Lorick
2018-12-29, 05:40 AM
Hey guys. I really like the hexblade, but it's a bit underwhelming, especially for a Pathfinder campaign where all the classes are beefed up. So I thought I'd make a stronger version. Does this seem balanced to you guys?
Alignment: Any nongood
Hit Die: d10
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)
Skill Points: 4 + Int modifier
Table: PF Hexblade
SavesSpells per day
LevelBABFRWSpecial1st2nd3rd4th
1
+1
+2
+0
+2
Hexblade's Curse 1/day, Armored Mage (Light)
-
-
-
-
2
+2
+3
+0
+3
Arcane Resistance, Bonus Feat
-
-
-
-
3
+3
+3
+1
+3
Mettle, Occult Gifts
-
-
-
-
4
+4
+4
+1
+4
Shadow of Misfortune, Armored Mage (Medium)
0
-
-
-
5
+5
+4
+1
+4
Hexblade's Curse 2/day
1
-
-
-
6
+6/+1
+5
+2
+5
Greater Hexblade's Curse, Bonus Feat
1
-
-
-
7
+7/+2
+5
+2
+5
Armored Mage (Heavy)
1
0
-
-
8
+8/+3
+6
+2
+6
Improved Occult Gifts
1
1
-
-
9
+9/+4
+6
+3
+6
Hexblade's Curse 3/day
2
1
-
-
10
+10/+5
+7
+3
+7
Bonus Feat
2
1
0
-
11
+11/+6/+1
+7
+3
+7
Improved Mettle
2
1
1
-
12
+12/+7/+2
+8
+4
+8
Aura of Unluck 1/day
2
2
1
-
13
+13/+8/+3
+8
+4
+8
Greater Shadow of Misfortune, Hexblade's Curse 4/day
3
2
1
0
14
+14/+9/+4
+9
+4
+9
Bonus Feat
3
2
1
1
15
+15/+10/+5
+9
+5
+9
Greater Occult Gifts
3
2
2
1
16
+16/+11/+6/+1
+10
+5
+10
Aura of Unluck 2/day
3
3
2
1
17
+17/+12/+7/+2
+10
+5
+10
Hexblade's Curse 5/day
4
3
2
1
18
+18/+13/+8/+3
+11
+6
+11
Greater Aura of Unluck, Bonus Feat
4
3
2
2
19
+19/+14/+9/+4
+11
+6
+11
Dire Hexblade's Curse
4
3
3
2
20
+20/+15/+10/+5
+12
+6
+12
Stolen Fortune, Aura of Unluck 3/day
4
4
3
3
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons.
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. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect.
The hexblade can use this ability a number of times per day equal to 1 + Cha modifier. At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours. A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Armored Mage: At 1st level, a hexblade gains proficiency with light armor and bucklers. Further, he can cast hexblade spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Every 3 levels, this ability improves. At 4th level, a hexblade gains proficiency with medium armor and light shields, and can also cast hexblade spells in medium armor and using a light shield without a chance of arcane spell failure, though heavy armor and heavy shields still present the same risk. Finally, at 7th level, the hexblade gains proficiency with heavy armor and heavy shields, and can cast hexblade spells in heavy armor and using a heavy shield without a chance of arcane spell failure.
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.
Bonus Feats: At 2nd level, and every 4th level after (6th, 10th, 14th, and 18th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration, any Fighter bonus feat, any feat with Hexblade levels as a prerequisite.
Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Occult Gifts (Su): At 3rd level, the hexblade's mystical power increases, manifesting in an occult gift. The hexblade may use this gift a number of times per day equal to 1 + Cha modifier. Select one occult gift from the list below:
Disrupter: With a melee attack, you may place a disruptive field around a target. The target must make a concentration check to cast spells or spell-like abilities, in addition to any other concentration checks required. The DC is 15 + twice the spell level, and the spell is wasted on failure. Lasts for 1/2 your hexblade levels.
