order to charge a cursed strike. A weapon charged with a Taboo deals an additional 4d6 points of damage, and a being which fails its save against the strike suffers a -4 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -2. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.

At level twelve, the Hexblade may use one of her available Banes in order to charge a cursed strike. A weapon charged with a Bane deals an additional 6d6 points of damage, and a being which fails its save against the strike suffers a -6 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -4. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.

At level seventeen, the Hexblade may use one of her available Geasa in order to charge a cursed strike. A weapon charged with a Geasa deals an additional 9d6 points of damage, and a being which fails its save against the strike suffers a -10 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -6. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.

Resilience (Ex): A Hexblade may resist even magical and unusual attacks with incredible resilience; starting at level four, whenever the Hexblade succeeds at a fortitude or will saving throw against an effect which would normally have a lesser effect upon a successful saving throw (such as any spell with a saving throw entry of fortitude half or will partial), she instead completely negates the effect. Unconscious and/or sleeping Hexblades do not gain the benefit of Resilience.

Baneful Aura (Su): A Hexblade of sixth level or higher may enhance the malignant properties of her cursed auras; by expending an additional use of her cursed aura ability as a free part of activating one of her cursed auras, she causes those beings who fail their saves against the effect to suffer an additional -2 luck penalty to attack rolls, damage rolls, saving throws, and armor class for as long as they are affected by the aura.

Unraveling Strike (Su): The power of a Hexblade’s magics may sever the bindings of magics, unraveling spells which she finds distasteful. Starting at level eight, the Hexblade may charge her weapon (defined as any one weapon on or within her person) with dispelling energy as a move action. The next being struck by said weapon (or ammunition fired from said weapon, in the case of ranged weapons such as bows) suffers the effect of a targeted greater dispel magic, as cast by a sorcerer of the Hexblade’s class level. A weapon may only hold a dispelling charge for a number of minutes equal to the Hexblade’s class level, and may not hold both a cursed strike and a dispelling charge at the same time.

The Hexblade may only have up to one weapon charged with an Unraveling Strike at any given time.

Extended Auras (Su): Also starting at eighth level, the Hexblade finds it easier to maintain her cursed auras. They now last a number of minutes equal to her class level plus her charisma modifier, or until she dismisses the effect as a free action.

Empower Aura (Su): As the Hexblade’s power grows, she can intensify the effects of her cursed auras; a Hexblade of eleventh level or higher may choose to expend two additional uses of her cursed aura ability as a free part of activating one of her cursed auras. If she does, the penalties it levies increase by one-half (rounded down, minimum one), and its save DC increases by one-half of her charisma modifier (rounded down, minimum one). If she chooses to use this ability in conjunction with her baneful aura ability, it does not affect the penalty levied by her baneful aura ability.

Bane Blade (Su): The weapon of a powerful Hexblade is practically drawn to her enemies, thirsting for their blood; starting at level thirteen, any masterwork or magical weapon held by the Hexblade gains the bane special quality, directed against a specific creature type, race, or spellcasters. All weapons held by the Hexblade share the same bane quality, but the Hexblade may change the target of the bane as a standard action which does not provoke attacks of opportunity. Weapons held by an unconscious or sleeping Hexblade do not benefit from this ability.

Forge Cursed Item (Su): A Hexblade of fourteenth level or higher may craft cursed items without access to the appropriate feat to do so. She follows all normal rules for crafting items of that type, except that she must make a Spellcraft check as though identifying the casting of each spell normally used to craft the item. Failure means that her gold is wasted in the crafting attempt, though she does not lose experience points.

The Hexblade may also use this ability to craft items that bear her own Curses, usually affecting the wielder, though she may cause the item to emanate one of her cursed auras (affecting all beings within the radius, including any weilder) at 150% the normal cost. See the ability description for the Hexblade’s Curses class feature for the spell level equivalent of the Hexblade’s curses.

Black Dog’s Blessing (Su): As her power grows, the Hexblade’s curses allow her to ignore certain spells and effects, and to reach past the common plane of existence in order to strike at her enemies. While emanating a cursed aura, a Hexblade of level fourteen or higher ignores difficult and/or dangerous terrain (such as ice, or caltrops) and may strike at ethereal or incorporeal creatures as though they were physical. Furthermore, the Hexblade may perceive ethereal creatures, though their outlines are hazy and indistinct (inflicting a -6 circumstance penalty on Knowledge checks to identify them) while she has a cursed aura active.

The Black Dog is also an omen of death, and perhaps as a consequence of the common name for this ability, a Hexblade of fourteenth level or higher may inflict critical hits on undead beings.

Insidious Auras (Su): The cursed auras of a Hexblade at level fifteen or higher are truly dire things; the Hexblade may make a DC 30 Concentration check as in order to activate a cursed aura (or maintain a previously existing one) while within an antimagic field or similar effect. If the Hexblade fails, the aura does not activate (or ceases to function), but the Hexblade is free to try again on her next turn. The Concentration check permitted by this ability is a free part of attempting to activate her aura (in the event of a fresh activation), or a free action that occurs the moment she enters or is affected by the antimagic field or similar effect (in the event that she is trying to maintain a previously-activated aura).

Dire Aura (Su): Starting at level sixteen, the luck penalty levied by the Hexblade’s baneful aura class feature increases to -6 instead of -2. The Hexblade may still voluntarily choose to levy the smaller penalty, if she so wishes.

Vampiric Blade (Su): Also at eighteenth level, the Hexblade’s draining nature manifests itself through her weapons; once per day (as a free action), she may enter a state wherein the Hexblade gains hit points equal to the damage she inflicts with manufactured weapons. Furthermore, she gains also gains hit points in this manner equal to half the damage inflicted by her cursed strike ability. This state lasts for a number of rounds equal to one-half the Hexblade's class level (rounded down). Any hit points healed in excess of the Hexblade’s full maximum hit points are gained as temporary hit points which last up to an hour, though the Hexblade may only gain a number of temporary hit points equal to her full maximum hit point total in this fashion.

Mark of the Black Cat (Su): A Hexblade of nineteenth level or higher can mark a being as the victim of her most intimate attentions and misfortunes; as a free part of any attack with a manufactured weapon, the Hexblade can inflict the sigil of a black cat’s face upon her opponent (Will save DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier negates). A Hexblade may only have a maximum number of beings marked this way equal to her Charisma modifier at any one time.

