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Mephibosheth
2010-03-23, 12:32 PM
The Hexblade Homebrew Handbook!

http://www.wizards.com/dnd/images/cwc_Hexblade_med.jpg
While there are a number of ways to build a character based around ill-fortune, the hexblade (CW) is perhaps the most direct application of this character theme available in d20 3.5. Possessed of interesting abilities, loaded with flavor and capable of significant variation and adaptation, the hexblade makes for an interesting character choice.

In general, gamers have praised the hexblade's flavor and derided its crunch. The argument has been that, while the hexblade class lends itself to a number of interesting character concepts and roleplaying hooks, the mechanical manifestation of that flavor is sub-par, especially when compared to powerhouse classes like wizard and cleric.

I recently began playing a hexblade in a pbp game and was astounded by the number of interesting character concepts the class sparked. They're clearly onto something, at least insofar as the class' story is concerned. The problem, from my perspective, is that there is extremely limited support for hexblades outside of Complete Warrior and the PHB II. With a few tweaks and some outside content, hexblades could shine.

With that in mind, I set out to design spells, feats and prestige classes that work with the hexblade class and stretch the boundaries of its concept. In designing content that I would like to employ in my builds, I hoped to breath some extra life into what is becoming my favorite base class. The following are the results of my effort. I hope you enjoy them and would be very interested in hearing your thoughts, comments, ideas and suggestions.


Table of Contents

Character Themes (http://www.giantitp.com/forums/showpost.php?p=8138335&postcount=2)

Base Class Variants (http://www.giantitp.com/forums/showpost.php?p=8138341&postcount=3)

Prestige Classes

Beloved of the Shadow (http://www.giantitp.com/forums/showpost.php?p=8138347&postcount=4)
Eldritch Blade (http://www.giantitp.com/forums/showpost.php?p=8154036&postcount=29)
Hexer of Unlife (http://www.giantitp.com/forums/showpost.php?p=8209325&postcount=52)
Luck Shaper (http://www.giantitp.com/forums/showpost.php?p=8138347&postcount=4)
Scream in the Dark (http://www.giantitp.com/forums/showpost.php?p=11676271&postcount=4) - toward the end of the post

Feats (http://www.giantitp.com/forums/showpost.php?p=8138353&postcount=5)

Cursed Strike (http://www.giantitp.com/forums/showthread.php?t=274866)
Taste of Blood and Woe (http://www.giantitp.com/forums/showthread.php?t=274866)

Spells (http://www.giantitp.com/forums/showpost.php?p=8138354&postcount=6)

Mephibosheth
2010-03-23, 12:33 PM
Character Themes


Enforcer: Of all the weapons employed by organized crime, none is more potent than fear. As an enforcer for an organized crime syndicate, you know how powerful fear and reputation can be and your hexblade abilities make you well-prepared to use them to your advantage. Your skill with arms and the unsettling nature of your abilities have helped you rise through the ranks of the mob as you combine calculated and theatrical brutality, martial prowess and arcane abilities to advance your superiors’ interests. You might adventure on your employer’s orders or to escape from the retribution you know is coming after your break with the mob.
Build Suggestions: You would do well to select theatrical spells that impose fear effects or fit with this theme. Investing in the Intimidate skill and feats that increase its utility (for example, Imperious Command, Intimidating Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Strike), or the Never Outnumbered skill trick) will also help you in your career.


”I suspect you will not like it when the Boss gets angry with you. You know what happens then, right?”

Gladiator: You relish the prospect of one-on-one combat and you know that your baleful powers will make your opponent trip over himself, much to the amusement of the crowd. You know how to put on a show but also how to kill quickly and efficiently, making the most of every mistake your opponent commits. You know to watch and wait, keeping your distance and dancing around your foe. After all, a quick fight might just as easily end with your death. Better to take a moment and observe your opponent. The fact that few people understand your victories makes them seem all the more amazing.
Build Suggestions: Chose spells that buff your fighting abilities (Magic Weapon, the spells of the Bull’s Strength line, etc.) and base your feat selection around your chosen style of combat. You can rely on your Hexblade’s Curse to soften your foe up before charging in to finish him off. Gain a familiar and take Improved Familiar (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Familiar) if you want a reliable ally in combat, or choose the Dark Companion feature to make your opponent easier to hit.


“Come on! Do your worst! Before this day is out, you’ll know why the stands ring with my name!”

Manipulator (created by Satyrus): If there's one thing a hexblade knows better than anyone it's that there's no such thing as luck, but that doesn't mean everybody else can't be fooled into thinking it does. You excel in social situations, using your hexblade's curse and other abilities to help bring people around to your point of view, most of the time without them ever realizing what's happening. You might be a hired infiltrator at the count's private manor or work from the shadows in a puppeteer role, whatever the case it's in your best interest to not idle in one place to long lest someone catch on to your tricks. Often if your powers were known they would be frowned upon and so it's not uncommon to take the guise of a sorceror or ranger to keep suspicion off of you.
Build Suggestions: The key to this build is selecting those feats, abilities and spells that allow you to work your ways undetected. Charm Person and Disguise Self are highly recommended, and pumping ranks into Bluff, Diplomacy and Sense Motive skills are very useful. Still spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Still_Spell) or the skill trick Conceal Casting are of great help as well.


"No need to worry my friend I'll return the money tenfold, you know my luck."

Master of Preta-Lokha: An outcast and target of superstition yourself, you have become adept at playing on people’s fears to ensure your safety. You know that the common folk around you believe strongly in the existence of ghosts and spirits and have started rumors of your ongoing commerce with the restless dead to keep away unwanted intruders. You use your powers of illusion and ill-luck to make it seem like the dead hover around you and your home. You are feared by those around you but are also fearful that they will someday see through your deception.
Note: Preta-Lokha is the world of ghosts in the Hindu belief system. Ghosts and other spirits are believed to be able to influence the fortunes of the living, an obvious link with the flavor of the hexblade. Please be aware that my intention is not to disparage any actual belief systems.
Build Suggestions: Emphasize illusions and ghost-like spells in your spell selection. Spells like Unseen Servant, Phantom Threat, Invisibility and Phantasmal Killer will help you maintain your otherworldly deception. Investing in the Bluff skill probably wouldn’t hurt either. Feats like Face Changer, Shadow Veil (http://realmshelps.dandello.net/cgi-bin/feats.pl?Shadow_Veil), Touch of Distraction (http://realmshelps.dandello.net/cgi-bin/feats.pl?Touch_Of_Distraction) and Night Haunt (http://realmshelps.dandello.net/cgi-bin/feats.pl?Night_Haunt) can help you get the most out of your spellcasting abilities.


“So, you don’t believe in ghosts…”

Outcast: Your unsettling powers do not endear you to the ignorant and superstitious. Many people like you find themselves rejected by their fellows and forced to live on the fringes of civilization. Some embrace their outcast status and use the fear they inspire to gain power. Others resist it and endeavor to find a place in society where they can help or protect others, perhaps by joining the military or law enforcement. Still others simply seek to be left alone, living by themselves or with other outcasts, content to let society continue without them.
Build Suggestions: Investing in Intimidate or fear-causing effects will enhance the effectiveness of those who embrace their outcast status. Others might benefit from illusions or enchantments that let them avoid confrontations, especially when combined with ranks in social skills or cross-class stealth.


“I’ve never done anything to hurt you! Just leave me alone!”
Zindoki: Beyond the marches of the world’s great settled empires, sentient beings live in a vast series of tribes and tribal confederations, their populations centered in small villages. In this ever-changing climate, those who practice a baleful brand of magic called Zindoki are justly feared for their ability to bring about misfortune. Usually ostracized for their malevolent reputation (whether this reputation is deserved or not varies significantly between individuals), Zindoki are believed to be able to cause crops to fail, springs to dry up and diseases or injuries to proliferate. However, the most fearful power attributed to Zindoki is their ability to steal an individual’s vitality and energy, usually by causing that person’s sexual organs to disappear or atrophy. These outcastes are often driven from communities to take up an adventuring life; relying on their swords, their baleful powers and their fearsome reputations to survive.
Note: This theme is based on real-world legends of magic practitioners in central Africa. Arrests are made every year when suspected penis-snatchers are attacked and people continue to face social persecution for allegedly practicing this type of magic. Please be aware that my intention is not to disparage any actual belief systems. I merely found this to be an interesting theme for a hexblade-type character and felt it merited some further explanation. A brief discussion is available here (http://en.wikipedia.org/wiki/Witchcraft#Africa) and a more comprehensive treatment can be found in Simon Bockie’s Death and the Invisible Powers.
Build Suggestions: Your spell selection should focus on de-buffing spells like Backbiter, Phantom Threat or Blindness/Deafness. You use a combination of illusions and debuffs to unman your opponent and make your victory easier. Curse of the Zindoki is an obvious feat choice, as are other feats that improve your Hexblade’s Curse.


“Are you sure you can afford to lose that which you know I can take?”

Mephibosheth
2010-03-23, 12:34 PM
Base Class Variants


Modified Base Class

Note: Unless noted here, this version of the hexblade base class is identical to that presented in Complete Warrior.

Table 1
{table=head]Lvl|BAB|Fort|Ref|Will|Special|1|2|3|4
1|+1|+2|+0|+2|Hexblade's Curse 1/day, Arcane Talent|-|-|-|-
2|+2|+3|+0|+3|Arcane Resistance|-|-|-|-
3|+3|+3|+1|+3|Mettle|-|-|-|-
4|+4|+4|+1|+4|Dark Companion|1|-|-|-
5|+5|+4|+1|+4|Bonus Feat, Hexblade's Curse 2/day|1|-|-|-
6|+6/+1|+5|+2|+5|Battle Casting 1/day|2|-|-|-
7|+7/+2|+5|+2|+5|Greater Hexblade's Curse|2|-|-|-
8|+8/+3|+6|+2|+6|Battle Casting 2/day|2|1|-|-
9|+9/+4|+6|+3|+6|Hexblade's Curse 3/day|2|1|-|-
10|+10/+5|+7|+3|+7|Bonus Feat|2|2|-|-
11|+11/+6/+1|+7|+3|+7|Battle Casting 3/day|2|2|1|-
12|+12/+7/+2|+8|+4|+8|Aura of Unluck 1/day|2|2|2|-
13|+13/+8/+3|+8|+4|+8|Hexblade's Curse 4/day|2|2|2|-
14|+14/+9/+4|+9|+4|+9|Battle Casting 4/day|3|2|2|1
15|+15/+10/+5|+9|+5|+9|Bonus Feat|3|2|2|2
16|+16/+11/+6/+1|+10|+5|+10|Aura of Unluck 2/day|3|3|2|2
17|+17/+12/+7/+2|+10|+5|+10|Hexblade's Curse 5/day|3|3|3|2
18|+18/+13/+8/+3|+11|+6|+11|Battle Casting 5/day|4|3|3|2
19|+19/+14/+9/+4|+11|+6|+11|Dire Hexblade's Curse|4|4|4|3
20|+20/+15/+10/+5|+12|+6|+12|Bonus Feat, Aura of Unluck 3/day|4|4|4|4[/table]

Class Features:

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light or medium armor and carrying a shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armor incurs a chance of arcane spell failure if the spell in question requires a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Hexblade’s Curse (Su): As a swift 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 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) negates the effect though a curse attempt is not wasted if the target saves successfully. A hexblade can use her curse ability a number of times per day as listed on Table 1, with a number of additional daily uses equal to her Charisma modifier. Multiple Hexblade’s Curses don’t stack and any foe that successfully resists the effect cannot be affected 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.

Arcane Talent: A hexblade’s arcane ability manifests very early in her career. Beginning at 1st level, a hexblade learns 2 cantrips from the Sor/Wiz spell list, which she can use as spell-like abilities a total number of times per day equal to half her level (rounded down) plus her Charisma modifier. Additionally, she learns one new Sor/Wiz cantrip at levels 5, 10, 15 and 20.

Dark Companion: At 4th level a hexblade can create an illusory companion resembling a panther, spun from the darkness of night, which weakens her foes. The hexblade gains the Dark Companion class feature, as described on p. 47 of the Players Handbook II.

Bonus Feat: At 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats, or from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy or transmutation only), Spell Focus (enchantment, necromancy or transmutation only), Spell Penetration.

Battle Casting: At 6th level a hexblade learns to more fully integrate spellcasting and conventional combat. Once per day, a hexblade can cast a spell as a swift action. The spell’s original casting time must be a standard action or quicker. Casting in this way while threatened still provokes an attack of opportunity. As the hexblade gains experience, she can use this ability additional times per day, as shown on Table 1.

Design Notes
Most of the changes here are those proposed by the class' original author and posted on the Wizards of the Coast discussion forum (quoted here (http://www.giantitp.com/forums/showpost.php?p=4741774&postcount=2)). In addition, I added the Arcane Talent ability and slightly increased spells per day in order to emphasize the magical nature of the hexblade. In practice, I have found that having so few spells per day provides a disincentive to use your magical abilities for fear of wasting them before the truly climactic combat. An extra spell per day at any given level won't overpower the class and will make it easier to cast spells without worrying about wasting your one shot. The Arcane Talent ability gives the hexblade the ability to use minor magical tricks with greater impunity and makes the class seem more magical.


