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Ceaon
2010-09-27, 06:42 AM
Hello everyone! I'm trying to convert the hexblade from 3.5 to 4th edition. As the title says, I'd like some critique on how I'm doing so far.


HEXBLADE

“With great power comes great responsibility. And I've been responsible for a lot of things.”

http://www.wizards.com/dnd/images/cwc_Hexblade_med.jpg

Class Traits

Role: Striker. Your already impressive skill with your weapon is augmented by your arcane talent. Depending on the choices you make during your career, you can act as a back-up defender or controller.
Power Source: Arcane. Although some would mistake your combat exploits for pure martial talent, you mostly use your innate arcane powers to defeat your foes.
Key Abilities: Charisma, Constitution, Strength

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged, military melee
Implements: Heavy blades, staffs
Bonus to Defense: +1 Fort, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Stealth (Dex), Thievery (Dex)
Class Features: Arcane Resistance, Dark Augmentation, Hexblade’s Curse
Hexblades are considered dangerous and unpredictable. They are comparable to sorcerers in that they are born with arcane magic flowing through their veines. Unlike sorcerers, however, they don’t use their power to directly influence the world around them. Instead they augment their combat abilities, becoming impressive melee combatants in their own right.
Unlike swordmages, who use their arcane talents to protect others, hexblades are quite selfish. Some would even say their methods are vile and evil by default, for they curse their opponents with unspeakably dark and powerful hexes to make them suffer. Some hexblades defend themselves by saying they only do this because it increases their chances in combat. Others gleefully admit they do it because they like to torture those who oppose them.

HEXBLADE CLASS FEATURES
Hexblades have the following class features.

Arcane Resistance
You can use your arcane spells to protect you from harm. While you are neither wearing heavy armor nor using a shield, you gain a +2 bonus to AC. Increases this bonus to +3 at 11th level and to +4 at 21st level.

Dark Augmentation
Hexblades are always looking for more power. The quickest paths to power are dark, dangerous and have to be walked alone. The augmentation a hexblade performs is very personal. However, hexblades can be roughly divided into three different categories. Choose one of the following benefits. This choice will also influence some of your powers.

Abyssal Augmentation
You have found dark powers within yourself. While wielding a staff, you gain resistance equal to your constitution modifier against attacks made by the target of your hexblade’s curse. Increase the resistance to 2 + consititution modifier at 11th level and 4 + constitution modifier at 21st level.
Draconic Augmentation
You have unlocked draconic lore. While wielding a heavy blade, you gain a bonus to damage rolls against the target of your hexblade’s curse equal to your strength modifier. Increase this bonus to 2 + strength modifier at 11th level and 4 + strength modifier at 21st level.
Unaugmented
Unlike other Hexblades, you refuse to augment yourself with more forbidden powers. While wielding either a heavy blade or a staff, you may use your strength in place of your charisma for the attack rolls (but not damage rolls) of a hexblade power or a hexblade paragon path power. You add your charisma modifier to your initiative score.
Hexblade’s Curse
Hexblade’s Curse Hexblade Feature
Cackling and sneering, you curse your foe via ancient arcane arts.
Encounter (Special) ✦ Arcane
Minor Action Close burst 5
Target: One enemy you can see in burst
Effect: The target takes a -2 penalty to attack rolls made against you, a -2 penalty to defenses against attacks made by you, and a -2 penalty to saving throws against any effect caused by you. These effects lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.

IMPLEMENTS
Hexblades are able to use swords and staffs as implements for their powers. Being able to use their sword or staff as a weapon one second and as an implement the next is a big part of what makes the hexblade a dangerous and unpredictable foe. Very seldomly, a hexblade uses both a staff and a sword, one in each hand.

Class Feats

HEROIC TIER FEATS

Abyssal Protection
Prerequisite: Hexblade, Abbyssal Augmentation class feature
Benefit: Increase your resistance against attacks made by your hexblade's curse target by 1.

