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Person_Man
2011-10-08, 11:44 AM
I know that there are a cajillion Hexblade fixes out there. But I've decided to make an effort to put my homebrew work up, rather then just leaving them on my hard drive and posting them within threads when it becomes relevent.

It features a new Hex mechanic, some unique-ish class abilities, better Skills, slightly better spell progression, better Feat selection and more of them, and no dead levels.

All feedback is welcome.


The Hexblade

http://30.media.tumblr.com/tumblr_lo138idFAG1qelk20o1_500.jpg


Alignment: Any non-good

Hit Die: d10

Skill Points at 1st Level: (4 + Int modifier) Χ4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Skills: The hexblade's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).


{table=head]Lvl|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th
1st | + 1 | + 2 | + 0 | + 2 | Hexblade Curse (-2 Attack and Damage) | - | - | - | -
2nd | + 2 | + 3 | + 0 | + 3 | Arcane Resistance | - | - | - | -
3rd | + 3 | + 3 | + 1 | + 3 | Mettle | 0 | - | - | -
4th | + 4 | + 4 | + 1 | + 4 | Summon Familiar | 1 | - | - | -
5th | + 5 | + 4 | + 1 | + 4 | Hexblade Curse (-4 Saving Throws) | 1 | - | - | -
6th | + 6 | + 5 | + 2 | + 5 | Maddening Curse (Taunt) | 1 | - | - | -
7th | + 7 | + 5 | + 2 | + 5 | Foil | 1 | - | - | -
8th | + 8 | + 6 | + 2 | + 6 | Bonus Feat | 2 | 1 | - | -
9th | + 9 | + 6 | + 3 | + 6 | Aura of Unluck (20%) | 2 | 1 | - | -
10th | + 10 | + 7 | + 3 | + 7 | Hexblade Curse (-6 Checks) | 2 | 1 | - | -
11th | + 11 | + 7 | + 3 | + 7 | Maddening Curse (Confused) | 3 | 2 | 1 | -
12th | + 12 | + 8 | + 4 | + 8 | Bonus Feat | 3 | 2 | 1 | -
13th | + 13 | + 8 | + 4 | + 8 | Improved Mettle | 3 | 2 | 1 | -
14th | + 14 | + 9 | + 4 | + 9 | Maddening Curse (Karmic Suffering) | 3 | 3 | 2 | 1
15th | + 15 | + 9 | + 5 | + 9 | Hexblade Curse (-8 AC) | 4 | 3 | 2 | 1
16th | + 16 | + 10 | + 5 | + 10 | Bonus Feat | 4 | 3 | 2 | 2
17th | + 17 | + 10 | + 5 | + 10 | Energy Drain | 4 | 4 | 3 | 2
18th | + 18 | + 11 | + 6 | + 11 | Aura of Unluck (50%) | 4 | 4 | 3 | 3
19th | + 19 | + 11 | + 6 | + 11 | Maddening Curse (Doomed) | 4 | 4 | 3 | 3
20th | + 20 | + 12 | + 6 | + 12 | Hexblade Curse (-10 Resistances) | 5 | 5 | 4 | 4
[/table]

Table: Spells Known
{table=head]Spells Known | 1st | 2nd | 3rd | 4th
1st | — | — | — | —
2nd | — | — | — | —
3rd | 2* | — | — | —
4th | 2* | — | — | —
5th | 3 | — | — | —
6th | 3 | — | — | —
7th | 3 | — | — | —
8th | 4 | 2* | — | —
9th | 4 | 3 | — | —
10th | 4 | 3 | — | —
11th | 4 | 3 | 2* | —
12th | 5 | 4 | 3 | —
13th | 5 | 4 | 3 | —
14th | 5 | 4 | 4 | 2*
15th | 5 | 4 | 4 | 3
16th | 5 | 5 | 5 | 4
17th | 5 | 5 | 5 | 4
18th | 5 | 5 | 5 | 4
19th | 5 | 5 | 5 | 5
20th | 5 | 5 | 5 | 5
[/table]
*Provided that the Hexblade has sufficient Charisma to have a bonus spell of this level.

Class Features:

Weapons and Armor: Hexblades are proficient with all simple and martial weapons, plus the whip and net. Hexblades are also proficient with light armor. Because somatic components for hexblade spells are simple, they can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chances. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell includes a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Hexblade Curse (Su): At 1st level the hexblade gains the ability to curse his enemies. At will as a swift action, the hexblade may attempt to curse a single creature within 60 feet. The target of the hexblade's curse takes a -2 penalty to all attack and damage rolls for one hour. A successful Will Save (DC = 10 + 1/2 the hexblade's class level + the hexblade's Charisma bonus) negates the effect. A creature may not be the target of your hexblade curse more then once every 24 hours. Any effect that removes or dispels an ongoing magical effect or curse ends the hexblade's curse. (This includes the Dispel Magic, Remove Curse, and Break Enchantment spells, or any effect which duplicates those spells). If the hexblade is killed, then all of his hexblade curses immediately end.