Class Variant: Agent of Divine Misfortune

Hexblade’s Curse: An Agent of Divine Misfortune’s curse function as a normal hexblade’s with one exception. While she need not designate a specific deity as the source of her powers, Agent of Divine Misfortune must possess a holy (or unholy) symbol of some sort in order to use this ability. She need not present the holy symbol, but it must be whole, in her possession and easily visible in order for her curse to function.

Spellcasting: An Agent of Divine Misfortune learns and casts spells as a normal hexblade, with some minor exceptions. An Agent of Divine Misfortune’s spells are divine spells, not arcane spells.

Like druids, paladins and rangers, an Agent of Divine Misfortune need not designate a specific deity as the source of their spells. However, an Agent of Divine Misfortune cannot cast spells of an alignment that doesn’t match his.

Finally, add the following spells to the Agent of Divine Misfortune’s class spell list: 1 – Bane, Deathwatch, Doom, Inflict Light Wounds; 2 – Death Knell, Desecrate, Inflict Moderate Wounds; 3 – Bestow Curse, Contagion, Inflict Serious Wounds, Speak with Dead; 4 – Giant Vermin, Inflict Critical Wounds.

Shield of the Heavens: Once per day, an Agent of Divine Misfortune of 12th level or higher can invoke divine protection from attacks. She gains a deflection bonus to her AC equal to 1 + her Wisdom modifier against melee or ranged attacks. Activating this ability is a free action and the protection lasts for a number of rounds equal to 3 + the Agent of Divine Misfortune’s Charisma modifier (if any).

At 16th level and higher, an Agent of Divine Misfortune can use this ability twice per day. A 20th level Agent of Divine Misfortune can activate this ability three times per day. This ability replaces the Aura of Unluck ability a normal hexblade gains at 12th level.

Design Notes
This variant both increases and decreases the power and versatility of the hexblade. On the one hand, it gives the hexblade new options for spell selection and makes it easier to cast in heavy armor. On the other hand, it bases the hexblade's curse ability on an item that can be lost, stolen, disarmed or sundered and limits the hexblade's ability to curse while hidden or invisible. It also replaces the miss chance granted by Aura of Unluck with the deflection bonus to AC granted by Shield of the Heavens, which seems slightly weaker and easier to overcome than a miss chance to me. It also seems more in keeping with the slightly more direct and overt nature of divine casting.


Class Variant: Spell-less Hexblade

The variant hexblade gains all the normal class features of the hexblade, with the following changes and additions.

Spells: The hexblade does not gain the ability to learn or cast arcane spells.

Arcane Talent: The hexblade does not gain the Arcane Talent class ability.

Bonus Feats: At 1st level, 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats or fighter bonus feats. The hexblade must meet all the prerequisites for a bonus feat.

Battle Casting: The hexblade does not gain the Battle Casting class ability.

Baleful Aura: Beginning at 6th level, a hexblade learns to project a baleful aura that hinders those around her. A hexblade can activate this aura at will as a swift action and dismiss it or change it as a free action. A hexblade can only have one aura active at a time. The aura ends if the hexblade is dazed, unconscious, stunned, paralyzed or otherwise incapacitated and leaving the radius of the aura ends the effect for that creature. An opponent can make a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) to negate the effect of the aura but must make an additional Will save each time he or she re-enters the aura. The aura affects all non-mindless creatures within a 20 foot radius, though creatures the hexblade considers allies gain a +4 bonus to their Will save to resist the effects. A hexblade can select one aura from the following list at 6th level and another at 8th level and 11th level.
Aura of Carelessness: The creature takes a -4 penalty to AC against attacks of opportunity while within the radius of the aura.
Aura of Distraction: The creature must make a Concentration check (DC 15 + spell level) in order to cast spells within the radius of the aura. The Concentration check DC increases to 20 + spell level at 10th level and 25 + spell level at 15th level.
Aura of Fatigue: The creature is fatigued while within the radius of the aura. This condition vanishes immediately upon leaving the aura.
Aura of Hesitation: The creature takes a -4 penalty on attacks of opportunity made while within the radius of the aura.
Aura of Lethargy: Creatures affected by the aura feel their muscles and senses begin to slow, making even the flattest ground seem rough and treacherous. If a creature fails its save against the aura’s effects, it treats the radius of the aura as rough terrain.
Malevolent Aura: Beginning at 14th level, a hexblade’s Baleful Aura becomes more powerful. Any time the hexblade uses her Baleful Aura class ability, she can choose to manifest a Malevolent Aura instead. A hexblade can select one aura from the following list at 14th level and another at 18th level. She can also select an additional aura from the list of Baleful Auras instead. A Malevolent Aura functions as a Baleful Aura, except as noted below.
Aura of Clumsiness: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Dexterity damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura deals at least one point of Dexterity damage, the hexblade gains a dodge bonus to AC equal to her Charisma modifier. This aura cannot drain an opponent’s Dexterity score below 1.
Aura of Inaction: All creatures affected by the aura must succeed on a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) each round. Otherwise, they take no actions, although they are not considered helpless. Inactive creatures will avoid attacks as well as they can but are considered flat-footed and will not make attacks of opportunity, five-foot-steps or take any other actions.
Aura of Weakness: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Strength damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura deals at least one point of Strength damage, the hexblade gains a bonus to weapon damage rolls equal to her Charisma modifier. This aura cannot drain an opponent’s Strength score below 1.
Vampiric Aura: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Constitution damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura drains at least one point of Constitution damage, the hexblade gains fast healing 3. This aura cannot drain an opponent’s Constitution score below 1.


Alternate Class Feature: Summon Familiar

Certain hexblades seek a more present manifestation of their abilities than that represented by a dark companion. These hexblades have found a way to bind the spirit of a small creature to their own, gaining a life-long companion and assistant.

Level: 4th
Replaces: If you select this class feature, you do not gain a dark companion.
Benefit: You gain the service of a hexblade's familiar, as described on p. 7 of Complete Warrior.



Other Variant Hexblades

Lord Gareth's Malefactor (http://www.giantitp.com/forums/showthread.php?t=202885&highlight=hexblade)

Ziegander's Hexblade Reborn (http://www.giantitp.com/forums/showthread.php?t=198555&highlight=hexblade)

No brains' Spell-less Hexblade (http://www.giantitp.com/forums/showthread.php?t=193505&highlight=hexblade)

Pikazul's Martial Adept Hexblade (http://www.giantitp.com/forums/showthread.php?t=171604&highlight=hexblade)

Chambers' Heroic Hexblade (http://www.giantitp.com/forums/showthread.php?t=161302&highlight=hexblade)

The Shadowmind's Yet Another Hexblade Fix (http://www.giantitp.com/forums/showthread.php?t=151953&highlight=hexblade)

realbomchu's Modified Hexblade (http://www.giantitp.com/forums/showthread.php?t=151077&highlight=hexblade)

Vallum's Pathfinder Hexblade (http://www.giantitp.com/forums/showthread.php?t=204696&highlight=hexblade)

Mephibosheth
2010-03-23, 12:35 PM
Prestige Classes


Beloved of the Shadow

Table 2
{table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
1|+1|+2|+0|+2|Hexblade's Curse, Awakened Shadow|+1 level of existing class
2|+2|+3|+0|+3|Quick as Shadow (+5 ft)|+1 level of existing class
3|+3|+3|+1|+3|Vexing Shadow (you)|+1 level of existing class
4|+4|+4|+1|+4|Quick as Shadow (+10 ft)|+1 level of existing class
5|+5|+4|+1|+4|Shadow Steed|+1 level of existing class
6|+6/+1|+5|+2|+5|Quick as Shadow (+15 ft)|+1 level of existing class
7|+7/+2|+5|+2|+5|Shadow Channel|+1 level of existing class
8|+8/+3|+6|+2|+6|Vexing Shadow (allies)|+1 level of existing class
9|+9/+4|+6|+3|+6|Quick as Shadow (+20 ft)|+1 level of existing class
10|+10/+5|+7|+3|+7|Shadow Spawn|+1 level of existing class[/table]

Hit Dice: d10
Requirements:
Base Attack Bonus: +5
Skills: Knowledge (arcane) 5 ranks, Ride 5 ranks
Feats: Greater Dark Companion
Special: Dark Companion class feature
Class Skills:
The Beloved of the Shadow’s class skills are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Intimidate (cha), Knowledge (arcane) (int), Profession (wis), Ride (dex) and Spellcraft (int).
Skill Points at Each Level: 2 + int modifier

Class Features:

Hexblade’s Curse: Beloved of the Shadow class levels count as hexblade levels for the purpose of determining your daily uses of the Hexblade’s Curse class ability and the penalty your curse imposes.

Awakened Shadow (Su): Beginning at first level, your bond with your dark companion strengthens and you begin to be able to communicate more directly with this extension of your powers. It gains Intelligence, Wisdom and Charisma scores much like an intelligent magic item. Roll 3d6 thrice and distribute the results as you desire to determine your awakened shadow’s ability scores. However, your awakened shadow’s ability scores cannot exceed yours. If one would, reduce the score until your awakened shadow’s ability score and your ability score are equal.

Your awakened shadow, like any creature, automatically understands Common and one additional language for every point of its Intelligence bonus but cannot speak out loud. Being an extension of your will and your powers, our awakened shadow never attempts to assert control over you. Your awakened shadow has low-light vision and darkvision out to 60 ft and uses your modifiers for perception-based skill checks. You (and only you) can communicate telepathically with your awakened shadow as long as it is within range, as outlined in the Dark Companion class ability description.

Your awakened shadow cannot interact with the material world in any way other than the effect outlined in the Dark Companion description. It can observe anything occurring around it but cannot otherwise interact with creatures or objects other than you.

Quick as Shadow (Su): Beginning at second level and continuing as show in Table 2 your dark companion gains a bonus to its speed for all movement modes as shown. This bonus is in addition to its speed as a result of your mobility. You do not gain any mobility advantage as a result of this ability.

Vexing Shadow (Su): At third level, your dark companion begins to appear more real than most. You (and only you) gain flanking bonuses when you and your companion would flank an opponent. You companion cannot make attacks nor threaten squares. Beginning at eighth level, your allies also gain bonuses when flanking with your dark companion.

Shadow Steed (Su): At fifth level you gain the ability to ride your dark companion. While riding, you take on the semi-illusory characteristics of your dark companion. Your weight drops to zero you cannot be attacked, touched, manipulated or affected by any effect. However, you are also unable to affect anything while you are riding your dark companion and all of the limitations imposed on your awakened shadow are true of you as well. You cannot cast spells, use items or in any way interact with anything other than through observation. You can see and hear as normal but cannot speak.

Shadow Channel: At seventh level you gain the ability to channel a spell with the range of touch through your dark companion. Your companion must be within 60 ft and in sight in order for you to use this ability. You cast the spell as normal and your dark companion must make a touch attack (attack bonus equal to your BAB + your Charisma modifier) to successfully deliver the spell. You can use this ability once per encounter.

Shadow Spawn (Su): At tenth level, your connection with your shadow companion has reached its apex. You gain the ability to cause your companion to separate into a number of individual companions equal to your Charisma modifier. All but one of these companions function as a 4th level hexblade’s unmodified dark companion, imposing a -2 penalty on saves and AC against all adjacent opponents and moving at your base speed for all movement modes you yourself possess. The final companion (referred to as your primary companion) retains all of the characteristics of your actual dark companion, including the effects of any feats or class abilities. If you use any abilities that affect your companion or alter its use for a limited time (such as the Shadow Steed or Shadow Channel class abilities), they affect your primary companion only. You remain able to direct your secondary companions as normal within the limits of their abilities. You can use this ability thrice per day and the extra companions remain in existence for one minute before merging back into your primary dark companion.

Luck Shaper

Table 3
{table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
1|+1|+0|+0|+2|Hexblade's Curse|+1 level of existing class
2|+2|+0|+0|+3|Twin Curses|+1 level of existing class
3|+3|+1|+1|+3|Burst of Unluck|+1 level of existing class
4|+4|+1|+1|+4|Line of Ill-Fate|+1 level of existing class
5|+5|+1|+1|+4|Shape Curse|+1 level of existing class[/table]

Hit Dice: d8
Requirements:
Skills: Concentration 9 ranks
Feats: Enhanced Hexblade’s Curse, Scathing Curse
Spellcasting: Ability to cast 2nd level hexblade spells
Special: Hexblade’s Curse class feature
Class Skills:
The Luck Shaper’s class skills are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Intimidate (cha), Knowledge (arcana) (int), Profession (wis), Ride (dex) and Spellcraft (int).
Skill Points at Each Level: 4 + int modifier

Class Features:

Hexblade’s Curse: Beloved of the Shadow class levels count as hexblade levels for the purpose of determining your daily uses of the Hexblade’s Curse class ability and the penalty your curse imposes.

Twin Curses (Su): You gain Twin Curses as a bonus feat.

Burst of Unluck (Su): Beginning at third level, whenever you use your Hexblade’s Curse class ability, you can choose to have it affect all creatures within a 5-foot radius burst. None of the creatures can be father than 60 feet from you and all creatures affected must be visible to you. Creatures can still make a Will save to resist the affect and the attempt is considered spent if even one creature fails its save. The radius of this ability increases to 10 feet at 5th level.