Jumper: You can teleport to a nearby space as a swift action. This does not provoke an attack of opportunity. You must be able to see the space you are moving into. You cannot take other creatures with you. You can move 5 feet/2 hexblade levels.
Beguiler: With a touch, you can charm a living creature. The creature must not have more Hit Dice than your hexblade level, and must not have a hostile attitude toward you. Creatures receive a Will Save at 10 + 1/2 hexblade levels + CHA. Failure means the creature is affected by charm monster for 1/2 your hexblade level rounds. This is a mind-affecting effect.
Necromancer: Gain Command Undead as a bonus feat. The DC for use of this feat is equal to 10 + 1/2 hexblade level + CHA.
Enchanter: As a standard action, touch a creature to grant it either a +2 enchantment bonus to a single ability score of your choice or a +1 bonus to natural armor. This affect lasts for 1/2 hexblade level rounds.
Seer: At the beginning of your turn, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll in the place of another d20 roll. If not used before your next turn, it is lost.
Spells: A hexblade casts arcane spells from the hexblade spell list. He can cast any spell she knows without preparing it ahead of time. 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.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: PF Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table: Spells at the bottom of this page. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table: Spells are fixed.)
Upon reaching 8th level, and at every other hexblade level after that (10th, 12th, and so on), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is his hexblade level - 3.
Shadow of Misfortune: At 4th level, the hexblade's shadow begins moving independently, regardless of his position or the area's lighting. Though connected to his feet, the shadow may stretch up to 120 feet in any direction, moving at the hexblade's speed, where it's bulk will occupy a 5 foot space. Any target in or adjacent to that space takes a -2 penalty on its saves and to its AC.
The shadow has no real substance, and thus can't attack or otherwise affect creatures or objects, create flanking situations, or provoke attacks of opportunity. 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. The shadow is treated as a spell whose level is equal to 1/4 the hexblade's level. If it is dispelled, it automatically reforms at the hexblade's side 24 hours later. While dispelled in this fashion, the hexblade casts no shadow.
Greater Hexblade's Curse (Su): When a hexblade attains 6th level, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by a target of the hexblade's curse becomes -4 instead of -2.
Improved Occult Gifts (Su): At 8th level, the hexblade manifests more occult power. The hexblade may use the first gift he selected a number of times per day equal to 3 + Cha modifier. Further, he may select an additional occult gift, which he may use a number of times per day equal to 1 + Cha modifier.
Improved Mettle (Ex): At 11th level, a hexblade's mettle improves. This ability works like mettle, except that while the hexblade still takes no damage on a successful Will or Fortitude saving throw against attacks, he henceforth takes only half damage on a failed save. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the miss chance of concealment). Activating the aura is a swift action, though it may be activated as a free action if the hexblade uses his hexblade's curse that round, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).
At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th level hexblade can activate this aura three times per day.
Greater Shadow of Misfortune: When a hexblade attains 13th level, the penalty on saves and AC incurred by the hexblade's shadow of misfortune become -4 instead of -2. Further, the shadow is stronger, and is now treated as a spell whose level is equal to 1 + 1/4 the hexblade's level for the purposes of dispelling or suppressing.
Greater Occult Gifts (Su): At 15th level, the hexblade's occult gifts become stronger once more. The hexblade may use the first gift he selected a number of times per day equal to 5 + Cha modifier, the second gift 3 + Cha modifier, and he may select a third occult gift, which he may use a number of times per day equal to 1 + Cha modifier.
Greater Aura of Unluck (Su): At 18th level, the hexblade gains greater control over fortune, and any melee or ranged attack made against the hexblade while this aura of unluck is active now has a 50% miss chance (similar to the miss chance of total concealment).
Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by a target of the hexblade's curse becomes -6 instead of -4.