As the hexblade gains levels, the power of the curse increases. At 5th level the penalty improves to -4, and it also applies to the creature's saving throws. At 10th level the penalty improves to -6, and it also applies to the creature's skill checks, ability checks (including Strength checks for Trip and Bull Rush), and opposed checks (such as Grapple checks). At 15th level the penalty improves to -8, and it also applies to the creature's Armor Class (including their Touch AC and Flat Footed AC). At 20th level the penalty improves to -10, and it also decreases any Damage Reduction, Energy Resistance, Spell Resistance, Power Resistance, and Fast Healing that the creature possesses by 10.

Arcane Resistance (Su): At 2nd level, the hexblade gains the Arcane Resistance ability. He adds his Charisma bonus (minimum +1) to all saving throws against spells, spell-like abilities, and supernatural abilities.

Mettle (Ex): At 3rd level the hexblade gains the Mettle ability. If a hexblade makes a successful Will or Fortitude saving throw that would normally reduce the effect, he suffers no effect at all. Only those effects with a saving throw entry of "Will partial," "Fortitude half," a secondary effect (such as poison or disease), or similar entries can be negated through this ability.

Spells: At 3rd level, the hexblade gains the ability to cast a small number of arcane spells which are drawn from the hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's charisma modifier. The hexblade's caster level is equal to his class level.

The hexblade’s selection of spells is extremely limited. He begins play knowing only two first level spells of your choice. As he gains level he gains new spells, as indicated on the "Table: Spells Known" above. Upon reaching 6th level, and at every third Hexblade level after that (9th, 12th, 15th, and 18th), a Hexblade can choose to learn a new spell in place of one he already knows. In effect, the Hexblade "loses" the old spell known in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.

Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. The hexblade's base daily spell allotment is given on his class table, above. In addition, he receives bonus spells per day if he has a high enough Charisma score.

Familiar: At 4th level the hexblade gains a familiar, as per the sorcerer class feature. His effective sorcerer level is equal to his hexblade class level for the purpose of determining the familiar's abilities. Alternatively, they may gain a dark companion (PHBII alternate class feature).

Maddening Curse (Su): A creature that is successfully effected by the hexblade's curse may also be effected by one of the following effects of the hexblade's choice. The hexblade must declare which one additional effect (if any) he is attempting to add at the time he uses the curse.


Taunt: At 6th level, the hexblade may force any creature that is effected by his hexblade curse to attack the hexblade in preference to all other targets. The creature may still choose to take actions other then attacking if they wish. But if the creature chooses to attack while under the effects of the hexblade's curse, then targeted attacks and effects must target the hexblade if possible, and area of effect attacks must include the hexblade in their radius. This effect last for the duration of the hexblade's curse, or ends immediately if the hexblade cannot be targeted by the Taunted creature for any reason. (For example, if the hexblade is Invisible and cannot be detected by the creature, if the hexblade teleports away, if the hexblade is beyond the range of all of the creature's attacks and the creature cannot move toward the hexblade, etc).

Confused: At 11th level, the hexblade may force any creature that is effected by his hexblade curse to also be confused (www.dandwiki.com/wiki/SRD:Confused) for the duration of the curse. This effect last for the duration of the hexblade's Curse, or ends immediately if the hexblade attacks the Confused creature.

Karmic Suffering: At 14th level, the hexblade may force any creature that is effected by his hexblade curse to be effected by karmic suffering. 50% of any damage that the hexblade takes is also dealt to the creature currently under the effect of your hexblade curse ability. The damage taken maintains it's type, and thus may be reduced by the creatures damage reduction, energy resistance, energy immunity, or similar abilities. For example, if the hexblade received 100 points of fire damage from an attack, the creature currently under the effect of karmic suffering would also take 50 points of fire damage. This effect last for the duration of the hexblade's curse, or ends immediately if the hexblade is healed in any way.

Doomed: At 19th level, the hexblade may force any creature that is effected by his hexblade curse to count the first roll that they make each round from that point forward (regardless of what that roll might be) as a natural 1 in place of the normal result. This effect last for the duration of the hexblade's Curse, or ends immediately if the creature rolls a natural 20 on any roll (including the first roll of the round, which would not be converted into a natural 1).