Line of Ill-Fate (Su): Beginning at fourth level, whenever you use your Hexblade’s Curse class ability, you can choose to have it affect all creatures in a line, originating from you and ending at the maximum range of your Hexblade’s Curse. All creatures affected must be visible to you.

Shape Curse (Su): At fifth level, your skill at manipulating your Hexblade’s Curse is unsurpassed. Any time you use an area-of-effect curse ability, you can exclude a number of 5-foot squares equal to your Charisma modifier. Creatures completely within excluded areas are not affected by your Hexblade’s Curse. Creatures that take up more than one 5-foot square must be completely excluded in order to avoid the curse effects.

Mephibosheth
2010-03-23, 12:36 PM
General Feats

HEXING BINDER - created by Dracomortis
You can tap into the power of the mysterious entities that are bound within you to strengthen your curses.
Prerequisites: Hexblade's curse, soul binding
Benefit: While you have at least one vestige bound in a good pact, the DC of your hexblade's curse is increased by 2.

If you have levels in binder and hexblade, those levels stack for the purpose of determining the number of times per day you can use your hexblade's curse and the number of pact augmentations you can have active at one time.

HEXING KNIGHT - created by Dracomortis
You are a special breed of dark paladins who have learned to use their smiting attacks to amplify the curses you have placed upon your foes for a brief time.
Prerequisites: Hexblade's curse, smite good
Benefit: When you successfully use your smite good ability against a target that is afflicted by your hexblade's curse, the target must also make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier) or be nauseated for 1 round.

In addition, you may multiclass freely between the hexblade and paladin of slaughter (if you are chaotic evil) or paladin of tyranny (if you are lawful evil) classes. You must still maintain the appropriate alignment in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart, if applicable.

HEXING MAGE - created by Dracomortis
You have dabbled farther into the arcane arts than most of your peers, and have learned to tap into that energy to strengthen your defense against magic.
Prerequisites: Hexblade's curse, ability to prepare 2nd-level arcane spells
Benefit: You can expend one of your prepared spells to increase the penalty of your hexblade's curse on all targets currently affected by it for 1 round. This increase is equal to one-half the level of the spell sacrificed (minimum 1). The spell is lost as if you had cast it.

In addition, when determing the bonus of your arcane resistance class feature or the DC of any hexblade spell you cast, you may apply either your Intelligence modifier or your Charisma modifier, whichever is higher. You must still have a Charisma score equal to 10 + the level of the hexblade spell in order to learn or cast it, and your bonus spells per day (if any) are still determined by your Charisma score.

If you have levels in hexblade and wizard, those levels stack for the purpose of determining the strength of your hexblade's curse and the benefits that your familiar receives.

SCATHING CURSE - created by arguskos
Prerequisites: Intimidate 8 ranks, Hexblade's Curse ability
Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at the same time, replacing the DC of your Curse with the results of your Intimidate check. A creature can only be affected by a given Hexblade's Scathing Curse once per 24 hour period.



Hex Feats

Hex feats alter the nature of one or more of a hexblade’s class features. A hexblade can select a Hex feat whenever he would gain a hexblade bonus feat as well as every three levels, as normal.

AGGRESSIVE COMPANION [Hex]
Prerequisites: Dark Companion class feature
Benefit: Any enemy affected by your dark companion takes a -2 penalty on attack rolls and weapon damage rolls. This penalty replaces the normal penalty on saves and AC and stacks with the penalty imposed by the Hexblade’s Curse class feature.
Normal: An enemy affected by your dark companion takes a -2 penalty on its saves and AC.

CURSE OF THE ZINDOKI [Hex]
The signature ability of a Zindoki, this feat allows you to steal that which makes your opponent most powerful. Targeting the source of his or her pride can be the best route to victory.
Prerequisites: Hexblade’s Curse class feature, Knowledge (arcane) 9 ranks, Intimidate 5 ranks
Benefit: You gain a new ability that you can use any time a foe would be affected by your Hexblade’s Curse. A foe affected by a Curse of the Zindoki takes damage to one ability score (of your choice) equal to twice the penalty your Hexblade’s Curse would normally impose. This curse can manifest itself in an appropriate physical symptom (most commonly the apparent removal or atrophy of the target’s genetalia), though these symptoms are illusory and have no effect other than the normal penalties associated with ability damage. This affect replaces the normal penalties imposed by your Hexblade’s Curse.
Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves, attack rolls and weapon damage rolls.

CURSED STRIKE [Hex]
A smokey miasma flows from your blade as it bites into the flesh of your enemy.
Prerequisite: Hexblade's curse class feature, power attack
Benefit: You make a single attack as a standard action or as part of a charge or spring attack. If you hit, you can immediately use your hexblade's curse on the opponent you struck, channeling the curse through your attack. The penalty imposed by your curse increases by 1 when you deliver your curse in this manner. Additionally, if you used your power attack feat on this attack, the DC to resist your curse increases by an amount equal to the power attack penalty you applied to your attack.

ENHANCED HEXBLADE’S CURSE [Hex]
Prerequisites: Hexblade’s Curse class feature, ability to cast 1st level hexblade spells
Benefit: This feat substantially increases the versatility of your curse ability, the true source of a hexblade’s power. When you take this feat, you select one ability from the following list. Whenever you affect an enemy with your Hexblade’s Curse, you can choose to have it manifest the effects of the ability selected instead of the normal curse effects.

When you take this feat, select one of the following curses:
Curse of Blindness: The target of your curse is blinded for the duration of the curse effect.
Curse of Hunger: It is widely-believed that hexblades can halt the rainfall and cause crops to whither. A hexblade with the Curse of Hunger ability can impose the effects of famine and drought on her foes. The target of your Hexblade’s Curse is exhausted for the duration of the curse effect, even if she consumes food or water. The target returns to normal immediately after the duration of the curse expires.
Curse of Lethargy: The target of your Hexblade’s Curse is affected as if by the Slow spell for the duration of the curse effect.
Curse of the Mind: The target of your Hexblade’s Curse is confused for the duration of the curse effect.
Curse of Sickness: The target of your Hexblade’s Curse is affected as if by the Contagion spell. Unlike normal Hexblade’s Curses, this curse does not end after one hour, instead allowing the disease to take its course.
Curse of Silence: The target of your Hexblade’s Curse is affected as if by the Silence spell for the duration of the curse effect.
Curse of Vertigo: You overwhelm the target’s mind with your baleful powers. The target of your Hexblade’s Curse is nauseated for the duration of the curse effect.
Curse of Vulnerability: Distracted by your hindering powers, the target of this curse leaves himself vulnerable to attack. The target of your Hexblade’s Curse takes a penalty to AC equal to twice penalty your Hexblade’s Curse ability would normally impose.
Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves, attack rolls and weapon damage rolls.
Special: You can select this feat multiple times, choosing a different curse ability each time you take the feat. All of these abilities are considered to be Hexblade’s Curses.

ENLARGE CURSE [Hex]
Prerequisite: Hexblade’s Curse class feature
Benefit: You can use your curse ability on any creature who is visible to you and who is within 90 ft.
Normal: Your Hexblade’s Curse has a range of 60 ft.

GREATER DARK COMPANION [Hex]
Prerequisites: Dark Companion class feature
Benefit: Any enemy affected by your dark companion takes a -3 penalty on its saves and AC. As your hexblade level increases, this penalty also increases, becoming -4 at level 10, -5 at level 15, and -6 at level 20.
Normal: Any enemy adjacent to your dark companion takes a -2 penalty on its saves and AC.

LOOMING COMPANION [Hex]
Prerequisites: Dark Companion class feature
Benefit: Any enemy within 10 feet of your dark companion takes a -2 penalty on its saves and AC.
Normal: Only adjacent enemies are affected by your dark companion.

MOBILE COMPANION [Hex]
Prerequisites: Dark Companion class feature
Benefit: In addition to the movement abilities it has as a result of your normal modes of movement, your dark companion gains one of the following movement capabilities:
A swim speed equal to your land speed, including a +8 racial bonus on Swim checks and the ability to take 10 on a swim check under threatening conditions.
The earth glide ability of an earth elemental with a speed equal to your land speed.
A fly speed equal to your land speed with good maneuverability.
At your option, your dark companion’s appearance may change to reflect its new abilities. It may, for example, sprout wings from its shoulders or develop webbed paws and a flat, paddle-like tail.
Normal: Your dark companion’s speed is equal to yours, including all modes of movement you possess.

RESTRAINED MALICE [Hex]
Prerequisites: At least one Baleful Aura
Benefit: When you activate your Baleful Aura, you can choose to designate a number of creatures equal to your Charisma modifier (minimum 1) as being immune to the effects of that aura. This immunity lasts as long as you maintain the aura.
Normal: All non-mindless creatures are affected by your Baleful Aura.

ROAMING COMPANION [Hex]
Prerequisites: Dark Companion class feature
Benefit: Your dark companion can move up to 200 ft away from you before winking out and reappearing at your side (as described in the ability’s description). Additionally, it can move into areas where you do not have line-of-effect within this limit, though you cannot usually see these areas and so must direct your companion blind.
Normal: Your dark companion can only move 120 ft away from you and cannot enter areas where you do not have line-of-effect.

TASTE OF BLOOD AND WOE [Hex]
You feel vitality and life coursing through your veins as your baleful power ensnares your foe. You've never felt so alive.
Prerequisites: Hexblade's curse class feature, Knowledge (arcana) 4 ranks
Benefit: In addition to your hexblade's curse's normal effect, any target you successfully curse takes 1d6 points of non-lethal damage per point of penalty the curse imposes. You gain temporary hit points equal to the damage you deal with this ability. The temporary hit points are lost before your normal hit points. They disappear after 1 minute or when they are lost in combat, whichever comes first. You only benefit from temporary hit points from one use of this ability at a time, though you continue to deal non-lethal damage with each use of your hexblade's curse. For example, if a 3rd level hexblade used this ability, her opponent would take the normal -2 penalty and 2d6 points of non-lethal damage. The hexblade would gain temporary hit points equal to the damage she dealt. If she cursed another opponent before all her temporary hit points were lost, she would still deal non-lethal damage but would not gain any additional hit points.

TWIN CURSES [Hex]
Prerequisites: Hexblade’s Curse class ability, Spellcraft 9 ranks
Benefit: You can affect two foes with your Hexblade’s Curse instead of one. The targets must be within 10 feet of each other and within range of your curse ability. Both targets suffer the same curse effect.
Normal: You can affect one foe per use of your Hexblade’s Curse.

UNHALLOWED HEX [Hex] - created by Satyrus
You concentrate the natural dark energies of your curses so much that living beings are damaged by your Hexblade's curse.
Prerequisites: Hexblade's Curse
Benefit: Whenever you target a creature with your Hexblade's Curse, in addition to the normal penalties imposed on a failed save the target takes +1d6 points of negative energy damage for every -2 the target recieves from the curse. Even on a successful save the target still takes half the negative energy damage. So at 7th level a hexblade would deal an additonal +2d6 negative energy when using their hexblade's curse and give a -4 penalty when their target fails a save.

Mephibosheth
2010-03-23, 12:37 PM
Spells

Imposing Visage (Illusion [Glamer])
Level: Hexblade 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No

Upon casting this spell, you are surrounded by a dark miasma and appear to grow larger and more threatening in the minds of your opponents. Your effective size category increases by one for the purpose of adjudicating Intimidate checks. Additionally, your effective size increases by one additional category for every 5 caster levels. Thus, a character with CL 5 appears to increase two size categories. Intelligent creatures targeted by an Intimidate check by the caster may make a Will save to disbelieve the illusion and thereby negate the effect of the spell on the ensuing Intimidate check.

Shadow and Substance (Transmutation)
Level: Hexblade 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your dark companion
Duration: 1 round per level
Saving Throw: Fort negates (harmless)
Spell Resistance: no

You pour out your power into your dark companion, causing it to solidify and become more real. For the duration of the spell, in addition to its normal effects, your dark companion has the statistics of a lion (MM p. 274) and can move and attack (and be attacked) as a normal lion. You can still control it mentally. It also gains a deflection bonus to AC equal to your Charisma modifier.

When under the effect of this spell, your dark companion can be attacked and killed. If it is killed while under the effect of this spell, it automatically reforms at your side 24 hours later, as it would if it were dispelled.

Mephibosheth
2010-03-23, 01:43 PM
So, that's everything. I hope you enjoy it. I would really appreciate any thoughts, comments, suggestions, ideas or whatever else you may have.

Mephibosheth

CrazyMacGuy
2010-03-23, 02:21 PM
I've checked this out with Mephibosheth before he posted it, and I'm excited to see what the community thinks! Good to see you posted it, man!

I love the flavor of this character, and would welcome some play-testing in my games for sure!

arguskos
2010-03-23, 03:34 PM
I'll be taking a longer look at this later, but currently, it looks interesting. I'll take a good long hard stare at your stuff this evening or tomorrow, whenever I can find some free time.

Temotei
2010-03-23, 04:05 PM
Yes. I await further looks. Right now, I need time though.

Bhu
2010-03-23, 10:28 PM
Hexblades can always use more luv :smallcool:

Mephibosheth
2010-03-24, 09:53 AM
Agreed! I was disappointed when they didn't come out with any hexblade-specific feats or PrC's in any of the books after Complete Warrior. It fills such an interesting niche, you would think it would be easy to come up with content to support it.

arguskos
2010-03-24, 01:14 PM
Ok, more indepth analysis.

