Ziegander
2011-05-09, 06:34 PM
The Hexblade
http://1.bp.blogspot.com/_T1GXmgj7TQk/TNWce7EqXZI/AAAAAAAAAqc/no4EgHM6QLI/s1600/393_editorial.jpg
Alignment: Any
Hit Die: 1d8
Class Skills (4 + Int modifier): Balance, Bluff, Climb, Concentration, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (Arcane), Knowledge (Religion), Move Silently, Profession, Swim, and Tumble.
Weapons and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, with light and medium armors, but with no shields.
Okay, now from here, since there has been so much dissent over what is appropriate for a Hexblade class and what isn't, I've written a second version of the class, which I think I like better anyway, but I present them both here in the first post, within their own respective spoilers, for your evaluation, comparison, and critique. I hope to hear more feedback soon!
For reference, I have provided the altered and tweaked Dread Necromancer spell list (from which both Hexblades operate) below.
Hexblade Reborn Vol.1
Level
BAB
Fort
Ref
Will
Special
S. Level
S. Known
S. Pool
1st
+1
+0
+0
+2
Blade of Woe, Armored Mage (Light)
1
3
3
2nd
+2
+0
+0
+3
Diehard
1
4
3
3rd
+3
+1
+1
+3
Channel Spell
1
5
3
4th
+4
+1
+1
+4
Dark Companion
1
6
3
5th
+5
+1
+1
+4
2
7
4
6th
+6/+1
+2
+2
+5
Improved Woe
2
8
4
7th
+7/+2
+2
+2
+5
Armored Mage (Medium)
2
9
4
8th
+8/+3
+2
+2
+6
Fear Not the Reaper I
2
10
4
9th
+9/+4
+3
+3
+6
3
11
4
10th
+10/+5
+3
+3
+7
Die Harder
3
12
5
11th
+11/+6/+1
+3
+3
+7
Greater Woe
3
13
5
12th
+12/+7/+2
+4
+4
+8
Dark Harrier
3
14
5
13th
+13/+8/+3
+4
+4
+8
4
15
5
14th
+14/+9/+4
+4
+4
+9
Fear Not the Reaper II
4
16
5
15th
+15/+10/+5
+5
+5
+9
Aura of Unluck
4
17
6
16th
+16/+11/+6/+1
+5
+5
+10
Terrible Woe
4
18
6
17th
+17/+12/+7/+2
+5
+5
+10
5
19
6
18th
+18/+13/+8/+3
+6
+6
+11
Deaththroes
5
20
6
19th
+19/+14/+9/+4
+6
+6
+11
Shadow of Death
5
21
6
20th
+20/+15/+10/+5
+6
+6
+12
Fear Not the Reaper III
5
22
7
Spells (Read Carefully): A Hexblade learns and pools arcane spells from the Dread Necromancer spell list. In order to cast a spell a Hexblade must have an Charisma score of at least 10+spell level. The save DCs of a Hexblade's spells are based on his Charisma. A Hexblade's caster level is equal to his class level. Hexblades do not get bonus spells. Hexblades begin play knowing three 1st level spells and learn an additional spell of any level he is capable of casting at every level beyond first level (check the S. Known column in the table above). The highest level spell a Hexblade is able to cast is given in the S. Level column in the table above.
A Hexblade's spells do not use spell slots like a normal spellcaster. Instead after a 15 minute meditation, a Hexblade fills his spell pool. A Hexblade then may cast any of his known spells spontaneously, and each time he does he reduces his spell pool by 1. When a Hexblade's spell pool reaches 0 he cannot cast any further spells until he has refreshed some or all of his pool.
Despite similarities to martial initiators a Hexblade does not automatically refresh his spell pool at the start of each encounter (see Blade of Woe).
At 5th level, and every three levels thereafter, a Hexblade may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.
Blade of Woe (Su): The first time an enemy is struck by the Hexblade's melee attack during an encounter that enemy is cursed by necromantic energies and suffers a -2 penalty to attack rolls, skill checks, and ability checks for 24 hours, during which time it is unable to regain hit points. At the end of each of the effected creature's turns it may attempt a Will saving throw DC (10+1/2 Hexblade level+Charisma modifier+1/previous failed attempt). If the creature succeeds it removes the curse and is immune to this effect for 24 hours.
Further, a Hexblade may refresh his spell pool in one of the following ways:
At the end of each of the Hexblade's turns, if he is at or below 0 hit points but alive he adds 1 to his spell pool.
Whenever the Hexblade hits a cursed foe with a melee attack he adds 1 to his spell pool.
A Hexblade may spend an immediate action to fully refresh his spell pool anytime a cursed creature is reduced to 0 or fewer hit points, but only if that creature's CR is no less than 1/2 his class level and had more than 0 hit points at the start of the round.
Armored Mage (Ex): At 1st level a Hexblade ignores the arcane spell failure chance of light armor as well as light shields. At 6th level he ignores the arcane spell failure chance of medium armor as well.
Diehard: At 2nd level, a Hexblade gains Diehard as a bonus feat whether he meets the prerequisites or not.
Channel Spell (Sp): At 3rd level, a Hexblade has mastered the ability of combining of melee competence with magical power. As a standard action he may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
The Hexblade makes a melee attack roll at his highest attack bonus. If the attack misses his spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if the Hexblade had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge the Hexblade's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Hexblade's weapon remains charged in this way if he chooses to cast another spell with his Channel Spell ability any charges currently held in his weapon are lost.
Dark Companion (Su): At 4th level, a Hexblade is able to create a shadowy companion out of raw necromantic energy. This companion can take on just about any form and size you wish as long as it is never larger than you are. Once created your Dark Companion stands with you in battle, hindering your enemies' defenses.