While the being is marked, the Hexblade always knows exactly where the victim is, even if they are on another plane of existence or invisible. Furthermore, once per week, the Hexblade may transport themselves instantaneously to the least hazardous location within three miles of a being so marked. The marked being suffers a -4 penalty on all saving throws against the Hexblade’s class features. The Hexblade may choose to retract the mark at any time, but cannot be forced to do so by magical compulsion.

No two Hexblade’s marks look exactly alike, and the discerning observer may be able to determine which Hexblade hunts a marked being with a DC 40 Knowledge (Arcana) check.

Lord_Gareth
2010-01-27, 01:54 PM
Spites
Fatal Attraction [Spite]
Curse: The hapless fool who fails his save against this Spite finds that edged metal seems to love him, biting deep into his flesh. He takes additional damage from slashing attacks equal to [1d4 x one-half the Hexblade's class level].
Aura: Those who fail their saves against this Spite's aura take additional damage from slashing attacks equal to the Hexblade's class level.

Creeping Weakness [Spite]
Curse: Upon failing their save against this Spite, the victim's damage reduction (in all its forms) is reduced by one-half the Hexblade's class level (rounded down, minimum one).
Aura: Objects within the aura which fail their saves have their hardness reduced by one-half the Hexblade's class level.

Babbler's Bane [Spite]
Curse: The victim of this Spite is unable to speak intelligibly, even through abilities such as telepathy. Spells with verbal components may not be cast while they suffer the effects of this curse.
Aura: This Spite's aura disrupts the flow of magical language; creatures who fail their saves suffer a 50% chance of failure for spells with verbal components.

Taboos
Supernal Feedback [Taboo]
Curse: Woe betide the spellcaster who fails to resist this Taboo; they immediately suffer 1d4 points of damage for each spell or spell-like ability affecting them (including area-affecting spells which they happen to be within), and recieve an additional 1d4 points of damage every time they cast a spell or use a spell-like ability. This damage is applied after the spell is cast (and thus does not risk disrupting the spell), but is still applied in the event of a disrupted or countered spell.
Aura: Beings who fail their save against this Taboo's aura take 1d4 + the Hexblade's charisma modifier damage each time they cast a spell or use a spell-like ability.

Hemophilia [Taboo]
Curse: The being who fails its save against this Taboo is rendered completely unable to heal by natural means, including fast healing and regeneration. Only magical healing will avail their wounds while they suffer the effects of this curse.
Aura: Beings who fail their saves against this Taboo's aura find the effectiveness of magical healing upon them cut in half (rounded down).

Artifice Undone [Taboo]
Curse: This curse targets a single weapon, shield, or suit of armor held or worn by a being; if that being fails it save against the curse, all enhancement bonuses granted by that piece of equipment become enhancement penalties, exactly as if the item were cursed.
Aura: Upon activating this aura, the Hexblade chooses to affect magical weapons, magical armor, or magical shields. Beings failing their saves against this aura find the enhancement bonus of worn or carried items of the appropriate type cut in half (rounded down).

Banes
Dancer's Bane
Curse: The victim of this curse finds that their movement speed (in all its forms) is reduced by [Five x the Hexblade's charisma modifier) feet upon a failed save. If this would reduce their speed(s) below zero feet, it reduces them to zero instead.
Aura: Beings failing their saves against this Bane's aura find their movement speeds (in all their forms) reduced by fifteen feet. If this would reduce their speed(s) below zero, it reduces them to zero instead.

[b]Magebane Pulse
Curse: This curse functions identically to a targeted greater dispel magic as cast by a sorcerer of the Hexblade's class level against a being which fails it save.
Aura: Beings which fail their saves against this aura find their spells are less effective and easier to resist; the save DCs of their spells and spell-like abilities are reduced by one-half the Hexblade's charisma modifier (round down, minimum one).

[b]Iron Maiden
Curse: The unfortunate fool who fails his save against this curse suffers half of the damage he deals with melee or ranged weapons (including natural attacks) while under the effects of the curse.
Aura: Those beings failing their save against this Bane's aura suffer one-quarter the damage they deal with melee or ranged weapons (including natural attacks).

[b]Zealot's Bane [Bane]
Curse: The victim of this curse finds all the will and energy drained from their cause; their alignment changes to true nuetral for the duration of the curse's effects. They simply cannot muster the will to care about moral concerns, political causes, or other such abstractions. A being which loses class features as a result of this shift regains them when they resume their old alignment.
Aura: Those beings who fail their save against this aura suffer a morale penalty equal to half the Hexblade's class level on armor class and attack rolls as their will to fight drains out of them.

Geasa
Name [Rank]
Curse:
Aura:

Name [Rank]
Curse:
Aura:

Name [Rank]
Curse:
Aura:

Name [Rank]
Curse:
Aura:

Maledictions
Name [Rank]
Curse:
Aura:

Name [Rank]
Curse:
Aura:

Name [Rank]
Curse:
Aura:

Name [Rank]
Curse:
Aura:

Djinn_in_Tonic
2010-01-27, 02:28 PM
The Hexblade has always been a personal favorite of mine, as has your work. Thus, I'm definitely interested in this, and will give you a more thorough run-down on my thoughts at a later time, when I'm at my home computer.

That said, my gut instinct is to be wary of this: many of the class features seem like they would be better suited as learn-able curses, I don't approve of the "scroll of curses" method of learning additional ones (Hexblades always seemed to be more about innate magic to me), and I have a soft spot for more versatile Hexblades, hence my favoring giving them Invocations (and making some curse related Invocations specific to the class) over just handing them a curse system that's basically Invoking in a fancy new coat, and focused solely on cursing.

Basically, it looks very well done, but I know I'd probably never play this revision myself. I feel it deviates a little to far from what I envision a Hexblade to be. Of course, this is very opinionated...the class itself is decently mechanically sound (although you really need to stop with the 15 + 1/2 level + modifier saves...there's a reason we don't use those, especially when paired with a class that penalizes saves like crazy. :smalltongue::smallbiggrin:).

Lord_Gareth
2010-01-27, 02:32 PM
Hey, they can opt for the easier save and risk the con drain if they're that concerned ~_^

As for the Invocations vs. Curses; I chose the Curses system for a few reasons. One, Invocations are not SRD-compliant, but for another, Invocations are spell-like abilities, and as such are subject to caster levels, ACF, material components, and a whole host of other BS that I don't want afflicting the Hexblade, who should, I believe, be acting quickly and fluidly, as opposes to stopping in the middle of combat to act like a warlock wannabe.

Curses to come! That's gonna be a LOT of work...