The Hexblade you posted above is my preferred version of the class. I do similar things myself with the Hexblade. It's like the Mystic Ranger: what I always felt the Ranger should be. Same deal here.

The Agent of Divine Misfortune is fine as well, though when combined with your Hexblade above, is strictly superior (better spell list). Not by much obviously, but it IS strictly better. Perhaps making a divine-themed Hexblade variant that changes class features would get this point across better. I do like the name, though.

Beloved of the Shadow is a nice prestige class, but I have one conceptual issue with it. It is a PrC based around a VARIANT ability of the Hexblade, albeit one I really like. Still, basing one of your two Hexblade-specific PrCs around a variant ability of the Hexblade seems somewhat silly. Perhaps if your alternate Hexblade just swapped Summon Familiar for Dark Companion, it'd feel more appropriate (note: I totally endorse this course of action).

Luck Shaper is awesome. I love it completely. However... why does it have Craft (sculpting) as a prereq? That... doesn't seem to make any sense, save for a minor bit with the name.

The Hex feats are all pretty good, though again, I note endless amounts of support for a variant. Just make the Dark Companion part of the Hexblade all the time (makes so much more sense than the damn Familiar anyways). :smallwink:

The spells are both fine. I like the latter quite a bit, actually.

Overall, this is quality material. I really do think the biggest failure here is the lack of the Dark Companion as part of the base class, and feel that should be rectified, ESPECIALLY with all the support for it. I'd like to see more Hexblade-friendly PrCs as well, though this isn't my ideal arena of creative thought. Temoti has a class you may wish to take a look at for ideas: the Debaser (http://www.giantitp.com/forums/showthread.php?t=137200) (still should be called Corrupter, Temoti :smalltongue:; no, I'm never letting that die).

I hope to see more material from you, both for the Hexblade and for other little-supported classes (such as the Knight, Scout, Spellthief, etc).

Mephibosheth
2010-03-24, 01:52 PM
Thanks for the reply. I really appreciate the comments and suggestions. I'm glad you like the material.


The Agent of Divine Misfortune is fine as well, though when combined with your Hexblade above, is strictly superior (better spell list). Not by much obviously, but it IS strictly better. Perhaps making a divine-themed Hexblade variant that changes class features would get this point across better. I do like the name, though.

Hmm. I hadn't noticed that, but you're right. I based it on the Divine Bard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantDivineBard) variant but left out the Wisdom score requirement for spellcasting. I like your idea of tweaking the class features better. I'll have to give that a think and see what I can come up with.



Beloved of the Shadow is a nice prestige class, but I have one conceptual issue with it. It is a PrC based around a VARIANT ability of the Hexblade, albeit one I really like. Still, basing one of your two Hexblade-specific PrCs around a variant ability of the Hexblade seems somewhat silly. Perhaps if your alternate Hexblade just swapped Summon Familiar for Dark Companion, it'd feel more appropriate (note: I totally endorse this course of action).

Another good point. I agree with you that the dark companion class feature fits better with the tone of the class, but I don't want to jettison the familiar entirely. There are so many cool things a hexblade can do with a familiar that it seems a shame to eliminate the option entirely. Maybe I will make that change to the modified base class and add a familiar alternate class feature...

While I agree that a variant class feature isn't necessarily the strongest basis for a PrC, this is ultimately about giving players options. This was just one of the ideas that came to me. I actually started on a few more PrC's but decided that they worked better as feats.

The dark companion is a great feature and apparently quite popular but, much like everything else hexblade-related, completely unsupported. I just wanted to give it a little love :smallwink:.


Luck Shaper is awesome. I love it completely. However... why does it have Craft (sculpting) as a prereq? That... doesn't seem to make any sense, save for a minor bit with the name.

Thanks! I included Craft (sculpting) as a prerequisite for the same reason the War Weaver includes Craft (weaving). It's thematically appropriate and completely irrelevant to the mechanics of the class. It represents an investment on the part of the player (because, let's face it, hexblades are skill-starved already) and some sort of link between the PrC and the character that's not automatic. I wanted an additional skill requirement that would make players have to intentionally head toward the PrC and encourage them to create in-character reasons for taking the PrC rather than just dipping to gain a few powerful abilities. Otherwise, almost every hexblade would take it and wouldn't have to make any choices he otherwise probably wouldn't.


The Hex feats are all pretty good, though again, I note endless amounts of support for a variant. Just make the Dark Companion part of the Hexblade all the time (makes so much more sense than the damn Familiar anyways). :smallwink:

The more I think about it, the more I think I'm going to make that change.


Overall, this is quality material. I really do think the biggest failure here is the lack of the Dark Companion as part of the base class, and feel that should be rectified, ESPECIALLY with all the support for it. I'd like to see more Hexblade-friendly PrCs as well, though this isn't my ideal arena of creative thought. Temoti has a class you may wish to take a look at for ideas: the Debaser (http://www.giantitp.com/forums/showthread.php?t=137200) (still should be called Corrupter, Temoti :smalltongue:; no, I'm never letting that die).

I hope to see more material from you, both for the Hexblade and for other little-supported classes (such as the Knight, Scout, Spellthief, etc).

Thanks a lot for the vote of confidence and for the great suggestions. The Debaser looks pretty interesting. I like the idea of an aura-based PrC; perhaps one that sacrifices hexblade spellcasting for de-buffing auras and more melee-focused bonus feats with the goal of engaging enemies in melee combat while sapping them with a short-radius aura. We'll see what ideas come...

Thanks again!

Mephibosheth

arguskos
2010-03-24, 02:32 PM
Thanks for the reply. I really appreciate the comments and suggestions. I'm glad you like the material.
If it wasn't good, I'd have told you so. I do that frequently. Thank yourself, for making quality material.


Hmm. I hadn't noticed that, but you're right. I based it on the Divine Bard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantDivineBard) variant but left out the Wisdom score requirement for spellcasting. I like your idea of tweaking the class features better. I'll have to give that a think and see what I can come up with.
Eh, if I had ideas, I'd totally help you out. :smallsigh: Sadly, this is not my arena of brew. I'm more of a spells/items/casters guy.


Another good point. I agree with you that the dark companion class feature fits better with the tone of the class, but I don't want to jettison the familiar entirely. There are so many cool things a hexblade can do with a familiar that it seems a shame to eliminate the option entirely. Maybe I will make that change to the modified base class and add a familiar alternate class feature...

While I agree that a variant class feature isn't necessarily the strongest basis for a PrC, this is ultimately about giving players options. This was just one of the ideas that came to me. I actually started on a few more PrC's but decided that they worked better as feats.

The dark companion is a great feature and apparently quite popular but, much like everything else hexblade-related, completely unsupported. I just wanted to give it a little love :smallwink:.
Oh, I totally get this. However, keep in mind the Hexblade can always just take Obtain Familiar to get a familiar should he want one. He cannot do that with the Dark Companion. Seems more awesome to give them the great, well-loved Dark Companion as part of their basic chassis and let them take Obtain Familiar like everyone else.


Thanks! I included Craft (sculpting) as a prerequisite for the same reason the War Weaver includes Craft (weaving). It's thematically appropriate and completely irrelevant to the mechanics of the class. It represents an investment on the part of the player (because, let's face it, hexblades are skill-starved already) and some sort of link between the PrC and the character that's not automatic. I wanted an additional skill requirement that would make players have to intentionally head toward the PrC and encourage them to create in-character reasons for taking the PrC rather than just dipping to gain a few powerful abilities. Otherwise, almost every hexblade would take it and wouldn't have to make any choices he otherwise probably wouldn't.
This is true, but I'd rather see a feat requirement that makes sense (but serves the same purpose). Skills are easy to come by (one level of Rogue, which is great with Hexblade ANYWAYS). Feats? Less so, especially if it's not easily acquirable as a bonus feat. Not sure what I'd put there, but I'm sure something exists.


The more I think about it, the more I think I'm going to make that change.
I support this course of action.


Thanks a lot for the vote of confidence and for the great suggestions. The Debaser looks pretty interesting. I like the idea of an aura-based PrC; perhaps one that sacrifices hexblade spellcasting for de-buffing auras and more melee-focused bonus feats with the goal of engaging enemies in melee combat while sapping them with a short-radius aura. We'll see what ideas come...
That's something I'd love to see. Perhaps if you gave this level of detail and attention to the Marshal, you could make a Marshal/Hexblade "Theurge" style PrC? That'd be really interesting.


Thanks again!

Mephibosheth
As I said above, you earned the praise. If it was terribad, I'd have told you so. I do really look forward to seeing more material of this quality from you in the future. Whenever you post brew for 3.5, PM me, and I'll happily come check it out.

Mephibosheth
2010-03-24, 03:25 PM
Just wanted to draw everyone's attention to a few updates. First, I've modified the Agent of Divine Misfortune to very slightly nerf their curses and replaced their Aura of Unluck with a different ability that, I feel, is more in keeping with the flavor of a divine hexblade. Second, I've replaced the ranks in Craft (sculpture) requirement for the Luck Shaper with a feat requirement: Ability Focus (Hexblade's Curse). Still not sure which I prefer, so let me know what you think.

Mephibosheth

arguskos
2010-03-24, 03:31 PM
Just wanted to draw everyone's attention to a few updates. First, I've modified the Agent of Divine Misfortune to very slightly nerf their curses and replaced their Aura of Unluck with a different ability that, I feel, is more in keeping with the flavor of a divine hexblade. Second, I've replaced the ranks in Craft (sculpture) requirement for the Luck Shaper with a feat requirement: Ability Focus (Hexblade's Curse). Still not sure which I prefer, so let me know what you think.

Mephibosheth
1. I like the Shield of the Heavens ability. You're right, it does feel more in line with divine than a miss chance.

2. Huh. I'm not sure AF(Curse) is the right feat (it's great for any Hexblade, after all). I'm still trying to figure out a good feat for Luck Shaper... wait, here's a thought: Scathing Wit (http://realmshelps.dandello.net/cgi-bin/feats.pl?Scathing_Wit). It lets you use Intimidate to grant opponents penalties. A Luck Shaper (who shapes the luck of others through curses) would surely be able to use harsh language to hurt the luck of others, no? It's a thought, anyways.

3. Also, I noticed the change to the Hexblade up there. :smallwink: Good call.

Temotei
2010-03-24, 03:47 PM
Temoti has a class you may wish to take a look at for ideas: the Debaser (http://www.giantitp.com/forums/showthread.php?t=137200) (still should be called Corrupter, Temoti :smalltongue:; no, I'm never letting that die).

As much as I love my class being advertised to advance other homebrews, I must ask why no one can spell my name unless they look down while typing their post. :smalltongue:

Maybe I'm just conditioned to spell it right. It is my name in Japanese, after all. :smallbiggrin:

The name stays because of the class's moderate fame. If I changed the class name, it could be lost to someone who wants to find it on the Fax Wiki or something. (Ha!)

Mephibosheth
2010-03-24, 04:06 PM
2. Huh. I'm not sure AF(Curse) is the right feat (it's great for any Hexblade, after all). I'm still trying to figure out a good feat for Luck Shaper... wait, here's a thought: Scathing Wit (http://realmshelps.dandello.net/cgi-bin/feats.pl?Scathing_Wit). It lets you use Intimidate to grant opponents penalties. A Luck Shaper (who shapes the luck of others through curses) would surely be able to use harsh language to hurt the luck of others, no? It's a thought, anyways.

You're right, and that's one of the reasons I'm not sure what I want to do with those requirements. I'm trying, if at all possible, to stick with stuff that's already included in this handbook or that's easily available, so you don't have to have access to Dragon Magazine or comb online feat lists to find the prerequisites. Maybe Skill Focus (Intimidate) or Persuasive? Maybe Enlarge Spell?

arguskos
2010-03-24, 04:20 PM
You're right, and that's one of the reasons I'm not sure what I want to do with those requirements. I'm trying, if at all possible, to stick with stuff that's already included in this handbook or that's easily available, so you don't have to have access to Dragon Magazine or comb online feat lists to find the prerequisites. Maybe Skill Focus (Intimidate) or Persuasive? Maybe Enlarge Spell?
Well, Scathing Wit fits really well, and is actually available in the Dragon Compendium. Actually... on that tack, what about this:

Scathing Curse [Hex]
Prereqs: Intimidate 8 ranks, Hexblade's Curse ability
Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at the same time, replacing the DC of your Curse with the results of your Intimidate check. A creature can only be affected by a given Hexblade's Scathing Curse once per 24 hour period.

There, a strong feat that would be a good prereq for Mr. Lucky above.


As much as I love my class being advertised to advance other homebrews, I must ask why no one can spell my name unless they look down while typing their post. :smalltongue:

Maybe I'm just conditioned to spell it right. It is my name in Japanese, after all. :smallbiggrin:

The name stays because of the class's moderate fame. If I changed the class name, it could be lost to someone who wants to find it on the Fax Wiki or something. (Ha!)
Because I don't bother spelling names correctly, that's for the weak! :smalltongue: Or, if you prefer, because I didn't realize it was wrong.