A Dark Companion is an incorporeal Construct with speed equal to your own for movement rate and modes, hit points equal to 1/2 your own, AC and saving throws equal to your own, as well as a deflection modifier to AC and a Resistance modifier to saves each equal to your Charisma modifier. The Dark Companion acts during your turn each round and perfectly follows your commands (a free action).
A Dark Companion's ability scores are Str —, Dex 20, Con —, Int —, Wis 10, Cha 10. Its Dexterity increases by two points and its Wisdom and Charisma each increase by one point every 3 Hexblade levels you possess beyond 4th.
Whenever your Dark Companion enters a creature's square and vice versa, the other creature is dealt 1d6 negative energy damage +1d6/five Hexblade levels. Any creature sharing a square with your Dark Companion suffers a -2 penalty to AC and saving throws.
A Dark Companion may be dispelled or suppressed as if it were a spell effect with a level equal to that of the highest Dread Necromancer spell you are able to cast. A Dark Companion that is destroyed or dispelled rematerializes at your side 1 hour later.
Improved Woe (Su): Starting at 6th level, the penalty from a Hexblade's Blade of Woe increases to -4 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 1d10 negative energy damage.
Fear Not the Reaper I (Su): Starting at 8th level, a Hexblade is immune to fear and all curse effects and may be healed by negative energy as well as positive energy.
Die Harder (Su): Starting at 10th level, a Hexblade is able to withstand hellish wounds that would slay other men. He does not die when reduced to -10 hitpoints, instead he dies when is reduced to negative hitpoints equal to 10+(Charisma modifier times 1/2 Class Level), or 10, whichever is higher. Further, while between 0 and -10 hitpoints, he may choose to act normally instead of disabled as the Diehard feat.
Beyond -10 hitpoints may choose to act, however, if he does, he is considered disabled, and while taking strenuous actions he damages himself 1d4 points. During any round in which the Hexblade is below -10 hit points, if he acted that round he suffers a -2 penalty to saving throws and cannot regain hit points.
Greater Woe (Su): Starting at 11th level, the penalty from a Hexblade's Blade of Woe increases to -6 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 3d10 negative energy damage.
Dark Harrier (Su): Starting at 12th level, creatures that share a space with your Dark Companion cannot make attacks of opportunity and always provoke attacks of opportunity from threatening creatures for movement even when they use Tumble checks, 5ft steps, or the Withdraw action. Your Dark Companion always follows such a creature when it takes a 5ft step (this doesn't deal the creature additional negative energy damage).
Further, the penalty to AC and saving throws bestowed by your Dark Companion is increased to -4.
Fear Not the Reaper II (Su): Starting at 14th level, a Hexblade is immune to death and paralysis effects as well as ability damage or drain, and takes no penalties from being resurrected.
Aura of Unluck (Su): Starting at 15th level, all foes within 60ft of the Hexblade must roll twice when making an attack roll, skill check, or ability check and must take the worst result.
Terrible Woe (Su): Starting at 16th level, the penalty from a Hexblade's Blade of Woe increases to -8 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 6d10 negative energy damage.
Deaththroes (Su): Starting at 18th level, the first time each encounter that the Hexblade is brought to 0 or fewer hitpoints, he unleashes a horrible wave of negative energy dealing 1d6 negative energy damage per class level to all living foes within 60ft as well as causing a Wail of the Banshee effect within the area as the spell. Living allies in the area are unaffected, but undead allies in the area are healed by the negative energy.
Shadow of Death (Su): Starting at 19th level, as long as the Hexblade is at -10 or fewer hitpoints, he may spend a swift action and 1 spell pool to produce a shadow double of himself. In effect, this grants him an extra full-round action, taken by the Shadow. The Shadow has hitpoints equal to 1/2 the Hexblade's total hitpoints, and continues to grant extra actions until it is slain, or for up to 5 rounds. The Shadow itself is immune to all effects that do not deal hitpoint damage, however it is subject to any effects that the Hexblade himself is subject to.
Fear Not the Reaper III (Su): Starting at 20th level you no longer fear the reaper because you are the reaper! Anytime you make an attack of opportunity against a foe treat that foe as helpless and as if you were making a Coup de Grace.
Further, by spending a swift or immediate action and 1 spell pool you may assume the form of a Greater Shadow for 1 round.
Hexblade Reborn Vol.2
Level
BAB
Fort
Ref
Will
Special
S. Level
S. Known
S. Pool
1st
+1
+2
+0
+2
Armored Mage (Medium), Hexblade's Curse
1
3
3
2nd
+2
+3
+0
+3
Blade of Woe (10)
1
4
3
3rd
+3
+3
+1
+3
Channel Spell
1
5
3
4th
+4
+4
+1
+4
Fell Weaken
1
6
3
5th
+5
+4
+1
+4
2
7
4
6th
+6/+1
+5
+2
+5
Blade of Woe (20)
2
8
4
7th
+7/+2
+5
+2
+5
Improved Curse
2
9
4
8th
+8/+3
+6
+2
+6
Fell Drain
2
10
4
9th
+9/+4
+6
+3
+6
3
11
4
10th
+10/+5
+7
+3
+7
Blade of Woe (30)
3
12
5
11th
+11/+6/+1
+7
+3
+7
Greater Curse
3
13
5
12th
+12/+7/+2
+8
+4
+8
Fell Animate
3
14
5
13th
+13/+8/+3
+8
+4
+8
4
15
5
14th
+14/+9/+4
+9
+4
+9
Blade of Woe (40)
4
16
5
15th
+15/+10/+5
+9
+5
+9
Dire Curse
4
17
6
16th
+16/+11/+6/+1
+10
+5
+10
Fell Channel
4
18
6
17th
+17/+12/+7/+2
+10
+5
+10
5
19
6
18th
+18/+13/+8/+3
+11
+6
+11
Blade of Woe (50)
5
20
6
19th
+19/+14/+9/+4
+11
+6
+11
Irresistible Curse
5
21
6
20th
+20/+15/+10/+5
+12
+6
+12
Black Blade of Disaster
5
22
7
Spells (Read Carefully): A Hexblade learns and pools arcane spells from the Dread Necromancer spell list. In order to cast a spell a Hexblade must have an Charisma score of at least 10+spell level. The save DCs of a Hexblade's spells are based on his Charisma. A Hexblade's caster level is equal to his class level. Hexblades do not get bonus spells. Hexblades begin play knowing three 1st level spells and learn an additional spell of any level he is capable of casting at every level beyond first level (check the S. Known column in the table above). The highest level spell a Hexblade is able to cast is given in the S. Level column in the table above.