Dante & Vergil
2010-01-27, 02:43 PM
The class looks great. I like the fact that you don't have spellcasting in there, because if there is going to be something like that, it's 9's or bust. Making it something original is great way for it to stand on it's own.

arguskos
2010-01-27, 03:14 PM
Curses to come! That's gonna be a LOT of work...
I'm doing custom spells for my Magister, and yeah, it's a lot of damn work. :smallsigh: I hear you man.

On-topic: Um... looks nice? I actually like the normal hexblade, so I probably will never use yours, but it does look like it's well thought out and well presented, like everything you make.

Lord_Gareth
2010-01-27, 03:50 PM
On-topic: Um... looks nice? I actually like the normal hexblade, so I probably will never use yours, but it does look like it's well thought out and well presented, like everything you make.

...WHY do you like the normal Hexblade?

arguskos
2010-01-27, 04:12 PM
...WHY do you like the normal Hexblade?
I just do? I mean, I use the designer fixes, but really, it's a decent enough class.

A.J.Gibson
2010-01-27, 04:19 PM
I really like this; getting away from being another spell caster is a great idea, but as others have said, cursed scrolls seem weird, and a lot of these powers could be curses. As far as I'm concerned, the only level-dependent bonuses they should get are 'meta-curse' powers that makes their curses more effective.

Having more than curse at level one might not hurt either.

Darwin
2010-01-30, 07:23 AM
Rock solid work there Lord_Gareth. I'll be eager to test your version of one of my all-time favorite base classes out as soon as you've got a set of curses ready :smallbiggrin:

Dante & Vergil
2010-02-01, 03:43 PM
Mark of the Black Cat is pretty awsome. Hide from me now, suckas!

Satyrus
2010-02-04, 02:39 AM
Couple of quick things, I should be asleep, but I like hexblades too much not to look at this.

Skills: Is there a particular reason that the class needed the extra skills you put on, most of them are strength-based like jump and climb and I understand that this is a more combat-oriented version of the hexblade. Even if you keep the extra skills you need to alter the skill points per level, 2+ is way too few for that many skills.

Unraveling Strike:I'm a little skeptical on this power where it is right now. A wizard/sorcerer doesn't get the ability to cast greater dispel magic until 11th level and only 1 at that. Here the hexblade could use it multiple times in battle and the weapon isn't discharged until it works and it's per encounter. The range is obviously much more limited and it's only on a single creature but it still seems unusually powerful to me. If it was simply dispel magic, then I wouldn't have an issue with it.

Hexblade's Curse: I'm going to agree with the others that being able to learn curse's from scrolls just seems odd. And even if you were to let a hexblade learn a curse 1 hour is very short. If I remember correctly it takes wizards at least a day to learn a spell from a scroll.

Bane Blade: This power seems to give a little too much free reign in my opinion. If uses in conjuction with Cursed Strike we're talking a minimum of 8d6 damage, and an extra 2d6 damage all the time in combat just seems odd. Instead I'd suggest having the hexblade choose a race or races that she has a particular hate for and who she focuses on channeling her dark energies at. Could choose more targets with level increase as well.

Vampiric Blade: Maybe I'm just unaware of the rules on temporary HP(never really had to bother with it) but right now there doesn't seem to be a cap on the temporary HP you can gain other than how much you can dish out in an hour. I would say put the limit as either double and one and half times a characters usual HP.

Overall though a well-done class even before you have the curses up. I'm almost afraid they're going to be too powerful but we'll see I guess. Keep up the awesome work!:smallbiggrin:

Lord_Gareth
2010-02-05, 10:46 AM
The last time I checked, Greater Dispell still used your caster level, so it's only really as powerful as the level of the Hexblade in question.

I SWEAR, I'm working on the Curses. They'll be up. Some day.

Latronis
2010-02-05, 11:01 AM
Nice idea, I approve of the the non-spellcasting magic.

Also baneblade sounds much better to me than hexblade. Hexblade sounds like it belongs in a tool-box not on an adventure :smallbiggrin:

Lord_Gareth
2010-05-20, 04:11 PM
Alright folks...as much as it shames me to admit this, I must ask - who wants to help me finish the curses?

Mulletmanalive
2010-05-20, 04:24 PM
post examples at each level and i'll try to help out. Expect bickering over powerlevels though [you like high, i like low...]

Amberpawn
2010-05-21, 03:14 PM
Shouldn't be too terribly difficult to figure, I've been considering a few with the desire to use the class.

Lord_Gareth
2010-05-22, 10:24 AM
Well, curses shouldn't do damage (though they may enhance damage dealt), and they shouldn't penalize saving throws, since the Hexblade does quite enough of that on his own. Essentially speaking, each Curse has a single-target application, and an Aura application, with the Aura being numerically weaker to make up for its wider area. Lemme see if I can't scrounge up a Spite...

Fatal Attraction [Spite]
Curse: The hapless fool who fails his save against this Spite finds that edged metal seems to love him, biting deep into his flesh. He takes additional damage from slashing attacks equal to 1d4 x the Hexblade's class level.
Aura: Those who fail their saves against this Spite's aura take additional damage from slashing attacks equal to the Hexblade's class level.

Lord_Gareth
2010-06-02, 05:30 PM
They're rough and might need some numerical tweaks.

Arcane Surge [Taboo]
Curse: The bearer of this mark finds his own powers unstable at best, with each successful use of a spell or ability which replicates a spell, the energy flows backwards and strikes for 1d8 per cast under its effect.
Aura: Mages caught within the area of this curse find their spells diluted, striking those afflicted by its energy for 1d4 per their caster level.

Beacon of Hatred [Geasa]
Curse: A beacon of hatred finds all allies of the creature within an area akin to the radius of the Hexblade’s aura turning their steal against him.
Aura: Within this zone of malignance, friend turns on friend lashing out at each other allowing a Hexblade to flow and dispatch them at his leisure.

Corruption [Taboo]
Curse: A conduit of negative energy opens within the target suppressing both fast healing and regeneration. If neither are possessed the target continually suffers a single point of damage each round for the duration of the effect.
Aura: As conduits are opened within those about the Hexblade, it reducing regeneration to fast healing and negates fast healing.

Tomb-Taint [Spite]
Curse: You mar the soul of your target with dark power, forcing them to make a save or cause positive energy to damage them as undead, alternatively they are healed by negative energy. Also whether they succeed their save or not, they register as evil with detect evil.
Aura: All those within the area of this spell are considered to possess the evil subtype for the purpose of spells and abilities.