As for the name, I hate that name. It's the Corrupter to me dammit! :smallfurious::smallwink:

Mephibosheth
2010-03-24, 04:46 PM
Well, Scathing Wit fits really well, and is actually available in the Dragon Compendium. Actually... on that tack, what about this:

Scathing Curse [Hex]
Prereqs: Intimidate 8 ranks, Hexblade's Curse ability
Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at the same time, replacing the DC of your Curse with the results of your Intimidate check. A creature can only be affected by a given Hexblade's Scathing Curse once per 24 hour period.

There, a strong feat that would be a good prereq for Mr. Lucky above.

Done and done! Great feat. Fits perfectly with the class.

Satyrus
2010-03-25, 12:09 AM
I'm a big fan of the hexblade class great flavor and I'm actually playing one right now in a play-by-post game.

Anyway haven't had time yet to read anything but the character themes and I thought I might throw another one out there for consideration. This is kind of in the theme of the Enforcer.

Manipulator: If there's one thing a hexblade knows better than anyone it's that there's no such thing as luck, but that doesn't mean everybody else can't be fooled into thinking it does. You excel in social situations, using your hexblade's curse and other abilities to help bring people around to your point of view, most of the time without them ever realizing what's happening. You might be a hired infiltrator at the count's private manor or work from the shadows in a puppeteer role, whatever the case it's in your best interest to not idle in one place to long lest someone catch on to your tricks. Often if your powers were known they would be frowned upon and so it's not uncommon to take the guise of a sorceror or ranger to keep suspicion off of you. Build Suggestions: The key to this build is selecting those feats, abilities and spells that allow you to work your ways undetected. Charm Person and Disguise Self are highly recommended, and pumping ranks into Bluff, Diplomacy and Sense Motive skills are very useful. Still spell or the skill trick Conceal Casting are of great help as well.

"No need to worry my friend I'll return the money tenfold, you know my luck."

Admiral Squish
2010-03-25, 01:17 AM
Ahh, hexblade. Such a lovely class, with so very little support. It saddens me.

So, this, as would be expected, is a very welcome addition. Keep up the good work!

As for ideas... I got nothing. But I always ran the /day curses as /encounter. It seemed to work better like that.

Mephibosheth
2010-03-25, 11:10 AM
Satyrus, I like the new character theme and have added it to the list in the second post. Thanks a lot!

Also, everyone, here's my stab at a spell-less, aura focused hexblade. I'm not sure about some of the auras, so let me know what you think. Also, if you have any ideas for new ones, please let me know. I'm trying to go for interesting, circumstantial debuffs instead of the more blanket penalties imposed by the curse and dark companion features. Little fun things that require some creativity to use or cater to certain circumstances. If they cater to a more obviously-martial character, all the better. Anyway, here's what I've got so far:


Class Variant: Spell-less Hexblade

The variant hexblade gains all the normal class features of the hexblade, with the following changes and additions.

Spells: The hexblade does not gain the ability to learn or cast arcane spells.

Arcane Talent: The hexblade does not gain the Arcane Talent class ability.

Bonus Feats: At 1st level, 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats or fighter bonus feats. The hexblade must meet all the prerequisites for a bonus feat.

Battle Casting: The hexblade does not gain the Battle Casting class ability.

Baleful Aura: Beginning at 6th level, a hexblade learns to project a baleful aura that hinders those around her. A hexblade can activate this aura thrice per day as a swift action and dismiss it as a free action. A hexblade can only have one aura active at a time. The aura ends if the hexblade is dazed, unconscious, stunned, paralyzed or otherwise incapacitated. An opponent can make a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) to negate the effect of the aura but must make an additional Will save each time he or she re-enters the aura. The aura affects all non-mindless creatures within a 20 foot radius, though creatures the hexblade considers allies gain a +4 bonus to their Will save to resist the effects. A hexblade can select one aura from the following list at 6th level and another at 8th level and 11th level.
Aura of Carelessness: The foe takes a -4 penalty to AC against attacks of opportunity while within the radius of the aura.
Aura of Hesitation: The foe takes a -4 penalty on attacks of opportunity made while within the radius of the aura.
Aura of Fatigue: The foe is fatigued while within the radius of the aura. This condition vanishes immediately upon leaving the aura.
Aura of Distraction: The foe must make a Concentration check (DC 15 + spell level) in order to cast spells within the radius of the aura. The Concentration check DC increases to 20 + spell level at 10th level and 25 + spell level at 15th level.
Aura of Lethargy: Creatures affected by the aura feel their muscles and senses begin to slow, making even the flattest ground seem rough and treacherous. If a creature fails its save against the aura’s effects, it treats the radius of the aura as rough terrain.
Malevolent Aura: Beginning at 14th level, a hexblade’s Baleful Aura becomes more powerful. Any time the hexblade uses her Baleful Aura class ability, she can choose to manifest a Malevolent Aura instead. A hexblade can select one aura from the following list at 14th level and another at 18th level. She can also select an additional aura from the list of Baleful Auras instead. A Malevolent Aura functions as a Baleful Aura, except as noted below.
Aura of Paranoia: All foes affected by the aura are considered flanked, even if they are not threatened by other assailants.
Vampiric Aura: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Constitution damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura drains at least one point of Constitution damage, the hexblade gains fast healing 3. This aura cannot drain an opponent’s Constitution score below 1.
Aura of Inaction: All foes affected by the aura are unable to make attacks of opportunity as long as they remain within the radius.
What do you think?

Ashtagon
2010-03-25, 12:20 PM
From a fluff point of view, I'm not sure a spell-less hexblade is necessary. Rangers and paladins got those variants because the magic was tacked (badly) onto a real-world tradition. But hexblades are rather more inherently magical in its literary tradition than both rangers and paladins, so having magic works well for them out of the box.

That said, balance-wise this variant seems ok on first glance.

Mythestopheles
2010-03-25, 12:28 PM
First of all, I really like what you're doing here.


Bonus Feats: At 1st level, 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats or fighter bonus feats. The hexblade must meet all the prerequisites for a bonus feat
Fair enough.


Baleful Aura:
Aura of Carelessness:
Aura of Hesitation:
Aura of Fatigue:
Aura of Distraction:

Nice Idea, though it seems strange to give it at lvl 6, as you remove spells starting from lvl 4. Probably not a big issue though. As for individual auras, Aura of Hesitation and Carelessness seem fairly weak compared to the other two. Can't think of any other ideas though.


Malevolent Aura:
Aura of Paranoia:
Vampiric Aura:
Aura of Inaction:

Nice once again. Though a bit strangely ballanced. Aura of Paranoia in particular seems underpowered. Especially for lvl 14.

Mephibosheth
2010-03-25, 03:20 PM
Thanks for the input! I wasn't sure about the balance of some of the auras, so any comments are very much appreciated.


From a fluff point of view, I'm not sure a spell-less hexblade is necessary. Rangers and paladins got those variants because the magic was tacked (badly) onto a real-world tradition. But hexblades are rather more inherently magical in its literary tradition than both rangers and paladins, so having magic works well for them out of the box.

I don't think you're wrong. The point of this whole exercise is to provide options for people who want to play hexblades, so I'm not being too selective with my ideas. Maybe most people won't want to play a spell-less hexblade, but it seemed like an interesting idea and it gives hexblade players one more option. The idea was to make hexblades more martial and less magical.

Incidentally, is there a specific hexblade literary corpus outside of the myriad of traditions of malevolent magic practitioners who bring bad luck to the community? Is there something specific to which you're referring?


Nice Idea, though it seems strange to give it at lvl 6, as you remove spells starting from lvl 4. Probably not a big issue though. As for individual auras, Aura of Hesitation and Carelessness seem fairly weak compared to the other two. Can't think of any other ideas though

I put the ability at level 6 for a couple of reasons. First, the spell-less paladin and ranger both gain their first new class ability at 6th level. Second, I wanted to fill the dead levels left by the omission of battle casting and didn't want to overload level 4 with good class abilities.

I had a bit of difficulty coming up with interesting auras. Ultimately, most debuffs boil down to simple penalties on rolls or to AC. With this ability, I wanted the debuffs to be interesting and circumstantial. I wanted the hexblade player to have to think a bit or work with teammates to get the most out of the aura rather than just turning on the aura and racking up the minuses. I don't think I did a particularly good job, which is why I'm looking for other ideas. That said, I agree that Aura of Carelessness and Hesitation are underpowered but can't really think of a way to fix it other than just increasing the penalty (which I might do).


Nice once again. Though a bit strangely ballanced. Aura of Paranoia in particular seems underpowered. Especially for lvl 14.

You're right. I think it can be powerful in the right context, but probably not lvl 14 worthy. I do like the idea, though. I just can't figure out where to put it.

In general, I was trying to make these aura abilities more active than most. I thought it would be more fun if the hexblade had to work with his teammates or seek out situations where the aura would be effective. Spellcasting is a significant, flexible and fun ability and I wanted to replace it with something more inspiring than the abilities they gave the spell-less paladin and ranger classes. I had hoped to come up with abilities that players would enjoy using and that the party would appreciate, but I'm not sure whether I've accomplished that. Some of them I really like and some I'm still on the fence about.

Ashtagon
2010-03-25, 03:46 PM
Actually, that raises a good point - who are the literary inspirations for hexblades?

All I can think of offhand are:

* Nigel from the Supergirl film (Peter Cook)
* pop culture imagery of voodoo magic seems to have a lot to do with hexblades.
* err
* ???

Dracomortis
2010-03-25, 06:21 PM
+1 prestige class.

Eldritch Blade

Prerequisites
Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks
Invocations: Ability to use least invocations, must know hideous blow blast shape invocation
Special: Eldritch blast 2d6, hexblade's curse class feature

Class Skills
The eldritch blade's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Hit Die: d8

{table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+0|+0|+2|Hexblade's curse, cursed blast (least)|+1 level of existing arcane-using class
2|+1|+0|+0|+3|Malevolent strike|+1 level of existing arcane-using class and +1 level of existing invocation-using class
3|+2|+1|+1|+3|Eldritch misfortune (+1)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
4|+3|+1|+1|+4|Cursed blast (lesser)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
5|+3|+1|+1|+4|Hex of inevitable steel|+1 level of existing arcane-using class and +1 level of existing invocation-using class
6|+4|+2|+2|+5|Eldritch misfortune (+2)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
7|+5|+2|+2|+5|Cursed blast (greater)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
8|+6|+2|+2|+6|Darkblade jinx|+1 level of existing arcane-using class and +1 level of existing invocation-using class
9|+6|+3|+3|+6|Eldritch misfortune (+3)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
10|+7|+3|+3|+7|Amplify curse, cursed blast (dark)|+1 level of existing arcane-using class and +1 level of existing invocation-using class[/table]


Class Features

Weapon and Armor Proficiency: Eldritch blades gain no proficiency with any weapon or armor.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch blade, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Invocations: At 2nd level and at each level thereafter, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level (this includes eldritch blast). You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch blade, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Hexblade's Curse (Su): Your eldritch blade class levels stack with your hexblade class levels for the purpose of determining your daily uses of the hexblade's curse class ability and the penalty your curse imposes.

Cursed Blast (Sp): At 1st level, an eldritch blade learns the cursed blast essence invocation, which is described below and is in addition to any invocations he would normally be entitled to. Cursed blast is initially treated as a least invocation, but it increases in strength as you gain levels in eldritch blade: at 4th level, cursed blast is treated as a lesser invocation; at 7th level, it is treated as a greater invocation; and at 10th level, it is treated as a dark invocation.

Cursed Blast
Least 1st; Lesser 3rd; Greater 5th; Dark 7th; Eldritch Essence

This eldritch essence invocation allows you to weave your hexblade's curse into your eldritch blast, turning it into a cursed blast. Each target struck by a cursed blast must also make a Will save or be afflicted by your hexblade's curse. In order to use this invocation, you must expend a daily use of hexblade's curse. If you use a blast shape invocation that allows you to strike multiple targets in conjunction with cursed blast, you must expend one use of your hexblade's curse for each target you want to afflict; you may choose not to affect one or more targets, in which case they still take damage from cursed blast but are not affected by your hexblade's curse.
Malevolent Strike (Su): At 2nd level, you learn to weave your hexblade's curse into your weapon's strike and weaken the victim's body and soul, leaving them open to damage. When you hit with a melee attack, you may choose to immediately spend a daily use of your hexblade's curse. If you do so, all attacks you make against that creature gain a luck bonus to damage rolls equal to your Charisma modifier (minimum +1) for 1 hour. If you use your hideous blow invocation to deliver the attack, you can use malevolent strike even if the attack misses. This effect replaces the normal penalties imposed by your hexblade's curse.

Eldritch Misfortune (Su): At 3rd level, you learn to weave your eldritch blast to take advantage of those who are afflicted by ill fortune. When you use eldritch blast against a target afflicted by your hexblade's curse or malevolent strike abilities, you gain a +1 bonus on your attack roll to hit that target. At 6th level this bonus increases to +2, and at 9th level it increases to +3.

Hex of Inevitable Steel (Su): At 5th level, you increase the potency of your curses. Your hexblade's curse ability now also applies its penalty to the target's AC, and your malevolent strike ability applies a -2 penalty to the target's AC.

Darkblade Jinx (Su): At 8th level, the curses afflicting your foes become so powerful that they can cause damage whenever the target is in danger. Whenever you attack a target afflicted by your hexblade's curse or malevolent strike abilities, that creature takes damage equal to your Charisma modifier (minimum 1), even if your attack misses.