A Hexblade's spells do not use spell slots like a normal spellcaster. Instead after a 15 minute meditation, a Hexblade fills his spell pool. A Hexblade then may cast any of his known spells spontaneously, and each time he does he reduces his spell pool by 1. When a Hexblade's spell pool reaches 0 he cannot cast any further spells until he has refreshed some or all of his pool.
Despite similarities to martial initiators a Hexblade does not automatically refresh his spell pool at the start of each encounter (see Hexblade's Curse).
At 5th level, and every three levels thereafter, a Hexblade may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.
Armored Mage (Ex): At 1st level a Hexblade ignores the arcane spell failure chance of light and medium armor as well as light shields.
Hexblade's Curse (Su): Hexblades are creatures inflicted with a terrible necromantic curse that fills their bodies with negative energy, steals their humanity from them, and perverts their existence. Humanoid Hexblades have their type changed to Monstrous Humanoid, Undead Hexblades' types are unchanged, and all other Hexblades' types are changed to Aberration. Though this change in type indicates a certain strangeness acquired, leaving the Hexblade somewhat paler, somewhat gaunter, somewhat feral, the character also becomes eerily alluring.
The body of a Hexblade is unable to regain hit points from natural healing and receives only half the benefit of effects that would restore the hit points of living creatures (such as Cure spells). On the other hand, a Hexblade may regain hit points from negative energy the way an Undead would and regains a number of hit points every 24 hours equal to their Charisma modifier.
Hexblades are specially vulnerable to divine damage, such as derived from the Flame Strike spell and may be harmed by Holy Water or similar substances and effects. Positive energy does not damage a Hexblade but leaves it sickened for 1 round.
At the beginning of any round in which the Hexblade is at 0 hit points or below but still alive he adds 1 to his spell pool.
Being filled with necromantic power and energy, a Hexblade is able to use their affliction as a weapon, channeling curses into their foes and siphoning dark forces to cast and replenish spells. As a Hexblade gains levels he learns additional, more powerful ways to harness their curse.
At 1st level a Hexblade may channel their curse through a melee weapon such that the first time an enemy is struck by the Hexblade's melee attack during an encounter that enemy is cursed by necromantic energies and suffers a -2 penalty to attack rolls, skill checks, and ability checks for 24 hours, during which time it is unable to regain hit points. At the end of each of the effected creature's turns it may attempt a Will saving throw DC (10+1/2 Hexblade level+Charisma modifier+1/previous failed attempt). If the creature succeeds it removes the curse and is immune to this effect for 24 hours.
If a Hexblade hits a cursed foe, whether by Hexblade's Curse or another curse effect, he adds 1 to his spell pool.
If a cursed creature within 60ft of the Hexblade is reduced to 0 or fewer hit points, and that creature had more than 0 hit points at the start of the round and has a CR no less than 1/2 the Hexblade's level the Hexblade's spell pool is fully refreshed automatically.
Blade of Woe (Su): Beginning at 2nd level, a Hexblade develops a thirst for blood and carnage, thriving on the pain and fear of his enemies. He gains a pool of blood points to which he adds any damage he deals to his enemies to a maximum of 10 points. A Hexblade only accrues blood points for damage he deals to creatures with a manufactured or natural melee weapon and whose CR is no less than 1/2 his class level. He may spend these points at any time to produce special effects, additional curses, or riders upon his attacks. Every four levels beyond 2nd, a Hexblade's maximum pool of blood points increases by 10. He is able to spend these points for the following effects:
Fell Charm - As a swift action he may spend 10 points to cause a single, non-hostile creature within 60ft that can see the Hexblade to make a Will save (DC 10+1/2 Hexblade level+Charisma modifier). If the save fails that creature's attitude improves by up to two steps (to a maximum of Helpful).
Red Wine - The Hexblade feasts on the blood of his foes as a standard action, spending any number of points to regain an equal number of hit points. For every 5 points spent this way he gains a +1 enhancement bonus to Strength, Dexterity, or Constitution (max +6) which lasts 3 rounds.
Channel Spell (Sp): At 3rd level, a Hexblade has mastered the ability of combining of melee competence with magical power. As a standard action he may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
The Hexblade makes a melee attack roll at his highest attack bonus. If the attack misses his spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if the Hexblade had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge the Hexblade's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Hexblade's weapon remains charged in this way if he chooses to cast another spell with his Channel Spell ability any charges currently held in his weapon are lost.
Fell Weaken (Su): Starting at 4th level, a Hexblade may spend 10 blood points as a swift action to cause a struck foe to suffer a -4 penalty to a single ability score for 3 rounds. At the end of the third round the foe must make a Fort save (DC 10+1/2 Hexblade level+Charisma modifier). If this save fails the ability penalty is converted to ability damage.
Improved Curse (Su): Starting at 7th level, when you channel your Hexblade's Curse into a foe the penalty increases to -4 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 1d10 negative energy damage.
Fell Drain (Su): Starting at 8th level, by spending a swift action and increments of 10 blood points, for every 10 points a Hexblade spends he may cause a struck foe to suffer 1 temporary negative level. After three rounds the foe is entitled to a Fort save (DC 10+1/2Hexblade level+Charisma modifier) to remove the negative levels. If the save fails the negative levels are removed, but replaced with actual level losses.