Discordance [Spite]
Curse: Confusion fills the mind of this individual rendering him a potential danger to all those around him.
Aura: Madness fills the minds of those near to the Hexblade, stripping them of the ability to communicate effectively amongst themselves.

Decrepify
Curse: Those afflicted with this debilitating power find themselves under the effects of a slow spell and their resilience to damage diminished. Damage reduction is reduced by 10.
Aura: Those trapped within the doldrums about the Hexblade are slowed.

Unholy Anarchy [Geasa]
Curse: Pouring negative energy into the earth below, you desecrate the area about you and cause any corpses to rise up as skeletons in the fashion of an animate dead spell. These skeletons are not under your control and attack all living creatures they find, excluding yourself.
Aura: Those slain within the area of this curse find themselves risen up as mindless skeletons compelled to destroy the living, though they do not perceive the Hexblade as such.

Virulent Corruption [Malediction]
Curse: As Corruption, though the target explodes one round after death for 1d10 x Hexblade class level and any creatures designated by the Hexblade that are caught within the blast make a save against the spread, secondary targets also explode but are not contagious.
Aura: Those who perish within the effects of this curse detonate for 1d6 x Hexblade class level and cause one nearby corpse to also detonate for half damage.

Amberpawn's curse ideas - I'm putting them here so that I don't lose them and so that those interested can tinker with 'em.

Milskidasith
2010-06-02, 06:27 PM
I'm going to say what I said in the other thread: HOLY CRAP this is powerful. Even without curses. And the curses that are listed here are broken as well (mages casting take more damage than they deal with spells? Giving somebody the tomb tainted soul feat? Insanity as a first level ability? +level d4 damage on all attacks?), a great chassis, completely SAD, free mirror image, etc.

I mean, why does it need all of these abilities? It's curses are clearly as powerful or more powerful than spells, yet it's got better fighting ability than pure fighting classes and all of its abilities are quickened to start with, so it doesn't even have to worry about choosing whether it makes a character insane at first level or hits him for an extra 2d6 damage while giving him 10% worse chances to succeed at everything.

EDIT:

My suggestions (not all need to be taken, it would probably over nerf it, but a significant number should). Starred ones are ones I definitely recommend:

Remove Shared Misfortune entirely***************

Medium BAB*

D8 hit die

Weak fort save

No mirror image ability*

Curses as a standard action*

You can't cast curses/cursed strike/use cursed aura in the same round. Pick one or the other.*

Curses that don't apply high level spells as level 1 abilities.*

Better explain how you can swap out curses (you make it sound like you can trade them around, but it doesn't explain how, and if you can't, why do you gain new curse levels on levels you don't get any new curses?)

Make it so cursed strike and your -6 to all rolls aura don't stack.*

Ace of Spades shouldn't have a +5 to the will save to "save or die."

No "I ignore AMF's" ability.

Cursed aura only applies once, not repeatedly.*

Black cat should either not give another huge stacking penalty against your abilities, have a duration, be dismissable under compulsion, or not allow teleport.*

EDIT:

Nerf the hell out of all of the spites/taboos you just added in. All of them are absurd, even in the aura version. Seriously, the hell? An ability that makes an opponent take half the damage they deal out should be a capstone, not a level 5 ability that affects an aura, and you should never cause an enemy to take as much damage as they deal out. The rest is equally absurd; huge penalties to attacks in an aura as a level 1 ability, massive damage boosts as a level 1 ability, causing casters to be completely useless as a level 1 ability, all of which are still powerful (or in the case of your "casters take damage casting" ability, more powerful) as an aura which you have to save against repeatedly.

Magikeeper
2010-06-02, 08:11 PM
I don’t see any point in reducing the class to medium bab. Nor in removing shared misfortune – what is the problem with that?

Before I go into power level, I’ve noticed a lot of cluttering from really unnecessary restrictions and additions.

First: Why the ‘manufactered’ weapon restriction? Are unarmed strikes that deadly? Same with the specific damage types – why??? The only reason would be to create different effects for each damage type is to prevent stacking – which the curses aren’t doing. It’s not like these things make the PC weaker – it’s just wasting space and pigeonholing them. Why not let someone play an unarmed hexblade? The class name?

And what the heck is going on with ace of spades? Why even have the will save option? The enemy chooses it, and outside of very specific situations (caster with 8 con or 20+ will save?) I don’t see anyone ever choosing the will save. Most enemies probably have a higher fort anyway. I’d just remove it.

One restriction that does matter is the one that lets you steal specific buffs, but I wonder if it needs to be that complicated. From a DM perspective that ability sounds annoying, I’d rather just have the whole buff taken right off the bat.

There is more stuff like that scattered around the class. Also, less curses that roll a bazillion dice would be nice as I can imagine this class demanding (between the aura, curses, counters used to keep track of everyone’s *re-save* timer) a truly absurd number of rolls each round. Whether or not it is overpowered I imagine it would be annoying.
---------------------------------------------

As for power level, most of it looks okay so far (but where is the dealing half damage back thing the guy above me is talking about? That's nuts). I haven't closely read some things. I agree that the numbers need tweaking though - some of the damage curses are way too high.

I would suggest weakening all of the auras and removing the ability to make saves against it (and the anti-magic field use). Give the class something it can guaranty eh? Also reduces dice rolling and wis-based bookeeping, which this class sorely needs. Also, one aura at a time. They could be used at will if you did it that way (and toned the power down).

Example (at-will one-at-time aura, normal curse):
Fatal Attraction [Spite]
Curse: The hapless fool who fails his save against this Spite finds that weapons seems to love him, always hitting the most painful spots. He takes additional damage from melee and ranged attacks equal to one-half the hexblade's class level (minimum 1).
Aura: All within the aura take additional damage from the hexblade's melee and ranged attacks equal to one-half the hexblade's class level (minimum 1).

The real strength of this curse is that it buffs every single attack against the target. It's kind of like negative DR.

Puca's Mischeif - I agree with guy above me, this one is nuts as a spite and very unclear as to what it does to boot. At least, the curse is.
Puca's Mischeif [Spite]
Curse: While under the effects of this curse, the affected being's vision blurs and shifts, causing all creatures to have concealment against him. This is a mind-affecting ability.
Aura: Creatures within the aura suffer a penalty on melee and ranged attacks equal to one-half hexblade's class level (minimum 1) as their senses feed them fraudulent information. This is a mind-affecting ability.

More to come later maybe.