Amplify Curse (Su): At 10th level, you can amplify the misfortune that you force upon others. Your hexblade's curse imposes an additional -2 penalty to your target's attacks, saves, AC, ability checks, skill checks, and weapon damage rolls, and your malevolent strike grants you an additional +2 luck bonus to damage rolls.

Mulletmanalive
2010-03-25, 07:28 PM
Incidentally, is there a specific hexblade literary corpus outside of the myriad of traditions of malevolent magic practitioners who bring bad luck to the community? Is there something specific to which you're referring?

Elric of Melanborne is a pretty solid example of what you're describing, but he's not fully in control of where his bad stuff goes.

I rather like your spell-less class varient because I've never been a fan of the idea of innate magic users being able to pull off stuff as specific and finessed as most spells are. I rather like the idea that a Hexblade is basically oozing malevolence and screwing with everyone's luck in the area and instinctively cursing people with foul language instead of empowering himself with Jump spells that he can use...for some reason.

I'd be inclined to make the radius larger and make it affect allies, just not as much or possibly simply giving them a bonus on their saves because there's less hate/malice behind it.

I think Aura of Distraction aught to scale with class level [just to keep it relevant past level 9 or so].

Aura of Paranoia would be fine if the patch had something that allowed them a benefit when they were flanking an opponent, but as it is, it seems entirely unhelpful to the Hexblade itself, especially when you could have Vampiric Aura, which is hillariously good by comparison. Possibly add a small bonus to the class for attacking flanked targets? Cha mod or something? Just to make it seem actually worthwhile...

Satyrus
2010-03-25, 10:22 PM
Had an idea for a hexblade build direction or PrC. I might flesh it out more later when I have time.

Luck Blighter(Pick something more appropriate):

Basically the idea is a combination of hexblade and necromancer. One of the main augments to the hexblades abilities is that now not only do your auras and curses give penalties to your targets but it gives and equal buffer to the undead in the area as well. The fluff idea behind this is that the hexblades curses and class abilities are manifestations of negative energies and the luck blighter has learned how to siphon it into his undead allies.

Possible Class Features:

- Undead Hexer: Instead of a familiar or dark companion you gain an undead that can benefit from the buffs of your curses as well as delivering them itself with touch attacks.

- Luck to Unluck: The feature mentioned above of buffing undead by the equal penalties from curses.

Mephibosheth
2010-03-26, 11:34 AM
Woohoo! A new prestige class!


Prerequisites
Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks
Invocations: Ability to use least invocations, must know hideous blow blast shape invocation
Special: Eldritch blast 2d6, hexblade's curse class feature

Just so that I'm certain, you need 3 warlock levels (for the 2d6 Eldritch Blast) and 1 hexblade level (for the curse) and one other level of pretty much anything else, as long as you get one more rank in Knowledge (arcana). You could take your first Eldritch Blade level at ECL 6. Sounds about right.


Cursed Blast
Least 1st; Lesser 3rd; Greater 5th; Dark 7th; Eldritch Essence

This eldritch essence invocation allows you to weave your hexblade's curse into your eldritch blast, turning it into a cursed blast. Each target struck by a cursed blast must also make a Will save or be afflicted by your hexblade's curse. In order to use this invocation, you must expend a daily use of hexblade's curse. If you use a blast shape invocation that allows you to strike multiple targets in conjunction with cursed blast, you must expend one use of your hexblade's curse for each target you want to afflict; you may choose not to affect one or more targets, in which case they still take damage from cursed blast but are not affected by your hexblade's curse.

This invocation looks good. My only concern about it is that, given that a curse is a swift action and can therefore be used in the same round as an Eldritch Blast, it's only real purpose is to conserve your swift actions and to allow you to use multiple curses in one round when combined with a blast shape invocation like Eldritch Chain. If that was your intention (and I think it is a worthwhile ability), well and good. I just wanted to make sure I was understanding the ability correctly. Incidentally, I could see an Eldritch Blade burning through curse uses really quickly at high levels.

I like this PrC. None of the abilities are particularly egregious, in and of themselves. If I'm reading it right, it looks like an 8th level Eldritch Blade (ECL 13) gains Cha to damage twice against cursed opponents, but that's not necessarily a problem at that ECL. I might suggest giving full Eldritch Blast progression but half invocation progression, simply because the focus of the class seems to be melee combat rather than invoking skill. I could go either way on that, however. Nice work!


I rather like your spell-less class varient because I've never been a fan of the idea of innate magic users being able to pull off stuff as specific and finessed as most spells are. I rather like the idea that a Hexblade is basically oozing malevolence and screwing with everyone's luck in the area and instinctively cursing people with foul language instead of empowering himself with Jump spells that he can use...for some reason.

I hadn't thought about it that way, but that's a great bit of flavor for the spell-less version. It's still magical, it just manifests that magic in different ways and with less refinement. Thanks!


I'd be inclined to make the radius larger and make it affect allies, just not as much or possibly simply giving them a bonus on their saves because there's less hate/malice behind it.

I think Aura of Distraction aught to scale with class level [just to keep it relevant past level 9 or so].

Done and done. Good ideas.


Aura of Paranoia would be fine if the patch had something that allowed them a benefit when they were flanking an opponent, but as it is, it seems entirely unhelpful to the Hexblade itself, especially when you could have Vampiric Aura, which is hillariously good by comparison. Possibly add a small bonus to the class for attacking flanked targets? Cha mod or something? Just to make it seem actually worthwhile...

My jury's still out on the Aura of Paranoia. I'm thinking of removing it entirely, especially now that the auras apply to everyone, not just enemies. It seems to become a liability a bit to easily, though I could probably be convinced otherwise.


Had an idea for a hexblade build direction or PrC. I might flesh it out more later when I have time.

Luck Blighter(Pick something more appropriate):

Basically the idea is a combination of hexblade and necromancer. One of the main augments to the hexblades abilities is that now not only do your auras and curses give penalties to your targets but it gives and equal buffer to the undead in the area as well. The fluff idea behind this is that the hexblades curses and class abilities are manifestations of negative energies and the luck blighter has learned how to siphon it into his undead allies.

Possible Class Features:

- Undead Hexer: Instead of a familiar or dark companion you gain an undead that can benefit from the buffs of your curses as well as delivering them itself with touch attacks.

- Luck to Unluck: The feature mentioned above of buffing undead by the equal penalties from curses.

I like this idea a lot! I'd suggest a feat that added a bit of negative energy damage to the hexblade's curse ability. Maybe make that a prerequisite for the class and then give class abilities that build on the negative energy/curse link to buff the hexblade's undead companion(s). Maybe even give the hexblade some limited undead creation abilities, like the Dirgesinger PrC from Libris Mortis or just access to Animate Dead. There's all sorts of fun things you could do with negative energy, undead and hexblades. I'm really looking forward to see how this turns out.

Thanks again for the comments and input, everyone. Keep it coming!

Mephibosheth

Mulletmanalive
2010-03-26, 12:17 PM
mind linking the feats in the character build sections to Realmshelp? I'm not familiar with most of them...

Mephibosheth
2010-03-26, 01:45 PM
Done and done, at least for those I could find online.

Dracomortis
2010-03-26, 02:05 PM
Woohoo! A new prestige class!
Just so that I'm certain, you need 3 warlock levels (for the 2d6 Eldritch Blast) and 1 hexblade level (for the curse) and one other level of pretty much anything else, as long as you get one more rank in Knowledge (arcana). You could take your first Eldritch Blade level at ECL 6. Sounds about right.
Correct. Any class that has Knowledge (arcana) as a class skill would suffice for your 5th level before entering the PrC, although taking hexblade or warlock would be the most logical choices, of course.


This invocation looks good. My only concern about it is that, given that a curse is a swift action and can therefore be used in the same round as an Eldritch Blast, it's only real purpose is to conserve your swift actions and to allow you to use multiple curses in one round when combined with a blast shape invocation like Eldritch Chain. If that was your intention (and I think it is a worthwhile ability), well and good. I just wanted to make sure I was understanding the ability correctly. Incidentally, I could see an Eldritch Blade burning through curse uses really quickly at high levels.
That is indeed my intention. The primary benefit of this, as you said, is that you can combine it with blast shape invocations to affect foes that would normally be out of range (for example, by using eldritch spear for a 250-foot range curse) or to potentially curse multiple opponents in a single turn (via eldritch chain or the like). Cursing multiple foes is intentionally costly because 1) it's not something you probably want to be doing every fight anyway (if you're fighting more than 2 opponents in a single fight, chances are they're lower CR and not worth wasting a curse on) and 2) I didn't want it stepping on the toes of your luck shaper PrC, whose entire focus is cursing multiple enemies at once.


I like this PrC. None of the abilities are particularly egregious, in and of themselves. If I'm reading it right, it looks like an 8th level Eldritch Blade (ECL 13) gains Cha to damage twice against cursed opponents, but that's not necessarily a problem at that ECL.
You do indeed get your Charisma modifier to damage twice, provided that you chose to afflict the target with malevolent strike over your standard hexblade's curse. I think from the name that I had originally intended to have darkblade jinx apply only to melee attacks but then for whatever reason left that stipulation out. Looking at it now, though, I think I like having it apply to any attack. Probably needs a new name though.


I might suggest giving full Eldritch Blast progression but half invocation progression, simply because the focus of the class seems to be melee combat rather than invoking skill. I could go either way on that, however. Nice work!
Heh, this is the same problem I had. On the one hand, it's a melee-oriented class, so I was inclined to give it half progression. On the other hand, hexblade already has access to some spellcasting, so when you combine that with a full casting class like the warlock, I feel like maybe it deserves more than half progression. That, combined with the fact that most of your invocations which don't affect eldritch blast are buffs and utility spells, pushed me in favor of just having an empty level at 1st and then giving it full progression after that. I don't feel strongly about it either way though, so if anyone can think of any balance issues this might cause I will of course lower it.

Dracomortis
2010-03-26, 11:51 PM
Bumping, with three new multiclass feats.


Hexing Binder
You can tap into the power of the mysterious entities that are bound within you to strengthen your curses.
Prerequisites: Hexblade's curse, soul binding
Benefit: While you have at least one vestige bound in a good pact (meaning you passed the binding check while forming the pact), the DC of your hexblade's curse is increased by 2.

If you have levels in binder and hexblade, those levels stack for the purpose of determining the number of times per day you can use your hexblade's curse and the number of pact augmentations you can have active at one time.


Hexing Knight
You are a special breed of dark paladins who have learned to use their smiting attacks to amplify the curses you have placed upon your foes for a brief time.
Prerequisites: Hexblade's curse, smite good
Benefit: When you successfully use your smite good ability against a target that is afflicted by your hexblade's curse, the target must also make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier) or be nauseated for 1 round.

In addition, you may multiclass freely between the hexblade and paladin of slaughter (if you are chaotic evil) or paladin of tyranny (if you are lawful evil) classes. You must still maintain the appropriate alignment in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart, if applicable.


Hexing Mage
You have dabbled farther into the arcane arts than most of your peers, and have learned to tap into that energy to strengthen your defense against magic.
Prerequisites: Hexblade's curse, ability to prepare 2nd-level arcane spells
Benefit: You can expend one of your prepared spells to increase the penalty of your hexblade's curse on all targets currently affected by it for 1 round. This increase is equal to one-half the level of the spell sacrificed (minimum 1). The spell is lost as if you had cast it.

In addition, when determing the bonus of your arcane resistance class feature or the DC of any hexblade spell you cast, you may apply either your Intelligence modifier or your Charisma modifier, whichever is higher. You must still have a Charisma score equal to 10 + the level of the hexblade spell in order to learn or cast it, and your bonus spells per day (if any) are still determined by your Charisma score.

If you have levels in hexblade and wizard, those levels stack for the purpose of determining the strength of your hexblade's curse and the benefits that your familiar receives.

lightningcat
2010-03-27, 05:47 PM
This is really interesting, but I still want to see a incantation based Hexblade.

arguskos
2010-03-27, 06:01 PM
This is really interesting, but I still want to see a incantation based Hexblade.
By incantation, what do you mean? Like, a Hexblade based around the Unearthed Arcana incantation system (http://www.d20srd.org/srd/variant/magic/incantations.htm)? That... wouldn't be very playable, honestly.

Mephibosheth
2010-03-28, 01:37 PM
Bumping, with three new multiclass feats.

Aw man. I was going to post some multiclass feats eventually. Curse you, you homebrewing ninja :smallwink:!. Good feats. My only question concerns Hexing Binder. You say "While you have at least one vestige bound in a good pact, the DC of your hexblade's curse is increased by 2." Does "good pact" mean that you've successfully bound the vestige or does it mean that the vestige you've bound has a good alignment? I assume the former, but think that the use of "good" instead of "successful" or some similar word is a bit ambiguous. Otherwise, nice work!


This is really interesting, but I still want to see a incantation based Hexblade.

I'm with arguskos on this one. What do you mean by "incantation?" Please clarify and I'll see what I can do.

In other news, here's a quick re-write of the spell-less hexblade's aura abilities. Let me know what you think of them now.