Greater Curse (Su): Starting at 11th level, when you channel your Hexblade's Curse into a foe the penalty increases to -6 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 3d10 negative energy damage.
Fell Animate (Su): Starting at 12th level, a Hexblade may spend 30 blood points as a swift action to force a struck foe to succeed on a Will save (DC 10+1/2Hexblade level+Charisma modifier) or be raised as Undead under the Hexblade's control upon being slain. This otherwise works as the Fell Animate feat.
Dire Curse (Su): Starting at 15th level, when you channel your Hexblade's Curse into a foe the penalty increases to -8 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 6d10 negative energy damage.
Fell Channel (Su): Starting at 16th level, a Hexblade may spend 40 blood points and attempt his Channel Spell ability against all foes within 60ft as a full round action. He makes his melee attack roll as normal, but compares it to the AC of all foes in the area, even if he doesn't threaten them. For each AC he meets or exceeds, he strikes the foe, dealing damage as if via a melee attack and afflicting the foe with the cast spell as normal.
Irresistible Curse (Su): Beginning at 19th level, whenever a foe is cursed by your Hexblade's Curse ability it no longer gets a saving throw to remove the curse at the end of each of its rounds.
Black Blade of Disaster (Su): Starting at 20th level, a Hexblade may spend 50 blood points as a swift action to convert any held melee weapon into a Black Blade of Disaster as the spell except that you hold it, and using your own attack bonus you may make as many attacks with it per round as your base attack bonus allows. You may release the blade causing it to attack a target once per round on its own as per the spell's normal usage. This effect lasts for 3 rounds.
Dread Necro Spell list
0 - Chill Touch, Detect Magic, Detect Undead, Gentle Repose, Hide From Undead, Inflict Minor Wounds1, Lesser Confusion, Undetectable Alignment
1 - Bane, Bestow Wound, Command Undead, Death Knell, Doom, Inflict Light Wounds*, Kelgore's Grave Mist, Lesser Shivering Touch2, Ray of Exhaustion, Reduce Person, Polar Ray, Protection from Chaos/Evil, Scare, Spectral Hand, Summon Undead I
2 - Augury, Cone of Cold, Crushing Despair, Darkness, Dead Mens' Tales3, Desecrate4, False Life5, Gaseous Form, Ghoul Touch, Inflict Moderate Wounds*, Nightmare, Rigor Mortis, Summon Swarm, Summon Undead II, Touch of Idiocy, Vampiric Touch, Waves of Fatigue
3 - Animate Dead, Bestow Curse, Confusion, Death Ward, Dispel Magic, Fear, Greater Shivering Touch6, Inflict Serious Wounds*, Magic Circle Against Chaos/Evil, Slow, Speak With Dead, Stinking Cloud, Summon Undead III, Symbol of Pain
4 - Arcane Eye, Contagion, Black Tentacles, Call Forth the Beast (http://dndtools.eu/spells/heroes-of-horror--70/call-forth-the-beast--1431/), Dimensional Anchor, Enervation, Giant Vermin, Inflict Critical Wounds*, Mass Inflict Moderate Wounds*, Mind Poison, Poison, Summon Undead IV, Symbol of Fear, Unhallow
5 - Blight, Cloudkill, Dismemberment7, Feeblemind, Freezing Sphere, Greater Dispel Magic, Insect Plague, Lesser Planar Ally, Mass Inflict Serious Wounds*, Oath of Blood, Slay Living, Summon Undead V, Undeath to Death, Waves of Exhaustion
6 - Acid Fog, Antilife Shell, Astral Jaunt8, Chain of Sorrow, Circle of Death, Control Undead, Create Undead, Eyebite, Harm, Mass Inflict Critical Wounds*, Power Word Blind, Prying Eyes, Symbol of Weakness
7 - Binding, Destruction, Horrid Wilting, Energy Drain, Imprison Soul, Pact of Return, Planar Ally, Power Word Stun, Symbol of Death, Vile Death
8 - Astral Projection, Clone, Create Greater Undead, Greater Prying Eyes, Power Word Kill
9 - Greater Planar Ally, Mass Harm, Plague of Undead, Wail of the Banshee, Soul Binding9
*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1 - Inflict Minor Wounds deals 1d3 damage rather than just 1 or 1d8. It can't be used to restore hit points.
2 - Lesser Shivering Touch inflicts a penalty to Dexterity equal to 1d6+1/caster level (max 1d6+5) and lasts for 1 round per caster level. Each round on the victim's turn it's dealt 1d6 cold damage.
3 - Dead Mens' Tales works like Divine Insight granting a bonus to a chosen skill check equal to +5, +1 per caster level (max +15) for 1 hour.
4 - Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in the area at the start of each round. The area of each spell is 20ft per caster level.
5 - False Life grants 1d10 temporary hit points +1 per caster level +1d10/three caster levels beyond 3rd.
5 - Greater Shivering Touch inflicts a penalty to Dexterity equal to 3d6+1/caster level (no max) and lasts for 1 minute per caster level. Each round on the victim's turn it's dealt 1d6 cold damage.
7 - Dismemberment. Components: V, S, DF. Casting Time: 1 standard action. Range: touch. Target: creature touched. Duration: instantaneous. Saving Throw: fort halves. Spell resistance: Yes. Effect: deals 4d12 untyped damage +1 per caster level as well as 1d12 dexterity damage, 1d12 strength damage, and 1d12 Constitution damage (save halves all damage).
8 - As Ethereal Jaunt except that you travel to the Astral Plane alone.
