DaTedinator
2012-10-18, 09:13 PM
So this is an idea inspired by this thread here (http://www.giantitp.com/forums/showthread.php?t=258130). It's not actually what the OP was looking for (I don't think), but it planted the idea in my head that, dang it, hexblades were absolutely supposed to use invocations. It just fits them perfectly.
I tried to keep things as similar to the original hexblade plus fix (http://irongamersguild.wikidot.com/forum/t-248314/unofficial-fix-for-hexblades-from-an-official-source) as possible, but the new setup obviously necessitated some changes, and I went ahead and made one or two unique changes on my own (like what I did to Aura of Unluck).
Without further ado...
HEXBLADE
Hit Die: d10
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations Known
1st
+1
+2
+0
+2
Hexblade's curse (1 target)
0
2nd
+2
+3
+0
+3
Arcane resistance, invocations (least)
1
3rd
+3
+3
+1
+3
Mettle
1
4th
+4
+4
+1
+4
Dark companion
2
5th
+5
+4
+1
+4
Bonus feat, hexblade's curse (2 targets)
2
6th
+6
+5
+2
+5
--
3
7th
+7
+5
+2
+5
Aura of unluck (5% miss chance)
3
8th
+8
+6
+2
+6
Invocations (least or lesser)
4
9th
+9
+6
+3
+6
Hexblade's curse (3 targets)
4
10th
+10
+7
+3
+7
Bonus feat
5
11th
+11
+7
+3
+7
Aura of unluck (10% miss chance)
5
12th
+12
+8
+4
+8
--
6
13th
+13
+8
+4
+8
Hexblade's curse (4 targets)
6
14th
+14
+9
+4
+9
Invocations (least, lesser, or greater)
7
15th
+15
+9
+5
+9
Aura of unluck (15% miss chance), bonus feat
7
16th
+16
+10
+5
+10
--
8
17th
+17
+10
+5
+10
Hexblade's curse (5 targets)
8
18th
+18
+11
+6
+11
--
9
19th
+19
+11
+6
+11
Aura of unluck (20% miss chance)
9
20th
+20
+12
+6
+12
Bonus feat, invocations (least, lesser, greater, or dark)
10
[tr]
[td]Class Skills (2 + Int Modifier, x4 at 1st level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Profession, Ride, Spellcraft.
CLASS FEATURES
Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons, light armor, and shields (except tower shields).
Because the somatic components required for hexblade invocations are simple, a hexblade can use any of his invocations while wearing light or medium armor, or wielding a light shield or buckler, without incurring the normal arcane spell failure. However, like arcane spellcasters, a hexblade wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (all invocations, including hexblade's curse, have a somatic component). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A hexblade does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the chaotic energy that suffuses his being.
A full explanation of invocations is provided below, spoilered to avoid inconveniencing those who already know how they work.
A hexblade can use any invocation he knows at will, with the following qualifications:
A hexblade's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A hexblade is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A hexblade can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A hexblade's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A hexblade's caster level with his invocations is equal to his hexblade level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the hexblade's Charisma modifier. Since spell-like abilities are not actually spells, a hexblade cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability.
The four grades of invocation that a hexblade has access to, in order of their relative power, are least, lesser, greater, and dark. As a hexblade gains levels, he learns new invocations, as summarized on the class table and described below. A list of available invocations can be found following this class description.
At any level when a hexblade learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a hexblade can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 14th level, a hexblade can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 20th level, a hexblade can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hexblades can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, on page 18 of Complete Arcane, for details.
Hexblade's Curse (Sp): The first ability that a hexblade learns is the hexblade's curse. A hexblade ensorcels his foes with foul luck, dooming their efforts to failure.
The hexblade's curse can be used as a swift action, on any target within 60 feet that is visible to the hexblade. The target takes a -2 penalty on attacks, saves, ability checks, and skill checks for 1 hour, or until the hexblade curses someone else. A successful Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) negates the effect, and any foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 hours. Even if they fail their saves, a target cannot be affect by more than one curse from the same hexblade.