Baleful Aura: Beginning at 6th level, a hexblade learns to project a baleful aura that hinders those around her. A hexblade can activate this aura thrice per day as a swift action and dismiss it as a free action. A hexblade can only have one aura active at a time. The aura ends if the hexblade is dazed, unconscious, stunned, paralyzed or otherwise incapacitated and leaving the radius of the aura ends the effect for that creature. An opponent can make a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) to negate the effect of the aura but must make an additional Will save each time he or she re-enters the aura. The aura affects all non-mindless creatures within a 20 foot radius, though creatures the hexblade considers allies gain a +4 bonus to their Will save to resist the effects. A hexblade can select one aura from the following list at 6th level and another at 8th level and 11th level.
Aura of Carelessness: The creature takes a -4 penalty to AC against attacks of opportunity while within the radius of the aura.
Aura of Distraction: The creature must make a Concentration check (DC 15 + spell level) in order to cast spells within the radius of the aura. The Concentration check DC increases to 20 + spell level at 10th level and 25 + spell level at 15th level.
Aura of Fatigue: The creature is fatigued while within the radius of the aura. This condition vanishes immediately upon leaving the aura.
Aura of Hesitation: The creature takes a -4 penalty on attacks of opportunity made while within the radius of the aura.
Aura of Lethargy: Creatures affected by the aura feel their muscles and senses begin to slow, making even the flattest ground seem rough and treacherous. If a creature fails its save against the aura’s effects, it treats the radius of the aura as rough terrain.
Malevolent Aura: Beginning at 14th level, a hexblade’s Baleful Aura becomes more powerful. Any time the hexblade uses her Baleful Aura class ability, she can choose to manifest a Malevolent Aura instead. A hexblade can select one aura from the following list at 14th level and another at 18th level. She can also select an additional aura from the list of Baleful Auras instead. A Malevolent Aura functions as a Baleful Aura, except as noted below.
Aura of Clumsiness: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Dexterity damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura deals at least one point of Dexterity damage, the hexblade gains a dodge bonus to AC equal to her Charisma modifier. This aura cannot drain an opponent’s Dexterity score below 1.
Aura of Inaction: All creatures affected by the aura must succeed on a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) each round. Otherwise, they take no actions, although they are not considered helpless. Inactive creatures will avoid attacks as well as they can but are considered flat-footed and will not make attacks of opportunity, five-foot-steps or take any other actions.
Aura of Weakness: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Strength damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura deals at least one point of Strength damage, the hexblade gains a bonus to weapon damage rolls equal to her Charisma modifier. This aura cannot drain an opponent’s Strength score below 1.
Vampiric Aura: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Constitution damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura drains at least one point of Constitution damage, the hexblade gains fast healing 3. This aura cannot drain an opponent’s Constitution score below 1.

Finally, a new feat for the more cautious, team-minded spell-less hexblade:

RESTRAINED MALICE [Hex]
Prerequisites: At least one Baleful Aura
Benefit: When you activate your Baleful Aura, you can choose to designate a number of creatures equal to your Charisma modifier (minimum 1) as being immune to the effects of that aura. This immunity lasts as long as you maintain the aura.
Normal: All non-mindless creatures are affected by your Baleful Aura.

arguskos
2010-03-28, 02:19 PM
Aw man. I was going to post some multiclass feats eventually. Curse you, you homebrewing ninja :smallwink:!. Good feats. My only question concerns Hexing Binder. You say "While you have at least one vestige bound in a good pact, the DC of your hexblade's curse is increased by 2." Does "good pact" mean that you've successfully bound the vestige or does it mean that the vestige you've bound has a good alignment? I assume the former, but think that the use of "good" instead of "successful" or some similar word is a bit ambiguous. Otherwise, nice work!
Good pact is actually a term from the Tome of Magic for binding purposes. It means you made a pact and do not suffer the vestige's influence. I am assuming you're not familiar with Pact Magic, which you might want to rectify (it's awesome).


Finally, a new feat for the more cautious, team-minded spell-less hexblade:

RESTRAINED MALICE [Hex]
Prerequisites: At least one Baleful Aura
Benefit: When you activate your Baleful Aura, you can choose to designate a number of creatures equal to your Charisma modifier (minimum 1) as being immune to the effects of that aura. This immunity lasts as long as you maintain the aura.
Normal: All non-mindless creatures are affected by your Baleful Aura.
Hah! I like it. On that note, I actually liked your aura-hexblade too. Sorry I didn't comment, but an old project of mine came up last night and I started a new one I've been stewing on for awhile, and I thought up something else new last night I need to get around to posting, and life actually happened at some point in here, so I've been busy. :smallbiggrin:

Anyways, good work, keep it up, etc etc etc. :smallwink: You too Dracomortis.

Dracomortis
2010-03-28, 02:33 PM
Aw man. I was going to post some multiclass feats eventually. Curse you, you homebrewing ninja :smallwink:!. Good feats. My only question concerns Hexing Binder. You say "While you have at least one vestige bound in a good pact, the DC of your hexblade's curse is increased by 2." Does "good pact" mean that you've successfully bound the vestige or does it mean that the vestige you've bound has a good alignment? I assume the former, but think that the use of "good" instead of "successful" or some similar word is a bit ambiguous. Otherwise, nice work!
:mitd:
A good pact, as per page 10 of Tome of Magic, is when you pass the binding check while forming a pact and thus the vestige has no control over your actions (as opposed to a poor pact when you fail the binding check, where the vestige can force you to take certain actions). I've added a bit of clarification to the feat, for those less familiar with the exact terminology.

arguskos
2010-03-28, 02:34 PM
:mitd:
A good pact, as per page 10 of Tome of Battle, is when you pass the binding check and thus the vestige has no control over your actions (as opposed to a poor pact when you fail the binding check, where the vestige can force you to take certain actions). I've added a bit of clarification to the feat, for those less familiar with the exact terminology.
Uh, you might mean Tome of Magic there buddy. Also, I kinda beat ya to it. :smallwink:

Dracomortis
2010-03-28, 02:36 PM
Uh, you might mean Tome of Magic there buddy. Also, I kinda beat ya to it. :smallwink:
:eek: Whoops, that would be the one.

arguskos
2010-03-28, 02:37 PM
:eek: Whoops, that would be the one.
Hah, happens man. You make good material, so a slip in Tomes is no problem. :smallwink:

Mephibosheth
2010-03-28, 02:48 PM
Good pact is actually a term from the Tome of Magic for binding purposes. It means you made a pact and do not suffer the vestige's influence. I am assuming you're not familiar with Pact Magic, which you might want to rectify (it's awesome).

Ah. Thanks for clarifying (and to Dracomortis as well). I am somewhat familiar with Pact Magic and have read through Tome of Magic, but it's been a while and I've never actually played or built a binder. I did a quick scan of ToM to make sure of the terminology but didn't find anything about good pacts. My mistake.

arguskos
2010-03-28, 02:50 PM
Ah. Thanks for clarifying (and to Dracomortis as well). I am somewhat familiar with Pact Magic and have read through Tome of Magic, but it's been a while and I've never actually played or built a binder. I did a quick scan of ToM to make sure of the terminology but didn't find anything about good pacts. My mistake.
Ah, well, it's a bit tricky to remember sometimes! No worries. I get a bit *ahem*zealous*ahem* about ToM and Pact/Shadow Magic, since they're my favorite subsystems evar.

lightningcat
2010-03-28, 06:03 PM
I'm with arguskos on this one. What do you mean by "incantation?" Please clarify and I'll see what I can do.


Invocation based, not incantation. I read what I wrote twice, and still messed it up. Invocations, like the warlock, not incantations, which are cool, but a totally different subject.

Satyrus
2010-03-29, 08:33 PM
GREATER DARK COMPANION [Hex]
Prerequisites: Dark Companion class feature, hexblade level 3
Benefit: Any enemy affected by your dark companion takes a -3 penalty on its saves and AC. As your hexblade level increases, this penalty also increases, becoming -4 at level 10, -5 at level 15, and -6 at level 20.
Normal: Any enemy adjacent to your dark companion takes a -2 penalty on its saves and AC.

LOOMING COMPANION [Hex]
Prerequisites: Dark Companion class feature, hexblade level 3
Benefit: Any enemy within 10 feet of your dark companion takes a -2 penalty on its saves and AC.
Normal: Only adjacent enemies are affected by your dark companion.

Haven't had time to work on the undead themed Hexbalde PrC but just noticed something. The above feats require hexblade 3 and the dark companion class feature which is unavailable until level 4 anyway. So the level requirement doesn't really need to be there unless there's a way to acquire a dark companion before level 4 that I'm not aware of.

Mephibosheth
2010-03-29, 10:07 PM
Thanks for catching that. Not sure why I didn't notice that before...

Satyrus
2010-03-30, 12:44 AM
In preperation for the prestige class

DESECRATED HEX [Hex]
You concentrate the natural dark energies of your curses so much that living beings are damaged by your Hexblade's curse.
Prerequisites: Hexblade's Curse
Benefit: Whenever you target a creature with your Hexblade's Curse, in addition to the normal penalties imposed on a failed save the target takes +1d6 points of negative energy damage for every -2 the target recieves from the curse. Even on a successful save the target still takes half the negative energy damage. So at 7th level a hexblade would deal an additonal +2d6 negative energy when using their hexblade's curse and give a -4 penalty when their target fails a save.

Alternatively...

PLAUGING HEX [Hex]
You infect the targets of your Hexblade's curse with a spike of negative energy that festers.
Prerequisite: Hexblade's Curse
Benefit: When you designate a target for the use of your Hexblade's Curse ability and your opponent fails their save you deal an additional +1d6 points of negative energy damage in addition to the penalties normally applied. For a number of rounds equal to your charisma modifier the target takes another 2 points of negative energy damage. This damage, but not the penalties normally applied with a Hexblade's Curse, stacks with itself. The effects of this draining can be cured by a Remove Disease, Break Enchantment or other similarly powerful effect.

Which would be more sutiable, or should both be available?

Mephibosheth
2010-03-30, 11:42 AM
I think I like "Desecrated Hex" better, mostly because its use seems simpler. The ongoing damage of "Plaguing Hex," while interesting, seems like it would be difficult to keep track of in a game, especially since the amount of ongoing damage can change. For me, simpler is, in general, better, and "Desecrated Hex" is the simpler of the two feats while still being worthwhile and interesting.

Satyrus
2010-04-02, 08:25 PM
Here's what I came up with for the prestige class. And I'm changing the name of the custom Hex feat required to Unhallowed Hex so that it doesn't conflict with the name of one of the class abilities that make more sense. Hope everyone likes it.

Hexer of Unlife

{table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
1|+0|+0|+0|+2|Hexblade's Curse, Undead Companion, Luck to Unluck|+1 level of existing class
2|+1|+0|+0|+3|Rebuke Undead|+1 level of existing class
3|+1|+1|+1|+3|Curse of the Dead|+1 level of existing class
4|+2|+1|+1|+4|Desecrated Curse|+1 level of existing class
5|+2|+1|+1|+4|Unlife Siphon|+1 level of existing class
6|+3|+2|+2|+5|Greater Descrated Curse|+1 level of existing class
7|+3|+2|+2|+5|Curse of the Undead|+1 level of existing class
8|+4|+2|+2|+6|Infectious Desecrated Curse|+1 level of existing class
9|+4|+3|+3|+6|Unluck to Luck|+1 level of existing class
10|+5|+3|+3|+7|Field of Unluck|+1 level of existing class[/table]

Hit Dice: d8
Requirements:
Feats: Unhallowed Hex*
Spellcasting: Ability to cast 1st level arcane spells
Special: Dark Companion class feature, Hexblade’s Curse Class Feature
Class Skills:
The Hexer of Unlife's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script(Int), Intimidate (cha), Knowledge(Arcana) (Int), Knowledge(Religion),Profession (Wis), Sense Motive(Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier

Class Features:

Hexblade’s Curse: Hexer of Unlife class levels count as hexblade levels for the purpose of determining your daily uses of the Hexblade’s Curse class ability and the penalty your curse imposes.

Spells per Day/Spells Known: At every level, a Hexer of Unlife gains new spells per day (and spells known if applicable) as if they had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (except additional uses or strength of Hexblade’s Curse). If they more than one arcane spellcasting class before becoming a Hexer of Unlife, they must decide to which class to add each level for the purpose of determining spells per day and spells known. The Hexer of Unlife may also add the spells Animate Undead, Greater Animate Undead and all Summon Undead spells to their spell list if they did not already have them.

Luck to Unluck: Whenever the target of your curse fails their will save, you may designate a single undead creature to receive a bonus equal to the penalties suffered by the target. This creature must be within range of your curse and must be under your control. In addition when an undead under the command of the Hexer of Unlife is targeted by a Hexblade’s Curse from the Hexer of Unlife they receive bonuses instead of the normal penalties the ability would impose. This bonus only applies when the Hexblade's Curse is used on an undead under his control, though should the undead be released from control it retains the bonus for the full duration it normally would.

Undead Companion: At first level your familiar or dark companion is traded in for an undead creature. This creature is a skeleton or zombie of a creature from the druid’s animal companion list and the Hexer of Unlife is treated as a druid equal to their class levels for the purpose of determining the strength and abilities of the undead companion. The Undead Companion varies from the normal rules for a druid's animal companion in terms of control because the Hexer of Unlife has complete control over their movement and actions. At higher levels the undead companion may be swapped for a more powerful base creature as a druid or a different type of undead.** If a Hexer of Unlife dismisses their undead companion from service, they may gain a new one by performing a ceremony requiring 24 hours of contemplation. This ceremony can also replace an undead companion that has been destroyed.