9 - As Soul Bind, but also you may expend a 9th level spell slot as a standard action to summon the form of the trapped soul as it was in life, an effect which lasts 1 round/caster level. This does not consume the trapped soul or destroy the imprisoning black sapphire gem. While summoned in this way, the form has all memories of it's life and access to all of its former abilities, but answers to your commands (a free action).
http://1.bp.blogspot.com/_T1GXmgj7TQk/TNWce7EqXZI/AAAAAAAAAqc/no4EgHM6QLI/s1600/393_editorial.jpg
Alignment: Any
Hit Die: 1d8
Class Skills (4 + Int modifier): Balance, Bluff, Climb, Concentration, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (Arcane), Knowledge (Religion), Move Silently, Profession, Swim, and Tumble.
Weapons and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, with light and medium armors, but with no shields.
Okay, now from here, since there has been so much dissent over what is appropriate for a Hexblade class and what isn't, I've written a second version of the class, which I think I like better anyway, but I present them both here in the first post, within their own respective spoilers, for your evaluation, comparison, and critique. I hope to hear more feedback soon!
For reference, I have provided the altered and tweaked Dread Necromancer spell list (from which both Hexblades operate) below.
Hexblade Reborn Vol.1
Level
BAB
Fort
Ref
Will
Special
S. Level
S. Known
S. Pool
1st
+1
+0
+0
+2
Blade of Woe, Armored Mage (Light)
1
3
3
2nd
+2
+0
+0
+3
Diehard
1
4
3
3rd
+3
+1
+1
+3
Channel Spell
1
5
3
4th
+4
+1
+1
+4
Dark Companion
1
6
3
5th
+5
+1
+1
+4
2
7
4
6th
+6/+1
+2
+2
+5
Improved Woe
2
8
4
7th
+7/+2
+2
+2
+5
Armored Mage (Medium)
2
9
4
8th
+8/+3
+2
+2
+6
Fear Not the Reaper I
2
10
4
9th
+9/+4
+3
+3
+6
3
11
4
10th
+10/+5
+3
+3
+7
Die Harder
3
12
5
11th
+11/+6/+1
+3
+3
+7
Greater Woe
3
13
5
12th
+12/+7/+2
+4
+4
+8
Dark Harrier
3
14
5
13th
+13/+8/+3
+4
+4
+8
4
15
5
14th
+14/+9/+4
+4
+4
+9
Fear Not the Reaper II
4
16
5
15th
+15/+10/+5
+5
+5
+9
Aura of Unluck
4
17
6
16th
+16/+11/+6/+1
+5
+5
+10
Terrible Woe
4
18
6
17th
+17/+12/+7/+2
+5
+5
+10
5
19
6
18th
+18/+13/+8/+3
+6
+6
+11
Deaththroes
5
20
6
19th
+19/+14/+9/+4
+6
+6
+11
Shadow of Death
5
21
6
20th
+20/+15/+10/+5
+6
+6
+12
Fear Not the Reaper III
5
22
7
Spells (Read Carefully): A Hexblade learns and pools arcane spells from the Dread Necromancer spell list. In order to cast a spell a Hexblade must have an Charisma score of at least 10+spell level. The save DCs of a Hexblade's spells are based on his Charisma. A Hexblade's caster level is equal to his class level. Hexblades do not get bonus spells. Hexblades begin play knowing three 1st level spells and learn an additional spell of any level he is capable of casting at every level beyond first level (check the S. Known column in the table above). The highest level spell a Hexblade is able to cast is given in the S. Level column in the table above.
A Hexblade's spells do not use spell slots like a normal spellcaster. Instead after a 15 minute meditation, a Hexblade fills his spell pool. A Hexblade then may cast any of his known spells spontaneously, and each time he does he reduces his spell pool by 1. When a Hexblade's spell pool reaches 0 he cannot cast any further spells until he has refreshed some or all of his pool.
Despite similarities to martial initiators a Hexblade does not automatically refresh his spell pool at the start of each encounter (see Blade of Woe).
At 5th level, and every three levels thereafter, a Hexblade may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.
Blade of Woe (Su): The first time an enemy is struck by the Hexblade's melee attack during an encounter that enemy is cursed by necromantic energies and suffers a -2 penalty to attack rolls, skill checks, and ability checks for 24 hours, during which time it is unable to regain hit points. At the end of each of the effected creature's turns it may attempt a Will saving throw DC (10+1/2 Hexblade level+Charisma modifier+1/previous failed attempt). If the creature succeeds it removes the curse and is immune to this effect for 24 hours.
Further, a Hexblade may refresh his spell pool in one of the following ways:
At the end of each of the Hexblade's turns, if he is at or below 0 hit points but alive he adds 1 to his spell pool.
Whenever the Hexblade hits a cursed foe with a melee attack he adds 1 to his spell pool.
A Hexblade may spend an immediate action to fully refresh his spell pool anytime a cursed creature is reduced to 0 or fewer hit points, but only if that creature's CR is no less than 1/2 his class level and had more than 0 hit points at the start of the round.
Armored Mage (Ex): At 1st level a Hexblade ignores the arcane spell failure chance of light armor as well as light shields. At 6th level he ignores the arcane spell failure chance of medium armor as well.
Diehard: At 2nd level, a Hexblade gains Diehard as a bonus feat whether he meets the prerequisites or not.
Channel Spell (Sp): At 3rd level, a Hexblade has mastered the ability of combining of melee competence with magical power. As a standard action he may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
The Hexblade makes a melee attack roll at his highest attack bonus. If the attack misses his spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if the Hexblade had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge the Hexblade's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Hexblade's weapon remains charged in this way if he chooses to cast another spell with his Channel Spell ability any charges currently held in his weapon are lost.
Dark Companion (Su): At 4th level, a Hexblade is able to create a shadowy companion out of raw necromantic energy. This companion can take on just about any form and size you wish as long as it is never larger than you are. Once created your Dark Companion stands with you in battle, hindering your enemies' defenses.
A Dark Companion is an incorporeal Construct with speed equal to your own for movement rate and modes, hit points equal to 1/2 your own, AC and saving throws equal to your own, as well as a deflection modifier to AC and a Resistance modifier to saves each equal to your Charisma modifier. The Dark Companion acts during your turn each round and perfectly follows your commands (a free action).