The hexblade's curse is the equivalent of a 1st level spell. It's subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply. Metamagic feats cannot improve the hexblade's curse, but the Ability Focus feat increases the DC for all saving throws associated with the curse by 2.
At first level, a hexblade can only affect a single target at a time with his hexblade's curse. If he successfully curses a new target while he already has a curse in effect, the old curse ends immediately. At 5th level, and every four levels beyond that (9th, 13th, and 17th), a hexblade gains the ability to curse one additional target at a time, as indicated on the class table. If he curses a new target when he's already cursed the maximum number of targets for his level, he may choose whose curse ends.
Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.
Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Dark Companion (Sp): At 4th level, a hexblade can create an illusory companion, spun from the darkness of the night. Creating the companion takes 24 hours; once created, a dark companion stands with him in battle, hindering his enemies’ defenses.
Any enemy adjacent to a dark companion takes a –2 penalty on its saves and to its AC. The companion’s speed is equal to the hexblade's (including all modes of movement you possess) and it acts during his turn each round. It follows his mental commands perfectly—in effect, it is merely an extension of his will.
A dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Any creature can enter a dark companion’s 5-foot space without restriction, and it can likewise enter any creature's space; however, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. A dark companion is treated as a spell-like ability whose level is equal to 1/4 the hexblade's class level. If it is dispelled, it automatically reforms at his side 24 hours later.
A dark companion can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the hexblade at the start of his turn, or if the hexblade ever loses line of effect to it, it instantly reappears in his space.
Bonus Feat: At 5th level, and every five levels thereafter, a hexblade gains a bonus feat, which must be selected from the following list: Ability Focus (hexblade's curse or any invocation), Arcane Mastery, Combat Casting, Extra Invocation, Heighten Spell-like Ability, Obtain Familiar, Quicken Spell-like Ability, Spell Penetration, or any feat off of the fighter bonus feat list. The hexblade must meet all prerequisites, as usual.
Aura of Unluck (Su): A hexblade of 7th level or higher creates a baleful aura of misfortune around himself, like an armor of bad luck. Any melee or ranged attack made against the hexblade has a 5% miss chance (similar to the effect of concealment). This miss chance improves by 5% every four levels, to 10% at 11th level, 15% at 15th, and finally to its maximum of 20% at 19th level.
I tried to keep things as similar to the original hexblade plus fix (http://irongamersguild.wikidot.com/forum/t-248314/unofficial-fix-for-hexblades-from-an-official-source) as possible, but the new setup obviously necessitated some changes, and I went ahead and made one or two unique changes on my own (like what I did to Aura of Unluck).
Without further ado...
HEXBLADE
Hit Die: d10
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations Known
1st
+1
+2
+0
+2
Hexblade's curse (1 target)
0
2nd
+2
+3
+0
+3
Arcane resistance, invocations (least)
1
3rd
+3
+3
+1
+3
Mettle
1
4th
+4
+4
+1
+4
Dark companion
2
5th
+5
+4
+1
+4
Bonus feat, hexblade's curse (2 targets)
2
6th
+6
+5
+2
+5
--
3
7th
+7
+5
+2
+5
Aura of unluck (5% miss chance)
3
8th
+8
+6
+2
+6
Invocations (least or lesser)
4
9th
+9
+6
+3
+6
Hexblade's curse (3 targets)
4
10th
+10
+7
+3
+7
Bonus feat
5
11th
+11
+7
+3
+7
Aura of unluck (10% miss chance)
5
12th
+12
+8
+4
+8
--
6
13th
+13
+8
+4
+8
Hexblade's curse (4 targets)
6
14th
+14
+9
+4
+9
Invocations (least, lesser, or greater)
7
15th
+15
+9
+5
+9
Aura of unluck (15% miss chance), bonus feat
7
16th
+16
+10
+5
+10
--
8
17th
+17
+10
+5
+10
Hexblade's curse (5 targets)
8
18th
+18
+11
+6
+11
--
9
19th
+19
+11
+6
+11
Aura of unluck (20% miss chance)
9
20th
+20
+12
+6
+12
Bonus feat, invocations (least, lesser, greater, or dark)
10
[tr]
[td]Class Skills (2 + Int Modifier, x4 at 1st level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Profession, Ride, Spellcraft.
