Grod_The_Giant
2013-08-26, 04:59 PM
Note: This should be used with a minor warlock power-up, such as allowing them to full attack with their eldrich blast, and granting a few more invocations known.
Hexblade
Lose: Eldrich Blast, Damage Reduction, Deceive Item, Imbue Item
Gain: Hexblade's Curse, Cloak of Misfortune, Luckbane, Aura of Unluck
Change: Hit Die, BAB, Weapons and Armor Proficiencies
Hit Die: d8
BAB: Full (as fighter)
Weapon and Armor Proficiencies: Hexblades are proficient with all simple and martial weapons, and with light armor and shields.
Hexblade's Curse (Su): As a swift action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. For a number of rounds equal to the Hexblade's Charisma modifier plus one-half his level (minimum 1), the target takes a -2 penalty all dice rolls he makes, and all non-opposed dice rolls (such as attacks and saving throws) made against him gain a +2 bonus. A successful Will save (DC 10 + 1/2 Hexblade's class level + Hexblade's Cha modifier) negates the effect.
A Hexblade's curse is never beneficial. If a situation ever arises where it would-- for example, if the victim is subsequently mind-controlled and forced to attack his allies, or if a healing spell is cast on him-- the penalty from the curse does not apply in that instance.
A Hexblade's curse may be used at will; however, a target who successfully saves against the curse may not be affected by it again for 1 hour.
At 7th level, the penalty improves to -4. At 14th level, it improves to -6, and at 20th level to -8.
Curse and Invocations: Eldrich Essence invocations may be applied to the Hexblade's curse. The save against the invocation is combined with the save against the curse-- if the target fails his Will save and is affected by the curse, he also suffers the effects of the invocation.
Blast Shape invocations may be applied to the Hexblade's curse, with the exception of anything that adds attack rolls, such as eldrich chain. If the invocation allows a save for half damage, such as eldrich cone, that save does not apply-- all targets within the area are affected by the curse at full power.
Cloak of Misfortune (Su): Beginning at 3rd level, a Hexblade subconsciously warps probabilities around him, gaining a luck bonus to armor class and saving throws equal to one-half his Charisma modifier, rounded up.
Luckbane (Su): Beginning at 4th level, when making melee or ranged attacks against targets currently affected by his curse, a Hexblade deals bonus damage equal to his Hexblade level.
Aura of Unluck (Su): Beginning at 12th level, a Hexblade may channel the power of his curse inwards, wearing bad luck like a suit of armor. As a swift action, he may activate his aura of unluck. While his aura is active, all attacks made against him have a miss chance equal to his Charisma modifier times 5, to a maximum of 50%. However, he cannot use his curse as long as the aura is active, and any ongoing curses end as soon as he activates his aura.
Hexblade
Lose: Eldrich Blast, Damage Reduction, Deceive Item, Imbue Item
Gain: Hexblade's Curse, Cloak of Misfortune, Luckbane, Aura of Unluck
Change: Hit Die, BAB, Weapons and Armor Proficiencies
Hit Die: d8
BAB: Full (as fighter)
Weapon and Armor Proficiencies: Hexblades are proficient with all simple and martial weapons, and with light armor and shields.
Hexblade's Curse (Su): As a swift action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. For a number of rounds equal to the Hexblade's Charisma modifier plus one-half his level (minimum 1), the target takes a -2 penalty all dice rolls he makes, and all non-opposed dice rolls (such as attacks and saving throws) made against him gain a +2 bonus. A successful Will save (DC 10 + 1/2 Hexblade's class level + Hexblade's Cha modifier) negates the effect.
A Hexblade's curse is never beneficial. If a situation ever arises where it would-- for example, if the victim is subsequently mind-controlled and forced to attack his allies, or if a healing spell is cast on him-- the penalty from the curse does not apply in that instance.
A Hexblade's curse may be used at will; however, a target who successfully saves against the curse may not be affected by it again for 1 hour.
At 7th level, the penalty improves to -4. At 14th level, it improves to -6, and at 20th level to -8.
Curse and Invocations: Eldrich Essence invocations may be applied to the Hexblade's curse. The save against the invocation is combined with the save against the curse-- if the target fails his Will save and is affected by the curse, he also suffers the effects of the invocation.
Blast Shape invocations may be applied to the Hexblade's curse, with the exception of anything that adds attack rolls, such as eldrich chain. If the invocation allows a save for half damage, such as eldrich cone, that save does not apply-- all targets within the area are affected by the curse at full power.
Cloak of Misfortune (Su): Beginning at 3rd level, a Hexblade subconsciously warps probabilities around him, gaining a luck bonus to armor class and saving throws equal to one-half his Charisma modifier, rounded up.
Luckbane (Su): Beginning at 4th level, when making melee or ranged attacks against targets currently affected by his curse, a Hexblade deals bonus damage equal to his Hexblade level.
Aura of Unluck (Su): Beginning at 12th level, a Hexblade may channel the power of his curse inwards, wearing bad luck like a suit of armor. As a swift action, he may activate his aura of unluck. While his aura is active, all attacks made against him have a miss chance equal to his Charisma modifier times 5, to a maximum of 50%. However, he cannot use his curse as long as the aura is active, and any ongoing curses end as soon as he activates his aura.