A Dark Companion's ability scores are Str —, Dex 20, Con —, Int —, Wis 10, Cha 10. Its Dexterity increases by two points and its Wisdom and Charisma each increase by one point every 3 Hexblade levels you possess beyond 4th.
Whenever your Dark Companion enters a creature's square and vice versa, the other creature is dealt 1d6 negative energy damage +1d6/five Hexblade levels. Any creature sharing a square with your Dark Companion suffers a -2 penalty to AC and saving throws.
A Dark Companion may be dispelled or suppressed as if it were a spell effect with a level equal to that of the highest Dread Necromancer spell you are able to cast. A Dark Companion that is destroyed or dispelled rematerializes at your side 1 hour later.
Improved Woe (Su): Starting at 6th level, the penalty from a Hexblade's Blade of Woe increases to -4 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 1d10 negative energy damage.
Fear Not the Reaper I (Su): Starting at 8th level, a Hexblade is immune to fear and all curse effects and may be healed by negative energy as well as positive energy.
Die Harder (Su): Starting at 10th level, a Hexblade is able to withstand hellish wounds that would slay other men. He does not die when reduced to -10 hitpoints, instead he dies when is reduced to negative hitpoints equal to 10+(Charisma modifier times 1/2 Class Level), or 10, whichever is higher. Further, while between 0 and -10 hitpoints, he may choose to act normally instead of disabled as the Diehard feat.
Beyond -10 hitpoints may choose to act, however, if he does, he is considered disabled, and while taking strenuous actions he damages himself 1d4 points. During any round in which the Hexblade is below -10 hit points, if he acted that round he suffers a -2 penalty to saving throws and cannot regain hit points.
Greater Woe (Su): Starting at 11th level, the penalty from a Hexblade's Blade of Woe increases to -6 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 3d10 negative energy damage.
Dark Harrier (Su): Starting at 12th level, creatures that share a space with your Dark Companion cannot make attacks of opportunity and always provoke attacks of opportunity from threatening creatures for movement even when they use Tumble checks, 5ft steps, or the Withdraw action. Your Dark Companion always follows such a creature when it takes a 5ft step (this doesn't deal the creature additional negative energy damage).
Further, the penalty to AC and saving throws bestowed by your Dark Companion is increased to -4.
Fear Not the Reaper II (Su): Starting at 14th level, a Hexblade is immune to death and paralysis effects as well as ability damage or drain, and takes no penalties from being resurrected.
Aura of Unluck (Su): Starting at 15th level, all foes within 60ft of the Hexblade must roll twice when making an attack roll, skill check, or ability check and must take the worst result.
Terrible Woe (Su): Starting at 16th level, the penalty from a Hexblade's Blade of Woe increases to -8 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 6d10 negative energy damage.
Deaththroes (Su): Starting at 18th level, the first time each encounter that the Hexblade is brought to 0 or fewer hitpoints, he unleashes a horrible wave of negative energy dealing 1d6 negative energy damage per class level to all living foes within 60ft as well as causing a Wail of the Banshee effect within the area as the spell. Living allies in the area are unaffected, but undead allies in the area are healed by the negative energy.
Shadow of Death (Su): Starting at 19th level, as long as the Hexblade is at -10 or fewer hitpoints, he may spend a swift action and 1 spell pool to produce a shadow double of himself. In effect, this grants him an extra full-round action, taken by the Shadow. The Shadow has hitpoints equal to 1/2 the Hexblade's total hitpoints, and continues to grant extra actions until it is slain, or for up to 5 rounds. The Shadow itself is immune to all effects that do not deal hitpoint damage, however it is subject to any effects that the Hexblade himself is subject to.
Fear Not the Reaper III (Su): Starting at 20th level you no longer fear the reaper because you are the reaper! Anytime you make an attack of opportunity against a foe treat that foe as helpless and as if you were making a Coup de Grace.
Further, by spending a swift or immediate action and 1 spell pool you may assume the form of a Greater Shadow for 1 round.
Hexblade Reborn Vol.2
Level
BAB
Fort
Ref
Will
Special
S. Level
S. Known
S. Pool
1st
+1
+2
+0
+2
Armored Mage (Medium), Hexblade's Curse
1
3
3
2nd
+2
+3
+0
+3
Blade of Woe (10)
1
4
3
3rd
+3
+3
+1
+3
Channel Spell
1
5
3
4th
+4
+4
+1
+4
Fell Weaken
1
6
3
5th
+5
+4
+1
+4
2
7
4
6th
+6/+1
+5
+2
+5
Blade of Woe (20)
2
8
4
7th
+7/+2
+5
+2
+5
Improved Curse
2
9
4
8th
+8/+3
+6
+2
+6
Fell Drain
2
10
4
9th
+9/+4
+6
+3
+6
3
11
4
10th
+10/+5
+7
+3
+7
Blade of Woe (30)
3
12
5
11th
+11/+6/+1
+7
+3
+7
Greater Curse
3
13
5
12th
+12/+7/+2
+8
+4
+8
Fell Animate
3
14
5
13th
+13/+8/+3
+8
+4
+8
4
15
5
14th
+14/+9/+4
+9
+4
+9
Blade of Woe (40)
4
16
5
15th
+15/+10/+5
+9
+5
+9
Dire Curse
4
17
6
16th
+16/+11/+6/+1
+10
+5
+10
Fell Channel
4
18
6
17th
+17/+12/+7/+2
+10
+5
+10
5
19
6
18th
+18/+13/+8/+3
+11
+6
+11
Blade of Woe (50)
5
20
6
19th
+19/+14/+9/+4
+11
+6
+11
Irresistible Curse
5
21
6
20th
+20/+15/+10/+5
+12
+6
+12
Black Blade of Disaster
5
22
7
Spells (Read Carefully): A Hexblade learns and pools arcane spells from the Dread Necromancer spell list. In order to cast a spell a Hexblade must have an Charisma score of at least 10+spell level. The save DCs of a Hexblade's spells are based on his Charisma. A Hexblade's caster level is equal to his class level. Hexblades do not get bonus spells. Hexblades begin play knowing three 1st level spells and learn an additional spell of any level he is capable of casting at every level beyond first level (check the S. Known column in the table above). The highest level spell a Hexblade is able to cast is given in the S. Level column in the table above.