Milskidasith
2010-06-02, 08:31 PM
I don’t see any point in reducing the class to medium bab. Nor in removing shared misfortune – what is the problem with that?

Medium BAB: It's curse levels are insane, it can nerf the enemies AC to hell and back, it gets bonuses per hit because of its curses, etc, etc. It's nuts to give this full BAB and hex's that are incredibly powerful. As for shared misfortune: Because the ability to automatically, as a nonaction, cause hitting any hexblade with an ability be *bad* for the attacker is a really incredibly terrible idea? I mean, seriously, the class feature could basically say "Don't ever target the hexblade because he has better saves than you *and* can force you or your allies to make the same save." This ability is as bad as the "take as much damage as you deal" curse but without a save required, and it affects everybody, ever. Get a hexblade with even half decent con, combine with the "you take damage as you deal it" ability and the Hexblade is, while not necessarily invincible, going to outlast any enemy trying to hit him.


One restriction that does matter is the one that lets you steal specific buffs, but I wonder if it needs to be that complicated. From a DM perspective that ability sounds annoying, I’d rather just have the whole buff taken right off the bat.

Buff stealing should probably be entirely removed as well. It's just stupidly powerful on a class that's already stupidly powerful; there is no sense to *buffing* the class.


There is more stuff like that scattered around the class. Also, less curses that roll a bazillion dice would be nice as I can imagine this class demanding (between the aura, curses, counters used to keep track of everyone’s *re-save* timer) a truly absurd number of rolls each round. Whether or not it is overpowered I imagine it would be annoying.

It is incredibly overpowered. It's a melee class with more poweer than melee classes, along with hexes that, at level one, are as good as fifth level spells (spellcasters can't cast = feebleminded, essentially, excluding the ability to combo with ability damage to knock them comatose), and come auto heightened and quickened. Yeah, it requires a lot of rolls, but that's because any one of their abilities is enough to build an entire class around.


As for power level, most of it looks okay so far (but where is the dealing half damage back thing the guy above me is talking about? That's nuts). I haven't closely read some things. I agree that the numbers need tweaking though - some of the damage curses are way too high.

It's the Empathic Hex taboo; fail your save, all damage you deal has half of it directed back to you, and that's for the aura. If you fail a direct save (easy with the auto scaling and the fact the Hexblade forces multiple saves per round against having your saves lowered), you get hurt as much as you hurt others.


I would suggest weakening all of the auras and removing the ability to make saves against it (and the anti-magic field use). Give the class something it can guaranty eh? Also reduces dice rolling and wis-based bookeeping, which this class sorely needs. Also, one aura at a time. They could be used at will if you did it that way (and toned the power down).

Nine hells no auras should still need saves. There just shouldn't be stacking ways to lower saves, and auras should be "save once and you're good" not "save all the time."


Fatal Attraction [Spite]
Curse: The hapless fool who fails his save against this Spite finds that weapons seems to love him, always hitting the most painful spots. He takes additional damage from melee and ranged attacks equal to the hexblade's class level.
Aura: All within the aura take additional damage from the hexblade's melee and ranged attacks equal to one-half the hexblade's class level (minimum +1).

That's still very powerful, especially for the game this is being tested in, where TWF outright doubles your attacks... that's +12 on 6 attacks, at this level, or +6 guaranteed. Really, that should still require a save, because it's still stronger than blasty spells assuming the hexblade can hit fairly often.


Puca's Mischeif - I agree with guy above me, this one is nuts as a spite and very unclear as to what it does to boot. At least, the curse is.
Puca's Mischeif [Spite]
Curse: While under the effects of this curse, the affected being's vision blurs and shifts, causing all creatures to have concealment against him. This is a mind-affecting ability.
Aura: Creatures within the aura suffer a penalty on melee and ranged attacks equal to one-half hexblade's class level (minimum 1) as their senses feed them fraudulent information. This is a mind-affecting ability.

You know, the aura is probably more powerful than the curse; 20% miss chance if you fail a save, or (with your version) automatic, aura, everybody has a -10 on attack rolls (50% less chance to hit; if you have a 90% chance to hit, it's now 40%, no save).

Concealment is fine, the huge decrease to attack rolls is still nuts.

Magikeeper
2010-06-02, 10:32 PM
Medium BAB: It's curse levels are insane, it can nerf the enemies AC to hell and back, it gets bonuses per hit because of its curses, etc, etc. It's nuts to give this full BAB and hex's that are incredibly powerful. As for shared misfortune: Because the ability to automatically, as a nonaction, cause hitting any hexblade with an ability be *bad* for the attacker is a really incredibly terrible idea? I mean, seriously, the class feature could basically say "Don't ever target the hexblade because he has better saves than you *and* can force you or your allies to make the same save." This ability is as bad as the "take as much damage as you deal" curse but without a save required, and it affects everybody, ever. Get a hexblade with even half decent con, combine with the "you take damage as you deal it" ability and the Hexblade is, while not necessarily invincible, going to outlast any enemy trying to hit him.
Where is it nuking AC? I didn't see any abilities that did that - medium bab would be okay then.




It's the Empathic Hex taboo; fail your save, all damage you deal has half of it directed back to you, and that's for the aura. If you fail a direct save (easy with the auto scaling and the fact the Hexblade forces multiple saves per round against having your saves lowered), you get hurt as much as you hurt others.
That's overpowered, yep.



Nine hells no auras should still need saves. There just shouldn't be stacking ways to lower saves, and auras should be "save once and you're good" not "save all the time."
Why? I mean, not the no-stacking part. That should be the case. But why do the aura's need to give saves? If you could only have one aura at a time (at will) I don't think it would be an issue. I dislike the way pretty much every ability needs a will save to be used.



That's still very powerful, especially for the game this is being tested in, where TWF outright doubles your attacks... that's +12 on 6 attacks, at this level, or +6 guaranteed. Really, that should still require a save, because it's still stronger than blasty spells assuming the hexblade can hit fairly often.
Heh. You posted while I was editting. It's always 1/2 now. Anyway, at level 12 +6 on each attack is.. nice.. but not overpowered. Sneak attack deals 6d6 + 12 with craven (without optimizing at all). Granted, sneak attack is the main rogue ability and has more restrictions, but it is also 6d6+6 more damage per hit. If you spend a full round attacking at level 12 it better be awesome or else you can turn in your *useful in melee* card. You are missing that the main curse applies to everyone's attacks. It's a massive party buff vs one enemy, really.