Rebuke Undead: Staring at 2nd level a Hexer of Unlife may rebuke undead as a cleric 3 levels lower than his character level. If they already had the rebuke undead ability from another class the levels of Hexer of Unlife stack for determining cleric level.

Curse of the Dead: Starting at third level the Hexer of Unlife’s Undead Companion may deliver a touch attack once per round that has the same effect as the Hexblade’s Curse ability of a first level hexblade with the Unhallowed Hex feat (1d6 negative energy damage). The will save DC for this ability is as if the Hexer of Unlife had used their Hexblade’s Curse ability. Just like the Hexblade’s Curse of an actual Hexblade the penalty cannot stack with itself.

Desecrated Curse: Starting at 4th level when the Hexer of Unlife uses his Hexblade’s Curse ability in addition to the normal penalties imposed the target is the center of a 10ft. radius desecrate spell whose caster level is equal to your character level -3 for the duration of the curse.

Unlife Siphon: Whenever the Hexer of Unlife is adjacent to a fresh(DMs disgression) corpse of a formerly living creature they may use a swift action to siphon off the energies stored inside its body. This ability provokes an attack of oppurtunity. All undead within 30 ft. of the Hexer of Unlife and under their command gains fast healing 2 for as long as the Hexer of Unlife siphon's a new corpse each round or for a number of rounds equal to their charisma modifier if they cannot siphon a new corpse.

Greater Descecrated Curse: Starting at 6th level a Hexer of Unlife's Descerated Curse ability is improved so that the radius of the Desecrate spell is 20ft. and the caster level is equal to your character level -1 for the duration of the curse.

Curse of the Undead: Starting at 7th level when a creature that is affected by the Hexer of Unlife’s Hexblade’s Curse ability is killed they rise as a zombie or skeleton(player’s choice) on the following round under the Hexer of Unlife’s control as long as it would not exceed their HD limit for controlling undead. If the Hexer of Unlife wishes they may dismiss control, an immediate action, of other undead in order to let the new one be raised. This ability is still subject to the normal rules for maximum HD that can be raised at once.

Infectious Desecrated Curse: The Hexer of Unlife's Desecrated Curse ability now has a radius of 25 ft. and the caster level of the Desecrate spell is equal to the Hexer of Unlife's character level for the duration of the spell. In addition all those creatures within immediate 25ft. radius of the original target must make a will save equal to the first target or also be affected by the hexblade's curse and all it's penalties and damage, or in the case of your undead bonuses.

Unluck to Luck: At 19th level you may expend a use of your rebuke undead abiltiy to give great power to a few select undead. You select a number of Hit Die of undead within range of your rebuke undead abilty that does not exceed your level. For a number of rounds equal to your 3 + Cha Modifier these undead gain the following benefits. If they are attacked with positive energy treat it as negative energy and for turn attempts the damage that would normally be dealt is healed instead and if this would put the undead over their HP limit they gain temporary hit points. In addition all of them are treated as being under the effect of a desecrate and protection from good spell with a caster level equal to your class level.

Field of Unluck: Upon reaching 10th level the Hexer of Unlife has mastered the dark energies within himself and learned to unleash them over enormous areas. A number of times per day equal to the Hexer of Unlife’s charisma modifier the Hexer of Unlife can create an area under the effect of the desecration spell in a 100ft. radius centered on them self. For the purpose of this ability your undead companion is considered a shrine of your deity or ideal.

*Changed name of feat from Desecrated Hex to Unhallowed Hex
**Powerful undead that can be chosen to be figured out


OK so what do people think needs to be tweaked, reworded, exmplained better etc?

A specific that needs to be worked out too is what more powerful undead would be available to be an undead Companion at higher levels.

Mephibosheth
2010-04-05, 04:46 PM
Sorry it's taken me so long to respond. In general, I'm a fan. I think this does justice to the concept and is fairly solid, mechanically. A few comments:


Requirements:
Feats: Unhallowed Hex*
Spellcasting: Ability to cast 1st level arcane spells
Special: Dark Companion class feature, Hexblade’s Curse Class Feature

I guess I don't understand why the Dark Companion requirement, other than requiring at least 4 hexblade levels. The PrC doesn't really do anything that would require a Dark Companion and in fact replaces it with an undead companion. I would remove that requirement, add some ranks in Knowledge (arcana) or Spellcraft (skill requirements are always fun and a good way to require a minimum level) and perhaps require the character cast hexblade spells, rather than any arcane spells. Just a thought.


Luck to Unluck: Whenever the target of a Hexer of Unlife’s Hexblade’s Curse ability fails their will save the Hexer of Unlife may designate an undead, within range of a Hexblade’s Curse, under their control to receive a bonus equal to the penalties suffered by the target. In addition when an undead under the command of the Hexer of Unlife is targeted by a Hexblade’s Curse from the Hexer of Unlife they receive bonuses instead of the normal penalties the ability would impose.

Just a re-wording suggestion, mostly idiosyncratic. I would go with, "Whenever the target of your curse fails their will save, you may designate a single undead creature to receive a bonus equal to the penalties suffered by the target. This creature must be within range of your curse and must be under your control." It just seems clearer to me. And I know I'm inconsistent with the "you" vs. "the <class name>, but in this case I think "you" works better.

Also, to clarify, if an undead creature is the target of a curse from a different hexblade, it doesn't gain these bonuses, right?


Undead Companion: At first level your familiar or dark companion is traded in for an undead creature. This creature is a skeleton or zombie of a creature from the druid’s animal companion list and the Hexer of Unlife is treated as a druid of 4 levels less than their class levels for the purpose of determining the strength and abilities of the undead companion. At higher levels the undead companion may be swapped for a more powerful base creature as a druid or a different type of undead.** If a Hexer of Unlife dismisses their undead companion from service, they may gain a new one by performing a ceremony requiring 24 hours of contemplation. This ceremony can also replace an undead companion that has been destroyed.

Given that your effective druid level tops out at 6, it seems pretty underwhelming. I think I would have the Hexer of Unlife's effective druid level equal her class level. I also think the hexblade should get some better communication method than normal for animal companions, especially given the Curse of the Dead ability. Perhaps mental control like the Dark Companion. Otherwise it would be pretty underwhelming. I'm not sure what undead I like for more powerful companions, but some incorporeal ones should definitely be on the list if at all possible.


Curse of the Dead: Starting at third level the Hexer of Unlife’s Undead Companion may deliver a touch attack that has the same effect as the Hexblade’s Curse ability of a first level hexblade with the Unhallowed Hex feat (1d6 negative energy damage). The will save DC for this ability is as if the Hexer of Unlife had used their Hexblade’s Curse ability. Just like the Hexblade’s Curse of an actual Hexblade the penalty cannot stack with itself.

I like this ability, especially if the Hexer can control his companion with greater detail than a normal animal companion. You don't, however, specify how often this ability can be used? Does it use one of the hexblade's curse uses or is there a separate pool for the companion? How many times per day?


Desecrated Curse: Starting at 6th level when the Hexer of Unlife uses his Hexblade’s Curse ability in addition to the normal penalties imposed the target is the center of a 10ft. radius desecrate spell whose caster level is equal to your character level -3 for the duration of the curse.

This is a good ability and seems to be the crux of the PrC. It might be a good idea to give it a little earlier (say, at 4th level, switching rebuke undead to 2nd) and expand the radius or offer other improvements at 6th and 8th level.


Curse of the Undead: Starting at 8th level when a creature that is affected by the Hexer of Unlife’s Hexblade’s Curse ability is killed they rise as a zombie or skeleton(player’s choice) on the following round under the Hexer of Unlife’s control as long as it would not exceed their HD limit for controlling undead. If the Hexer of Unlife wishes they may dismiss control of other undead in order to let the new one be raised. This ability is still subject to the normal rules for maximum HD that can be raised at once.

Another interesting ability. If you make the change I suggested above, maybe bump this ability back to 7th level in order to fill some dead levels. Also, what action is required to dismiss controlled undead (don't have my books in front of me to check if its a function of a spell).


Field of Unluck: Upon reaching 10th level the Hexer of Unlife has mastered the dark energies within himself and learned to unleash them over enormous areas. A number of times per day equal to the Hexer of Unlife’s charisma modifier the Hexer of Unlife can create an area under the effect of the desecration spell in a 100ft. radius centered on them self. For the purpose of this ability your undead companion is considered a shrine of your deity or ideal.

Again, good ability, especially if you're in a part with other undead controllers. The radius is huge, but at 15th level it's not such an issue.

Other than those comments, the only other I would add would be an ability to grant bonus HP to your controlled undead as a way to fill up dead levels and make some of the weaker undead better at soaking damage. Ultimately, the Hexer of Undead isn't going to be that great at creating and controlling undead, so every little bit helps.

Nice work!

Satyrus
2010-04-05, 08:08 PM
I guess I don't understand why the Dark Companion requirement, other than requiring at least 4 hexblade levels. The PrC doesn't really do anything that would require a Dark Companion and in fact replaces it with an undead companion. I would remove that requirement, add some ranks in Knowledge (arcana) or Spellcraft (skill requirements are always fun and a good way to require a minimum level) and perhaps require the character cast hexblade spells, rather than any arcane spells. Just a thought.

The idea behind requiring the Dark Companion Class Feature is exaclty what you said, to require at least 4 levels of hexblade. Otherwise you could enter this class at 3rd level taking 1 level in hexblade to get the curse and unhallowed Hex feat and then a single level in Dread Necromancer to fulfill the other requirements. Even switching the Dark Companion Feature to Ranks would not really solve the problem because it's more advantageous at that point to just get one level in hexblade and the rest in Dread Necromancer. I spent a while thinking about if I should make it first level hexblade spells but decided against it to keep the class a little more versatile.

As the class is right now I would expect somebody to level dip in Dread Necromancer and 4 levels in Hexblade. That way they would be able to advacnce the dread necromancer's spellcasting, which is still four levels behind a pure caster, and their hexblade's curse ability. The only issue with such a build is that the rebuke undead ability overlaps which is why I put in the clause about stacking if Hexer of Unlife already had rebuke undead from another source.


Just a re-wording suggestion, mostly idiosyncratic. I would go with, "Whenever the target of your curse fails their will save, you may designate a single undead creature to receive a bonus equal to the penalties suffered by the target. This creature must be within range of your curse and must be under your control." It just seems clearer to me. And I know I'm inconsistent with the "you" vs. "the <class name>, but in this case I think "you" works better.

Also, to clarify, if an undead creature is the target of a curse from a different hexblade, it doesn't gain these bonuses, right?

I'll reword the ability, I agree that it's awkward right now. And no an undead that is cursed by another hexblade they do not gain bonuses.


Given that your effective druid level tops out at 6, it seems pretty underwhelming. I think I would have the Hexer of Unlife's effective druid level equal her class level. I also think the hexblade should get some better communication method than normal for animal companions, especially given the Curse of the Dead ability. Perhaps mental control like the Dark Companion. Otherwise it would be pretty underwhelming. I'm not sure what undead I like for more powerful companions, but some incorporeal ones should definitely be on the list if at all possible.

I meant for it to be under the complete control of the Hexer of Unlife, I'll fix that. And I see your point, class level = druid level it is.


I like this ability, especially if the Hexer can control his companion with greater detail than a normal animal companion. You don't, however, specify how often this ability can be used? Does it use one of the hexblade's curse uses or is there a separate pool for the companion? How many times per day?

I had designed it to be usable every round. The reasoning behind this is because the undead companion has to enter melee to use the ability instead of just being able to see the opponent within a relatively large range. Your undead companion gains this ability at the same level the PC gains the greater hexblade's curse. And last having your undead companion just run around trying to debuff everybody it is going to get it killed very quickly in most cases.


This is a good ability and seems to be the crux of the PrC. It might be a good idea to give it a little earlier (say, at 4th level, switching rebuke undead to 2nd) and expand the radius or offer other improvements at 6th and 8th level.

Will do, I'll add in some advances to this ability.


Another interesting ability. If you make the change I suggested above, maybe bump this ability back to 7th level in order to fill some dead levels. Also, what action is required to dismiss controlled undead (don't have my books in front of me to check if its a function of a spell).

I'll move this to 7th level as suggested. As for the dismissal, for the purpose of switching control to newly risen undead it is an immediate action. Otherwise releasing control of the undead is a free action as it requires no more than releasing a hold.


Again, good ability, especially if you're in a part with other undead controllers. The radius is huge, but at 15th level it's not such an issue.

I was actually afraid this was on the weak side but for the purpose of battle control, especially when the Hexer of Unlife is working with straight necromancers, it should work very well.


Other than those comments, the only other I would add would be an ability to grant bonus HP to your controlled undead as a way to fill up dead levels and make some of the weaker undead better at soaking damage. Ultimately, the Hexer of Undead isn't going to be that great at creating and controlling undead, so every little bit helps.


Added the following abilites
- Greater Desecrated Curse
- Infectious Desecrated Curse
- Unlife Siphon
- Unluck to Luck