Draconic Fierceness
Prerequisite: Hexblade, Draconic Augmentation class feature
Benefit: You gain a +1 bonus to all damage rolls made when using a hexblade spell.

Mage Knight [Multiclass Hexblade]
Prerequisite: Charisma 13
Benefit: You gain training in Arcana. Once per encounter, you can use the hexblade’s Hexblade's Curse power. It lastst until the end of your next turn.
In addition, you can use a heavy blade or a staff as an implement when using a hexblade power or a hexblade paragon path power.

Magical Study
Prerequisite: Hexblade, Int 13
Benefit: You gain the ability to use the same cantrips as a wizard.

PARAGON TIER FEATS

Confidence
Prerequisite: Paragon tier, Hexblade, Arcane Resistance class feature
Benefit: Increase the Armor Class bonus from your Arcane Resistance class feature by 1.

EPIC TIER FEATS

Greater Curse
Prerequisite: Epic tier, Hexblade, Hexblade's Curse class feature
Benefit: Increase the penalties from Hexblade's Curse to -4.

Ceaon
2010-09-27, 06:43 AM
HEXBLADE POWERS
Your hexblade powers are called spells. Although many of your exploits contain some martial elements, most of your effectiveness comes from the way you use your arcane might to boost your skill with your weapon.

Level 1 At-Will Spells
Dance of the Damned Hexblade Attack 1
You whirl your weapon around you, then make another attack against a foe.
At-Will ✦ Arcane, Weapon
Standard Action Close burst 1
Target: Each creature in burst
Attack: Charisma vs. AC
Hit: Constitution modifier damage. If at least one attack hits, make a secondary attack.
Secondary target: One creature in burst you hit with the primary attack.
Secondary attack: Charisma vs. AC
Hit: 1|W| + Charisma modifier damage.
21st level: Increase damage to 2|W| + charisma modifier.

Dirty Trick Hexblade Attack 1
You kick, slap or headbut your opponent after you distract him with a flash of arcane energy.
At-Will ✦ Arcane, Implement
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage, and you gain combat advantage against the target until the end of your next turn.
21st level: Increase damage to 2d6 + charisma modifier damage.

Phantom Threat Hexblade Attack 1
Just as you’re about to hit your enemy, you unleash a powerful arcane energy from your hand.
At-Will ✦ Arcane, Implement, Psychic
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + charisma modifier psychic damage and the target is marked until the end of it's next turn.
21st level: Increase damage to 2d6 + charisma modifier.

Soul Taint Hexblade Attack 1
With your attack, you damage more than just your foe’s body.
Encounter✦ Arcane, Implement, Necrotic
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + charisma modifier necrotic damage. If the target makes an attack that doesn't include you during its next turn, it takes an additional 1d6 + strength modifier necrotic damage.
21st level: Increase the damage to 2d6 + charisma modifier necrotic damage and 2d6 + strength modifier necrotic damage.
Level 1 Encounter Spells
Flames for Everyone Hexblade Attack 1
By raising your implement high into the air, you curse your foes and set them aflame.
Encounter✦ Arcane, Fire, Implement
Standard Action Area burst 1 in 10
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d4 + charisma modifier fire damage. Each target takes a penalty to its reflex defense equal to your constitution modifier until the end of your next turn.

No Nonsense Hexblade Attack 1
Enough fooling around, this guy is going down.
Encounter✦ Arcane, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1|W| + charisma modifier damage, and you knock the target prone.
Miss: No damage. If the target is affected by your Hexblade's curse, you knock the target prone.

Skewering Strike Hexblade Attack 1
Your swordplay is enhanced by an outburst of pure arcane power.
Encounter✦ Arcane, Weapon
Standard Action Melee weapon
Target: One target
Attack: Charisma vs. AC, Reflex
Hit: If the attack hits either AC or Reflex, 1|W| + charisma modifier damage. If the attack hits both defenses, you deal extra damage equal to your strength modifier.