Now, the issue is that this PC is acting like a save-or-die spellcaster while also being okay in melee at the same time. Is that what you are saying? I think I understand that now. The curses are strong enough to no longer be swift actions anymore - I'd have them always be move actions. That would allow the hexblade to be okay in melee since he couldn't effectively attack and use curses at the same time. Full BAB and remove the saves from the auras (not the ones he has posted, obv. Weaker ones). I would still have the auras be swift at-will actions like... well, other classes with auras.



You know, the aura is probably more powerful than the curse; 20% miss chance if you fail a save, or (with your version) automatic, aura, everybody has a -10 on attack rolls (50% less chance to hit; if you have a 90% chance to hit, it's now 40%, no save).
Concealment is fine, the huge decrease to attack rolls is still nuts.

Yeah, the aura is better I think. Perhaps... hmm... perhaps if it made all enemies within the aura roll twice verse concealment? It wouldn't do anything without other abilities, but it could combo fairly well. Although the --10 wouldn't be until level 20 - and at level 20 it would be more like the enemies miss chance is reduced from 160% to a mere 110%.


New fix (assuming move action curses, no-save aura, etc):

Empathic Hex [Taboo]
Curse: The being which fails its save against this Taboo shall feel the pain it inflicts on others; whenever it deals damage to another creature, it takes damage equal to 1/3 the hexblade's class level (minimum 1).
Aura: Enemies within this aura take damage equal to 1/2 the hexblade's class level whenever they kill another creature.

Arcane Surge [Taboo]
Curse: The bearer of this mark finds his own powers unstable at best, with each successful use of a spell or ability which replicates a spell, the energy flows backwards and strikes for 3 damage per level of the spell. This causes concentration checks as though the spellcaster were interupted by an attack.
Aura: Mages caught within the area of this curse find their spells diluted, with each spell or ability that replicates a spell dealing 1 damage per level of the spell. This causes concentration checks as though the spellcaster were interupted by an attack.

Corruption [Taboo]
Curse: A conduit of negative energy opens within the target reducing regeneration to fast healing and negates fast healing. If neither are possessed the target is continually dealt 1/3 the hexblade's class level in damage each round for the duration of the effect (minimum 1).
Aura: Whenever an enemy within the aura regains health he suffers a point of damage per 2 hp gained (minimum 0).


Tomb-taint is fine as is. It's more of a buff than a curse, but I don't see why being able to grant tomb-tainted soul for short periods of time is an issue.

Milskidasith
2010-06-02, 10:52 PM
Where is it nuking AC? I didn't see any abilities that did that - medium bab would be okay then.

I thought I had seen AC in its laundry list of things decreased, but it doesn't. It's fine as is, then.


Why? I mean, not the no-stacking part. That should be the case. But why do the aura's need to give saves? If you could only have one aura at a time (at will) I don't think it would be an issue. I dislike the way pretty much every ability needs a will save to be used.

I suppose with the weaker auras, not giving saves is fine provided there are a lot more things listed.


Heh. You posted while I was editting. It's always 1/2 now. Anyway, at level 12 +6 on each attack is.. nice.. but not overpowered. Sneak attack deals 6d6 + 12 with craven (without optimizing at all). Granted, sneak attack is the main rogue ability and has more restrictions, but it is also 6d6+6 more damage per hit. If you spend a full round attacking at level 12 it better be awesome or else you can turn in your *useful in melee* card. You are missing that the main curse applies to everyone's attacks. It's a massive party buff vs one enemy, really.

It was more the +12 from all enemies thing; the aura isn't that bad. Sneak attack, by the way, is easily negated with the 'ole buckler of heavy fortification, though that's pretty damn expensive, since it costs you 37 grand.


Now, the issue is that this PC is acting like a save-or-die spellcaster while also being okay in melee at the same time. Is that what you are saying? I think I understand that now. The curses are strong enough to no longer be swift actions anymore - I'd have them always be move actions. That would allow the hexblade to be okay in melee since he couldn't effectively attack and use curses at the same time. Full BAB and remove the saves from the auras (not the ones he has posted, obv. Weaker ones). I would still have the auras be swift at-will actions like... well, other classes with auras.

Yeah, that's basically the issue. It gets a ton of actions per round with swift actions and auras, hits pretty hard in melee with infinitely renewable cursed strikes (It doesn't say it burns the curse, just that you put in one of your curses and you have to have at least one use left to use it; it's like a reserve feat, the way its written), has great defensive options, and on top of that all of its curses are auto quickened and deal absurd stuff that even wizards don't get for many more levels, and wizards don't get this guys incredibly chassis.



Yeah, the aura is better I think. Perhaps... hmm... perhaps if it made all enemies within the aura roll twice verse concealment? It wouldn't do anything without other abilities, but it could combo fairly well. Although the --10 wouldn't be until level 20 - and at level 20 it would be more like the enemies miss chance is reduced from 160% to a mere 110%.

Well, a -10 makes it so anybody who's casting touch spells would be screwed, and with this guys other attack roll decreasers, it's pretty easy to stack them to the point you can't hit. Twice versus concealment would probably be more fair, or maybe 10% concealment (I know it doesn't *technically* exist, but it's fairly simple in concept).


Empathic Hex [Taboo]
Curse: The being which fails its save against this Taboo shall feel the pain it inflicts on others; whenever it deals damage to another creature, it takes damage equal to 1/3 the hexblade's class level (minimum 1).
Aura: Enemies within this aura take damage equal to 1/2 the hexblade's class level whenever they kill another creature.

Reasonable, though does "harm" mean every attack or, if they full attack, one round of damage? Do you take more damage from an area of effect spell, or only get hit once?


Arcane Surge [Taboo]
Curse: The bearer of this mark finds his own powers unstable at best, with each successful use of a spell or ability which replicates a spell, the energy flows backwards and strikes for 3 damage per level of the spell. This causes concentration checks as though the spellcaster were interupted by an attack.
Aura: Mages caught within the area of this curse find their spells diluted, with each spell or ability that replicates a spell dealing 1 damage per level of the spell. This causes concentration checks as though the spellcaster were interupted.

This is actually more powerful than the current incarnation of the ability, which only deals 1d6 per spell cast (or 1d4+half level for the aura, which is stronger for some reason).


Corruption [Taboo]
Curse: A conduit of negative energy opens within the target reducing regeneration to fast healing and negates fast healing. If neither are possessed the target is continually dealt 1/3 the hexblade's class level in damage each round for the duration of the effect (minimum 1).
Aura: Whenever an enemy within the aura regains health he suffers a point of damage per 2 hp gained (minimum 0).