Once the hexblade chooses which maddening curse to apply against a particular creature it may not be altered or changed. The maddening curse is a mind-effecting compulsion affect. Any effect which ends, removes, or dispels the hexblade's curse also eliminates the effects of the maddening curse.

Foil (Su): At 7th level, the hexblade gains the Foil ability. This ability allows the hexblade to counter a creature's ongoing magical, spell-like, or supernatural effect. As a Standard Action, the hexblade may make a single melee or ranged attack. If the attack hits and deals damage, the target must make a Will Save (DC = 10 + 1/2 your hexblade level + your Cha bonus).

Failure means that one of the target’s ongoing effects immediately ends, and cannot be regained for 24 hours (even if the creature re-casts or activates the spell or other ability). If the hexblade is aware of a specific effect that the enemy is using (for example, if he observed them cast it and successfully used Spellcraft to identify it, or watched their target wildshape into an animal, or are aware of a creature's supernatural abilities by use of a Knowledge check), you may choose which ongoing effect ends. Otherwise your DM chooses one ongoing effect at random. A creature may not be the target of a hexblade's foil ability more then once every 24 hours. Any effect that removes or dispels a curse will allow the target of a hexblade's foil to re-activate their spell or ability as appropriate. The Hexblade may only attempt to use this ability a number of times per day equal to their Charisma bonus.

Bonus Feat: At 8th, 12th, and 16th levels, the hexblade gains a bonus feat of their choice from the following list: Combat Casting, Greater Spell Focus, Improved Familiar, Spell Focus, Spell Penetration, or any Metamagic or Reserve magic feat. They must otherwise qualify for the feat in order to select it.

Aura of Unluck (Su): At 9th level the hexblade gains the Aura of Unluck ability. Any melee or ranged attack made against the hexblade has a 20% miss chance (similar to the effect of concealment). At 18th level, the miss chance increases to 50%. This miss chance does not stack with any other miss chance from any other source. If the hexblade possesses more then one miss chance, only the highest miss chance is applied.

Improved Mettle (Ex): At 13th level, the hexblade gains the Improved Mettle ability. If subjected to an effect that allows a Fortitude or Will save for a partial or half effect, the hexblade takes only the partial or half effect on a failed save (and no effect on a successful save, just as with Mettle).

Energy Drain (Su): At 17th level the hexblade gains the Energy Drain ability. As a Standard Action the hexblade may make a single melee attack. If the attack hits and deals damage, the target gains 2d4 negative levels, as per the energy drain (http://www.d20srd.org/srd/spells/energyDrain.htm) spell.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them (if they are still alive) the subject must make a Fortitude saving throw (DC = 10 + 1/2 your Hexblade level + your Cha bonus) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained. A creature may not be the target of your hexblade's energy drain ability more than once every 24 hours, and the Hexblade may only attempt to use this ability a number of times per day equal to their Charisma bonus.


Hexblades and Prestige Classes: If a prestige class progresses arcane spellcasting ability and the player designates it as the spellcasting class being progressed (you may only have one for most prestige classes), then it also progresses the Hexblade Curse ability, in addition to progressing the Hexblade's spells. For example, a Hexblade 5/Prestige Class 10 (that fully progressed spellcasting) would have a Hexblade Curse with the Saving Throw and effects of a 15th level Hexblade (-8 penalty to Attack, Damage, Saves, Checks, and AC), plus the arcane spells of a 15th level Hexblade. However, it does not grant or progress any other aspect of the the Hexblade class, such as base attack bonus, Skills, hit dice, Saving Throw bonuses, Familiar, Foil, Bonus Feats, Maddening Curse abilities, or any other class ability.

Mulletmanalive
2011-10-08, 07:59 PM
My instant reaction is that the 4th level is overloaded. Spells, familiar AND a bonus feat? Gravey

Curious
2011-10-08, 08:12 PM
It looks quite nice. Constant debuffs, good combat ability, spells, etc. The only thing I dislike is the lack of ability to use spells in unison with combat, as I think any gish should be able to.

Saidoro
2011-10-08, 08:34 PM
More seriously, I would like to know what action this is, how many times you get it per day, etc.

It's usable at will as a swift action. It even says so in the sentence you quoted...

Anyway, I like it overall but the class feels like it should have some sort of long-term cursing option, not just the one-hour battle curses and the energy drain it doesn't get until 14th level.

Curious
2011-10-08, 08:46 PM
It's usable at will as a swift action. It even says so in the sentence you quoted...


:smalleek:
:smallsigh:
:smallredface:

. . . Disregard me, I'm a retard.