Shadow Step Hexblade Attack 1
After you hit your foe with your weapon, you step to the side.
Encounter ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 2|W| + charisma modifier damage, and you may shift 2 squares after the attack.
Level 1 Daily Spells
Hex of Blinding Light Hexblade Attack 1
You hold your implement close to your opponents eyes, after which a dazzling light springs from it.
Daily✦ Arcane, Implement, Radiant
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 + charisma modifier radiant damage.
Miss: Half damage.
Abyssal Augmentation: Any enemy adjacent to you, including the primary target, takes radiant damage equal to 5 + your constitution modifier.

Hex of Darkfire Hexblade Attack 1
The secret of darkfire springs from your implement and scorches the area around you. The flames keep burning although there's nothing left to be burned.
Daily✦ Arcane, Fire, Implement
Standard Action Close blast 3
Target: One creature in blast
Attack: Charisma vs. Reflex
Hit: 2d10 + charisma modifier fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage and no ongoing fire damage.
Effect: The blast creates a zone that lasts until the end of the encounter. Any creature that enters the zone or ends its turn there takes ongoing 5 fire damage (save ends).

Hex of Pain Hexblade Attack 1
You smack the enemy hard, making the thought of ignoring you mental torture.
Daily✦ Arcane, Psychic, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3|W| + charisma modifier damage.
Miss: Half damage.
Draconic Augmentation: Until the end of your next turn, the target takes psychic damage equal to 5 + your strength modifier the first time it makes an attack that doesn't include you.

Hex of the Vortex Hexblade Attack 1
Empowering yourself with a hex only you know, you strike out at an unlucky target. You now know how to hit him.
Daily✦ Arcane, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1|W| + charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target if it has no other enemies adjacent to it.
Level 2 Utility Spells
Entropic Shield Hexblade Utility 2
Your arcane powers protect you against harm from afar.
Daily ✦ Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to your defenses against ranged attacks.

Force of Personality Hexblade Utility 2
You are to be reckoned with.
Encounter ✦ Arcane
Move Action Personal
Effect: You gain a +3 bonus to your next Diplomacy, Intimidate or Streetwise check.

Pride Hexblade Utility 2
A Hexblade never fails.
Encounter ✦ Arcane
Trigger: You fail an Arcana, Intimidate or Streetwise check.
Immediate Interrupt
Effect: The roll is disregarded as if it was never made. You suffer a -2 penalty to skill checks of that skill for the rest of the encounter.

Shared Fate Hexblade Utility 2
You extend your curse and bound your lifeforce to that of a foe.
Daily ✦ Arcane
Standard Action Close burst 10
Target: The target of your Hexblade's Curse in burst
Effect: Until the end of the encounter, both you and the target are surrounded by a faint red light. Whenever the target attacks you, before it makes an attack roll, you may choose to let the attack hit you automatically. If you do so, and the attack deals damage to you, the target takes half of that damage as well.

Ceaon
2010-09-27, 06:44 AM
PARAGON PATHS


Dragon Disciple
“You are as powerful as a dragon? Fool. I am a dragon!”
Prerequisites: Hexblade, Draconic Augmentation

After unlocking the powers of your draconic heritage, or maybe making a deal with a powerful dragon, you have decided that is not enough. You want to soar the skies, breath fire and become all scaly. To further this goal, you keep increasing the hold your draconic power has over you.

Dragon Disciple feature:
Dragon Breath (Level 11): Whenever you are wielding a heavy blade or a staff, you may have any of your ranged and area arcane powers originate from your mouth. You may still use your implement to calculate the attack and damage. If you do so, the attack deals 1d6 extra acid, cold, fire or lightning damage. You choose which type of damage when you first gain this feature. It can not be changed afterwards.
Draconic Surge (Level 11): When you spend an action point to take an extra action, you briefly take on the form of a terrifying dragon lord. The target of your Hexblade's Curse uses the lowest of his fortitude, reflex and will defenses for all these defenses until the start of your next turn against any attack made by you.
Dragon Apotheosis(level 16): You take on a very draconic form. You sprout draconic wings. You gain a flight speed of 2 squares.

Draconic Disciple attacks:

Under Construction