This is fair enough.



Tomb-taint is fine as is. It's more of a buff than a curse, but I don't see why being able to grant tomb-tainted soul for short periods of time is an issue.

I just find it weird you get buffs as a class all about cursing people. It's just weird design, not so much bad like the free mirror image or the free "I don't get hurt without hurting other people" redirect ability.

Magikeeper
2010-06-03, 12:48 AM
On arcane surge: So the version posted in this thread is not the most recent?
Edit: I think you are looking at Supernal Feedback. I'm talking about arcane surge, which as an aura of 1d4 x CL. Getting back to my version, 3 x spell level means a 7th level spell results in 21 points of damage and a concentration check of 38.

..Wow. That's actually a lot. Lets see... 7th level would be level 13, with a check of 16 + con. +20 would not be unreasonable to assume given feats, con buffs, etc. Hmm.... what if it were 2 points per spell level?

7 = 14 points of damage, so DC 31. That looks fine.
9 = 18 points of damage, so DC 37 at a point where +24 would be reasonable to assume... still fine.
3 = 6 points of damage, so DC 19 at a point where +11 - +12 would not be unreasonable. Hmm... less good.
4 = 8 points of damage so DC 22 at a point where +14.... meh

Maybe 2/level plus two? Riding a fine line between good concentration checks and too much damage at low levels.

Arcane Surge [Taboo]
Curse: The bearer of this mark finds his own powers unstable at best, with each successful use of a spell or ability which replicates a spell, the energy flows backwards and strikes for 2 damage plus 2 damage per level of the spell. This causes concentration checks as though the spellcaster were interupted by an attack.
Aura: Mages caught within the area of this curse find their spells diluted, with each spell or ability that replicates a spell dealing 1 damage per level of the spell. This causes concentration checks as though the spellcaster were interupted.

Puca's Mischeif [Spite]
Curse: While under the effects of this curse, the affected being's vision blurs and shifts, causing all creatures to have concealment against him. This is a mind-affecting ability.
Aura: Attacks made by opponents within the aura suffer a 10% miss chance from concealment. This is a mind-affecting ability.

Babbler's Bane [Spite] - I do not like this ability, but here goes:
Curse: The victim of this Spite is unable to speak intelligibly, even through abilities such as telepathy. Spells with verbal components may not be cast while they suffer the effects of this curse.
Aura: This Spite's aura disrupts the flow of language; Anything uttered by opponents comes out as gibberish. This does not actually stop them from speaking or using verbal components, but they cannot be understood.

Empathic Hex - Not sure how often it should trigger. As worded, I think it would trigger once for every creature in an area effect. This curse only deals damage, takes a will save, and would take a move action to use.
Are opponents aware of their curses? They should be. EH would then basically prevent enemies without a lot of HP from using area attacks. 1/3 level in damage once per round is kinda... whimpy for a main curse that only deals damage. As it is an enemy that makes 3 attacks would end up taking the hexblade's level in damage if they all succeeded in hurting someone.
Maybe it shouldn't work that way with area attacks. That would be abusable.

Milskidasith
2010-06-03, 01:00 AM
Babbler's bane shouldn't exist except as a level 11+ ability; it's as powerful than feebleminded, a 5th level spell.*

*Excluding comboing feebleminded with another source of cha/int damage.

Lord_Gareth
2010-06-04, 05:06 PM
Babbler's bane shouldn't exist except as a level 11+ ability; it's as powerful than feebleminded, a 5th level spell.*

*Excluding comboing feebleminded with another source of cha/int damage.

A-hem.

Silence would like a word with you. Sort of.

Milskidasith
2010-06-04, 05:36 PM
A-hem.

Silence would like a word with you. Sort of.

Silence is a second level spell, so giving it out as a level 1 ability is still a bit powerful, though not as bad as I thought.

It still doesn't prevent *any* communication, though, and all the other issues I've put up are serious ones.

Lord_Gareth
2010-06-05, 09:34 AM
Right, let's break a few things down:

Curses
Babbler's Bane compares mostly to silence, in my book. Silence carries a radius and kills off all sound, including sonic damage, making it a powerful and versatile spell. Babbler's Bane either halts all intelligible communication from one being (silent spell is a wizard's best friend in that case) or offers a chance to disrupt spellcasting.

Fatal Attraction I don't personally see much of a problem with, but playtesting will make or break it, I suppose.

The others will be modded or made higher level, depending on where I think I can stick 'em.

Curse Stacking - Y'know, I coulda sworn I'd made them enhancement penalties. I'll fix that little wording error immediately.

EDIT: Luck penalties, actually, but I didn't put 'em on the Aura abilities. Fixed!

Action Economy - Keep in mind that the Hexblade still has only so many actions to spend a turn. If he wants to blow an aura and a curse in the same round, he's only got one standard action left. Granted, a smart 'Blade already has his Cursed Strike charged, but after that, charging the Strike (once he even gets the chance to) is another move action.

Two Weapon Fighting: I'm sad to say that I have to balance to the average game; the Hexblade's interactions with houserules are between Kobold and I. However, if it makes you feel better, I'd every intention on using a greatsword and/or sling (backup ranged weapon).

Shared Misfortune: I like the ability, really, especially since the (new) victim also gets a save if the spell itself allows for one. It should also be noted that area affect spells (such as horrid wilting) fail to trigger Shared Misfortune.

Now, for some things the 'Blade does not have.

Milskidasith
2010-06-05, 04:09 PM
Fatal Attraction I don't personally see much of a problem with, but playtesting will make or break it, I suppose.

It's plus level d4 per hit on a class with full BAB. Even excluding allies getting benefits, that's +80d4 per round at level 20


The others will be modded or made higher level, depending on where I think I can stick 'em.

One note: The "Take half damage" one still shouldn't exist at all.


Action Economy - Keep in mind that the Hexblade still has only so many actions to spend a turn. If he wants to blow an aura and a curse in the same round, he's only got one standard action left. Granted, a smart 'Blade already has his Cursed Strike charged, but after that, charging the Strike (once he even gets the chance to) is another move action.

Aura doesn't take an action if you activate it beforehand, and cursed strike can still hit with a standard action. If your argument is really "He can't full attack with cursed strikes, aura curse, and single target curse his enemies every round" you need to step back and realize the fact he can do two of those every round and all three of them on the first round of combat (assuming the aura is already up) is much more action economy bending, and for much less cost, than anybody else can.