A Hexblade's spells do not use spell slots like a normal spellcaster. Instead after a 15 minute meditation, a Hexblade fills his spell pool. A Hexblade then may cast any of his known spells spontaneously, and each time he does he reduces his spell pool by 1. When a Hexblade's spell pool reaches 0 he cannot cast any further spells until he has refreshed some or all of his pool.
Despite similarities to martial initiators a Hexblade does not automatically refresh his spell pool at the start of each encounter (see Hexblade's Curse).
At 5th level, and every three levels thereafter, a Hexblade may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.
Armored Mage (Ex): At 1st level a Hexblade ignores the arcane spell failure chance of light and medium armor as well as light shields.
Hexblade's Curse (Su): Hexblades are creatures inflicted with a terrible necromantic curse that fills their bodies with negative energy, steals their humanity from them, and perverts their existence. Humanoid Hexblades have their type changed to Monstrous Humanoid, Undead Hexblades' types are unchanged, and all other Hexblades' types are changed to Aberration. Though this change in type indicates a certain strangeness acquired, leaving the Hexblade somewhat paler, somewhat gaunter, somewhat feral, the character also becomes eerily alluring.
The body of a Hexblade is unable to regain hit points from natural healing and receives only half the benefit of effects that would restore the hit points of living creatures (such as Cure spells). On the other hand, a Hexblade may regain hit points from negative energy the way an Undead would and regains a number of hit points every 24 hours equal to their Charisma modifier.
Hexblades are specially vulnerable to divine damage, such as derived from the Flame Strike spell and may be harmed by Holy Water or similar substances and effects. Positive energy does not damage a Hexblade but leaves it sickened for 1 round.
At the beginning of any round in which the Hexblade is at 0 hit points or below but still alive he adds 1 to his spell pool.
Being filled with necromantic power and energy, a Hexblade is able to use their affliction as a weapon, channeling curses into their foes and siphoning dark forces to cast and replenish spells. As a Hexblade gains levels he learns additional, more powerful ways to harness their curse.
At 1st level a Hexblade may channel their curse through a melee weapon such that the first time an enemy is struck by the Hexblade's melee attack during an encounter that enemy is cursed by necromantic energies and suffers a -2 penalty to attack rolls, skill checks, and ability checks for 24 hours, during which time it is unable to regain hit points. At the end of each of the effected creature's turns it may attempt a Will saving throw DC (10+1/2 Hexblade level+Charisma modifier+1/previous failed attempt). If the creature succeeds it removes the curse and is immune to this effect for 24 hours.
If a Hexblade hits a cursed foe, whether by Hexblade's Curse or another curse effect, he adds 1 to his spell pool.
If a cursed creature within 60ft of the Hexblade is reduced to 0 or fewer hit points, and that creature had more than 0 hit points at the start of the round and has a CR no less than 1/2 the Hexblade's level the Hexblade's spell pool is fully refreshed automatically.
Blade of Woe (Su): Beginning at 2nd level, a Hexblade develops a thirst for blood and carnage, thriving on the pain and fear of his enemies. He gains a pool of blood points to which he adds any damage he deals to his enemies to a maximum of 10 points. A Hexblade only accrues blood points for damage he deals to creatures with a manufactured or natural melee weapon and whose CR is no less than 1/2 his class level. He may spend these points at any time to produce special effects, additional curses, or riders upon his attacks. Every four levels beyond 2nd, a Hexblade's maximum pool of blood points increases by 10. He is able to spend these points for the following effects:
Fell Charm - As a swift action he may spend 10 points to cause a single, non-hostile creature within 60ft that can see the Hexblade to make a Will save (DC 10+1/2 Hexblade level+Charisma modifier). If the save fails that creature's attitude improves by up to two steps (to a maximum of Helpful).
Red Wine - The Hexblade feasts on the blood of his foes as a standard action, spending any number of points to regain an equal number of hit points. For every 5 points spent this way he gains a +1 enhancement bonus to Strength, Dexterity, or Constitution (max +6) which lasts 3 rounds.
Channel Spell (Sp): At 3rd level, a Hexblade has mastered the ability of combining of melee competence with magical power. As a standard action he may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
The Hexblade makes a melee attack roll at his highest attack bonus. If the attack misses his spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if the Hexblade had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge the Hexblade's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Hexblade's weapon remains charged in this way if he chooses to cast another spell with his Channel Spell ability any charges currently held in his weapon are lost.
Fell Weaken (Su): Starting at 4th level, a Hexblade may spend 10 blood points as a swift action to cause a struck foe to suffer a -4 penalty to a single ability score for 3 rounds. At the end of the third round the foe must make a Fort save (DC 10+1/2 Hexblade level+Charisma modifier). If this save fails the ability penalty is converted to ability damage.
Improved Curse (Su): Starting at 7th level, when you channel your Hexblade's Curse into a foe the penalty increases to -4 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 1d10 negative energy damage.
Fell Drain (Su): Starting at 8th level, by spending a swift action and increments of 10 blood points, for every 10 points a Hexblade spends he may cause a struck foe to suffer 1 temporary negative level. After three rounds the foe is entitled to a Fort save (DC 10+1/2Hexblade level+Charisma modifier) to remove the negative levels. If the save fails the negative levels are removed, but replaced with actual level losses.