CLASS FEATURES
Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons, light armor, and shields (except tower shields).
Because the somatic components required for hexblade invocations are simple, a hexblade can use any of his invocations while wearing light or medium armor, or wielding a light shield or buckler, without incurring the normal arcane spell failure. However, like arcane spellcasters, a hexblade wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (all invocations, including hexblade's curse, have a somatic component). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A hexblade does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the chaotic energy that suffuses his being.
A full explanation of invocations is provided below, spoilered to avoid inconveniencing those who already know how they work.
A hexblade can use any invocation he knows at will, with the following qualifications:
A hexblade's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A hexblade is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A hexblade can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A hexblade's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A hexblade's caster level with his invocations is equal to his hexblade level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the hexblade's Charisma modifier. Since spell-like abilities are not actually spells, a hexblade cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability.
The four grades of invocation that a hexblade has access to, in order of their relative power, are least, lesser, greater, and dark. As a hexblade gains levels, he learns new invocations, as summarized on the class table and described below. A list of available invocations can be found following this class description.
At any level when a hexblade learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a hexblade can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 14th level, a hexblade can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 20th level, a hexblade can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hexblades can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, on page 18 of Complete Arcane, for details.
Hexblade's Curse (Sp): The first ability that a hexblade learns is the hexblade's curse. A hexblade ensorcels his foes with foul luck, dooming their efforts to failure.
The hexblade's curse can be used as a swift action, on any target within 60 feet that is visible to the hexblade. The target takes a -2 penalty on attacks, saves, ability checks, and skill checks for 1 hour, or until the hexblade curses someone else. A successful Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) negates the effect, and any foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 hours. Even if they fail their saves, a target cannot be affect by more than one curse from the same hexblade.
The hexblade's curse is the equivalent of a 1st level spell. It's subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply. Metamagic feats cannot improve the hexblade's curse, but the Ability Focus feat increases the DC for all saving throws associated with the curse by 2.
At first level, a hexblade can only affect a single target at a time with his hexblade's curse. If he successfully curses a new target while he already has a curse in effect, the old curse ends immediately. At 5th level, and every four levels beyond that (9th, 13th, and 17th), a hexblade gains the ability to curse one additional target at a time, as indicated on the class table. If he curses a new target when he's already cursed the maximum number of targets for his level, he may choose whose curse ends.
Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.
Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Dark Companion (Sp): At 4th level, a hexblade can create an illusory companion, spun from the darkness of the night. Creating the companion takes 24 hours; once created, a dark companion stands with him in battle, hindering his enemies’ defenses.
Any enemy adjacent to a dark companion takes a –2 penalty on its saves and to its AC. The companion’s speed is equal to the hexblade's (including all modes of movement you possess) and it acts during his turn each round. It follows his mental commands perfectly—in effect, it is merely an extension of his will.
A dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Any creature can enter a dark companion’s 5-foot space without restriction, and it can likewise enter any creature's space; however, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. A dark companion is treated as a spell-like ability whose level is equal to 1/4 the hexblade's class level. If it is dispelled, it automatically reforms at his side 24 hours later.
A dark companion can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the hexblade at the start of his turn, or if the hexblade ever loses line of effect to it, it instantly reappears in his space.
Bonus Feat: At 5th level, and every five levels thereafter, a hexblade gains a bonus feat, which must be selected from the following list: Ability Focus (hexblade's curse or any invocation), Arcane Mastery, Combat Casting, Extra Invocation, Heighten Spell-like Ability, Obtain Familiar, Quicken Spell-like Ability, Spell Penetration, or any feat off of the fighter bonus feat list. The hexblade must meet all prerequisites, as usual.
Aura of Unluck (Su): A hexblade of 7th level or higher creates a baleful aura of misfortune around himself, like an armor of bad luck. Any melee or ranged attack made against the hexblade has a 5% miss chance (similar to the effect of concealment). This miss chance improves by 5% every four levels, to 10% at 11th level, 15% at 15th, and finally to its maximum of 20% at 19th level.