Two Weapon Fighting: I'm sad to say that I have to balance to the average game; the Hexblade's interactions with houserules are between Kobold and I. However, if it makes you feel better, I'd every intention on using a greatsword and/or sling (backup ranged weapon).

Even in an average game TWF is a lot better when you get two cursed strikes every three rounds, unless you're really focusing on power attack or charging.


Shared Misfortune: I like the ability, really, especially since the (new) victim also gets a save if the spell itself allows for one. It should also be noted that area affect spells (such as horrid wilting) fail to trigger Shared Misfortune.

This doesn't change the fact it's an ability which makes it dangerous to actually attack the Hexblade. That's rare for a reason; making it harder for another classes abilities to work is one thing, but punishing a class for actually succeeding is just flat out bad design.

Also, the vampiric blade ability, combined with cursed strike and fatal attraction, make you basically immune to hit point damage, or at least far less likely to die than other melee classes; having *always on* full HP draining on strikes is very, very powerful on a class with many very, very powerful abilities. It should cost something to drain out stuff.

As for the limits on cursed strikes: You won't reach any of the limits this class has as long as you have high charisma, because they're either per encounter and encounters don't last all that long. Cursed Aura is per day, and the only one you ever have a chance of running out of uses for, and that's if you burn all you can on high powered auras.

Lord_Gareth
2010-06-05, 04:20 PM
Umm...it's not a number of D4 equal to the Hexblade's class level. It's 1d4 TIMES the class level. As in, at level twenty, anywhere from 20 to eighty extra points of damage. Not 80d4 additional.

Milskidasith
2010-06-05, 05:14 PM
Umm...it's not a number of D4 equal to the Hexblade's class level. It's 1d4 TIMES the class level. As in, at level twenty, anywhere from 20 to eighty extra points of damage. Not 80d4 additional.

...

How does that change anything? It averages out to the same, it's just a lot more swingy.

As for 80d4... you get four attacks a round, with 20*1d4 a round, which is why it's 80d4. OK, it's technically "4d4*20" so you get 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280, 300, or 320 extra damage in a full attack, but still... are you really saying you *don't* see that as a bit too powerful? Ninth level maneuvers only grant a flat +100, and that's what you get if you roll really badly for this.

Magikeeper
2010-06-05, 10:57 PM
...

How does that change anything? It averages out to the same, it's just a lot more swingy.

As for 80d4... you get four attacks a round, with 20*1d4 a round, which is why it's 80d4. OK, it's technically "4d4*20" so you get 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280, 300, or 320 extra damage in a full attack, but still... are you really saying you *don't* see that as a bit too powerful? Ninth level maneuvers only grant a flat +100, and that's what you get if you roll really badly for this.
Full attack damage at Level 20 should equal death. The better 9th level manuvers result in more damage than the +100 ones anyway.

However, as long as everyone is using slashing weapons (I dislike that random restriction, as noted in earlier posts), that's 1d4*level damage on every attack that hits the target.


----------------

I would prefer weaker auras that didn't involve saving throws myself. Too much in-combat bookeeping. This would be an annoying class to DM for IMO.

Dencero
2010-06-07, 04:43 PM
Contributing:

Artisan's Bane [Spite]
Curse: Upon using this curse, the selected non-magical, mundane object weighing up to 10 pounds for every (need some help here. Every Hexblade level? Point of Charisma Modifier?) shatters. If the object is being held or attended, that creature must make a fortitude save or be dazed.
Aura: Upon activating this Aura, any non-magical glass or mirrors within the area as the spell, Shatter

Lord_Gareth
2010-06-07, 04:49 PM
Alright, a few things to weigh in with at the moment:

Cursed Strike
Lemme see here - 20th level Hexblade started the game with an 18 charisma. All five points went into it (23) and then he bought a cloak of charisma +6. 29 charisma, for a modifier of +9. Divide by two, round down, and you get 4 cursed strikes per encounter. Four freaking strikes. Do the words, "Unlimited TWF Sneak Attack" mean anything to you? They're more powerful than the Strikes end up being, especially since the penalties don't stack with each other. My stance on Cursed Strike stands.

As far as Fatal Attraction goes, how about I cut it down to a one-half class level multiplier? That's 10-40 per strike, or 40-160 on a full-attack where each strike miraculously manages to hit.

Geasa to come soon.

Starbuck_II
2010-06-07, 04:59 PM
The rewrite is better than the Complet Warrior one, but as others said it is a little too far in other direction.

Vampiric Blade: don't let it stack with itself (Temp hp). Spells don't stack due to overlapping rules, but without that clause it could potentially.

Fatal Attraction: limited to 1/2 Class level x1d4 (minimum 1d4).

Milskidasith
2010-06-08, 09:14 PM
Alright, a few things to weigh in with at the moment:

Cursed Strike
Lemme see here - 20th level Hexblade started the game with an 18 charisma. All five points went into it (23) and then he bought a cloak of charisma +6. 29 charisma, for a modifier of +9. Divide by two, round down, and you get 4 cursed strikes per encounter. Four freaking strikes. Do the words, "Unlimited TWF Sneak Attack" mean anything to you? They're more powerful than the Strikes end up being, especially since the penalties don't stack with each other. My stance on Cursed Strike stands.

As far as Fatal Attraction goes, how about I cut it down to a one-half class level multiplier? That's 10-40 per strike, or 40-160 on a full-attack where each strike miraculously manages to hit.

Geasa to come soon.

Yeah, sneak attack is more powerful... but guess what? It's the primary class feature of those who get it. As for four cursed strikes: So what? If you're one handing, that's 10 rounds (round 1, 4, 7, and 10), far more than any combat will be, and if you are two handing, that's still 4 rounds. Yeah, it's less powerful than Sneak Attack, but people with powerful sneak attack A: need the foe to be vulnerable to crits B: get it as their sole damaging class feature (rogues) and lose BAB (also rogues) C: have a worse overall chassis and D: don't get auto swift action spells.

Yeah, if cursed strike were this class's only feature, it would be weak. But guess what: This class gets an absolute crapload of powerful features, and giving them one more which is essentially a free boost to damage and a strong save or suck, even if it's only a few times, is pretty bad when they get auto quickened SoDs.

Zaakar
2010-06-09, 06:17 AM
HOLY CRAP this is powerful.
Agreed. I really like the work you are doing here (and would very much like to see the Calamity Vortex template :smallsmile:) but really, I could never, ever, convince my GM to let me play this - and he likes the idea of homebrew. Glhf on the work with curses, the template and balancing.