Greater Curse (Su): Starting at 11th level, when you channel your Hexblade's Curse into a foe the penalty increases to -6 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 3d10 negative energy damage.
Fell Animate (Su): Starting at 12th level, a Hexblade may spend 30 blood points as a swift action to force a struck foe to succeed on a Will save (DC 10+1/2Hexblade level+Charisma modifier) or be raised as Undead under the Hexblade's control upon being slain. This otherwise works as the Fell Animate feat.
Dire Curse (Su): Starting at 15th level, when you channel your Hexblade's Curse into a foe the penalty increases to -8 and at the end of the effected creature's turn, unless it successfully removes the curse with a saving throw, it is dealt 6d10 negative energy damage.
Fell Channel (Su): Starting at 16th level, a Hexblade may spend 40 blood points and attempt his Channel Spell ability against all foes within 60ft as a full round action. He makes his melee attack roll as normal, but compares it to the AC of all foes in the area, even if he doesn't threaten them. For each AC he meets or exceeds, he strikes the foe, dealing damage as if via a melee attack and afflicting the foe with the cast spell as normal.
Irresistible Curse (Su): Beginning at 19th level, whenever a foe is cursed by your Hexblade's Curse ability it no longer gets a saving throw to remove the curse at the end of each of its rounds.
Black Blade of Disaster (Su): Starting at 20th level, a Hexblade may spend 50 blood points as a swift action to convert any held melee weapon into a Black Blade of Disaster as the spell except that you hold it, and using your own attack bonus you may make as many attacks with it per round as your base attack bonus allows. You may release the blade causing it to attack a target once per round on its own as per the spell's normal usage. This effect lasts for 3 rounds.
Dread Necro Spell list
0 - Chill Touch, Detect Magic, Detect Undead, Gentle Repose, Hide From Undead, Inflict Minor Wounds1, Lesser Confusion, Undetectable Alignment
1 - Bane, Bestow Wound, Command Undead, Death Knell, Doom, Inflict Light Wounds*, Kelgore's Grave Mist, Lesser Shivering Touch2, Ray of Exhaustion, Reduce Person, Polar Ray, Protection from Chaos/Evil, Scare, Spectral Hand, Summon Undead I
2 - Augury, Cone of Cold, Crushing Despair, Darkness, Dead Mens' Tales3, Desecrate4, False Life5, Gaseous Form, Ghoul Touch, Inflict Moderate Wounds*, Nightmare, Rigor Mortis, Summon Swarm, Summon Undead II, Touch of Idiocy, Vampiric Touch, Waves of Fatigue
3 - Animate Dead, Bestow Curse, Confusion, Death Ward, Dispel Magic, Fear, Greater Shivering Touch6, Inflict Serious Wounds*, Magic Circle Against Chaos/Evil, Slow, Speak With Dead, Stinking Cloud, Summon Undead III, Symbol of Pain
4 - Arcane Eye, Contagion, Black Tentacles, Call Forth the Beast (http://dndtools.eu/spells/heroes-of-horror--70/call-forth-the-beast--1431/), Dimensional Anchor, Enervation, Giant Vermin, Inflict Critical Wounds*, Mass Inflict Moderate Wounds*, Mind Poison, Poison, Summon Undead IV, Symbol of Fear, Unhallow
5 - Blight, Cloudkill, Dismemberment7, Feeblemind, Freezing Sphere, Greater Dispel Magic, Insect Plague, Lesser Planar Ally, Mass Inflict Serious Wounds*, Oath of Blood, Slay Living, Summon Undead V, Undeath to Death, Waves of Exhaustion
6 - Acid Fog, Antilife Shell, Astral Jaunt8, Chain of Sorrow, Circle of Death, Control Undead, Create Undead, Eyebite, Harm, Mass Inflict Critical Wounds*, Power Word Blind, Prying Eyes, Symbol of Weakness
7 - Binding, Destruction, Horrid Wilting, Energy Drain, Imprison Soul, Pact of Return, Planar Ally, Power Word Stun, Symbol of Death, Vile Death
8 - Astral Projection, Clone, Create Greater Undead, Greater Prying Eyes, Power Word Kill
9 - Greater Planar Ally, Mass Harm, Plague of Undead, Wail of the Banshee, Soul Binding9
*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1 - Inflict Minor Wounds deals 1d3 damage rather than just 1 or 1d8. It can't be used to restore hit points.
2 - Lesser Shivering Touch inflicts a penalty to Dexterity equal to 1d6+1/caster level (max 1d6+5) and lasts for 1 round per caster level. Each round on the victim's turn it's dealt 1d6 cold damage.
3 - Dead Mens' Tales works like Divine Insight granting a bonus to a chosen skill check equal to +5, +1 per caster level (max +15) for 1 hour.
4 - Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in the area at the start of each round. The area of each spell is 20ft per caster level.
5 - False Life grants 1d10 temporary hit points +1 per caster level +1d10/three caster levels beyond 3rd.
5 - Greater Shivering Touch inflicts a penalty to Dexterity equal to 3d6+1/caster level (no max) and lasts for 1 minute per caster level. Each round on the victim's turn it's dealt 1d6 cold damage.
7 - Dismemberment. Components: V, S, DF. Casting Time: 1 standard action. Range: touch. Target: creature touched. Duration: instantaneous. Saving Throw: fort halves. Spell resistance: Yes. Effect: deals 4d12 untyped damage +1 per caster level as well as 1d12 dexterity damage, 1d12 strength damage, and 1d12 Constitution damage (save halves all damage).
8 - As Ethereal Jaunt except that you travel to the Astral Plane alone.
9 - As Soul Bind, but also you may expend a 9th level spell slot as a standard action to summon the form of the trapped soul as it was in life, an effect which lasts 1 round/caster level. This does not consume the trapped soul or destroy the imprisoning black sapphire gem. While summoned in this way, the form has all memories of it's life and access to all of its former abilities, but answers to your commands (a free action).