Dsurion
2011-10-08, 09:39 PM
Person_Man, I love all of your fixes, and this one is especially cool looking. Thank you for posting it.


Hexblade Curse (Su): At will as a swift action, the hexblade may attempt to curse a single creature within 60 feet that the Hexblade.I just noticed this sentence didn't go anywhere. What was the rest?

Yeah, sorry, I don't have any other input

Ernir
2011-10-08, 10:36 PM
Interesting. Changes less than some I've seen (which isn't a bad thing for a fix, IMO).

On the content:

Skills! Use Magic Device! Whoo!
Hexblade's Curse gets really nasty. I like it.
It still has half CL, which is... somewhat of a pet peeve of mine. Aside from getting your spells late, you're also getting level-inappropriate versions of them. If you use buffs, their dispel DCs are as if by a Wizard of half your level. If you use offensive spells, your SR checks are those of a Wizard half your level.
The Energy Drain thing feels kind of random, TBH. If there had been some kind of lower level energy drain/negative level class feature, I wouldn't say it (because inflicting negative levels fits nicely in the Hexblade portfolio), but when there's no negative energy stuff going on at all until you suddenly get the ability to send out 2d4 of them at will, it kind of sticks out.


Nitpicks:

You switch between genders at least once "the hexblade adds their Charisma bonus (minimum +1) to all saving throws", and "a successful Will or Fortitude saving throw that would normally reduce the effect, he suffers no effect at all".
The Familiar class feature does not mention the Hexblade's effective Sorcerer level for purposes of determining the familiar's abilities.
From the Taunt description: "The creature may still choose to take other actions if they wish." - this means actions other than attacking, right?
The "Practiced Caster" feat that is available as a bonus feat is the "Practiced Spellcaster" feat from Complete Arcane, right?
Mettle, Maddening Curse, Foil, Improved Mettle, Energy Drain and Karmic Suffering do not mention the levels at which they are gained (even though it is on the table).

BelGareth
2011-10-08, 10:50 PM
This looks great, No issues here.

I will be posting this in my Compendium (http://www.giantitp.com/forums/showthread.php?t=218120) of updated homebrews.

Andion Isurand
2011-10-09, 12:51 AM
What is the duration of the Hexblade's Curse?


If the hexblade possesses more then one miss chance, only the highest miss chance is applied.

What happens when the hexblade is concealed and made incorporeal and/or has the effect of Entropic Shield?

Person_Man
2011-10-09, 10:25 AM
Thanks for the feedback everyone. I'm aiming for Tier 3 here, which can be particularly difficult to achieve at every level, especially for a full BAB half-caster.

Change log:

Class seems a bit weak at levels 1-3. Arcane Resistance is weaker then Divine Grace, and Mettle is less commonly used then Evasion. So I added whip and net proficiency, and started spellcasting on level 3 instead of 4.
Removed bonus Feat from levels 4 and 20, so that they're not overloaded.
Arcane Resistance improved to include Saves vs supernatural abilities (Su). It fits thematically, but it's still weaker then Divine Grace and does not apply to extraordinary (Ex) abilities, most Feats, or possibly not psionics (if your DM is not using transparency).
You can remove a Hex with Dispel Magic effects. The vanilla Hexblade Curse can only be removed with Remove Curse or Break Enchantment, but the vanilla Hexblade curse sucks and has far more limited uses. Since it's basically a Save or Lose effect at higher levels, there needs to be a way to remove the effect that is more widely available.
Made the Hexblade's caster level equal to his class level, and removed Practiced Spellcaster from the list of Bonus Feats.
It's now explicit that the hexblade's effective sorcerer level is equal to his hexblade class level for the purpose of determining the familiar's abilities.
Taunt ability is now more clearly written. Enemies are not forced to attack you, but if they choose to attack, then you must be their first choice of targets.
Every ability now mentions what level the ability is gained.
Minor spelling and grammar corrections made.
Added Tumble and Balance as class Skills.




What is the duration of the Hexblade's Curse?

"The target of the hexblade's curse takes a -2 penalty to all attack and damage rolls for one hour."



What happens when the hexblade is concealed and made incorporeal and/or has the effect of Entropic Shield?

Only the highest miss chance applies, which I stated in ability description for Aura of Unluck. This isn't normally RAW, but as a DM it's a big per peeve of mine when a player stacks two or three miss chances, basically making their character impossible to hit.


Additional thoughts and commentary are always welcome. Thanks again to everyone.

Andion Isurand
2011-10-09, 02:51 PM
http://brilliantgameologists.com/boards/index.php?topic=13320.0

came across an interesting hexblade brew that turns it into an invocation user