Stolen Fortune (Su): At 20th level, the hexblade not only has mastered creating bad luck, but has learned to siphon that lost luck, generating good luck for himself. Once per day, as a free action, when a target is under the effect his hexblade's curse, a hexblade gains a +6 bonus to attacks, saves, ability checks, skill checks, and damage rolls. Should at least one target also be affected by his shadow of misfortune, he gains a further +4 bonus to saves and AC. This bonuses apply to the hexblade, and thus can be used against all opponents, with the effect lasting for a number of rounds equal to 1 + the hexblade's Cha modifier. The bonuses remains even if the cursed target dies; the effect only ends after the number of rounds above have passed.
Table: Spells
Level1st-Level Spells Known2nd-Level Spells Known3rd-Level Spells Known4th-Level Spells Known
1
-
-
-
-
2
-
-
-
-
3
-
-
-
-
4
2
-
-
-
5
2
-
-
-
6
3
-
-
-
7
3
2
-
-
8
4
2
-
-
9
4
3
-
-
10
5
3
2
-
11
5
4
2
-
12
5
4
3
-
13
5
5
3
2
14
5
5
4
3
15
5
5
4
3
16
5
5
5
4
17
6
5
5
4
18
6
6
5
5
19
6
6
6
5
20
6
6
6
6
1st-Level Spells: Armor Lock, Bloodletting, Catsfeet, Death's Call, Detect Weaponry, Distract Assailant, Karmic Aura, Mage Burr, Peacebond, Phantom Threat, Reaving Aura
2nd-Level Spells: Adoration of the Frightful, Animate Weapon, Arcane Turmoil, Bothersome Babble, Crisis of Confidence, Divest Essentia, Karmic Backlash, Magical Backlash, Shadow Double, Soul Blight, Suppress Magic, Swift Ready
3rd-Level Spells: Fracturing Weapon, Hood of the Cobra, Hound of Doom, Nightmare Terrain, Phantasmal Strangler, Rend Essentia, Trance of the Verdant Domain, Unbind Chakra
4th-Level Spells: Cursed Blade, Early Twilight, Fear, Finger of Agony, Horrid Sickness, Karmic Retribution, Phantasmal Stranger, Spell Theft, Suppress Legacy, Unseen Strike
Alignment: Any nongood
Hit Die: d10
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)
Skill Points: 4 + Int modifier
Table: PF Hexblade
SavesSpells per day
LevelBABFRWSpecial1st2nd3rd4th
1
+1
+2
+0
+2
Hexblade's Curse 1/day, Armored Mage (Light)
-
-
-
-
2
+2
+3
+0
+3
Arcane Resistance, Bonus Feat
-
-
-
-
3
+3
+3
+1
+3
Mettle, Occult Gifts
-
-
-
-
4
+4
+4
+1
+4
Shadow of Misfortune, Armored Mage (Medium)
0
-
-
-
5
+5
+4
+1
+4
Hexblade's Curse 2/day
1
-
-
-
6
+6/+1
+5
+2
+5
Greater Hexblade's Curse, Bonus Feat
1
-
-
-
7
+7/+2
+5
+2
+5
Armored Mage (Heavy)
1
0
-
-
8
+8/+3
+6
+2
+6
Improved Occult Gifts
1
1
-
-
9
+9/+4
+6
+3
+6
Hexblade's Curse 3/day
2
1
-
-
10
+10/+5
+7
+3
+7
Bonus Feat
2
1
0
-
11
+11/+6/+1
+7
+3
+7
Improved Mettle
2
1
1
-
12
+12/+7/+2
+8
+4
+8
Aura of Unluck 1/day
2
2
1
-
13
+13/+8/+3
+8
+4
+8
Greater Shadow of Misfortune, Hexblade's Curse 4/day
3
2
1
0
14
+14/+9/+4
+9
+4
+9
Bonus Feat
3
2
1
1
15
+15/+10/+5
+9
+5
+9
Greater Occult Gifts
3
2
2
1
16
+16/+11/+6/+1
+10
+5
+10
Aura of Unluck 2/day
3
3
2
1
17
+17/+12/+7/+2
+10
+5
+10
Hexblade's Curse 5/day
4
3
2
1
18
+18/+13/+8/+3
+11
+6
+11
Greater Aura of Unluck, Bonus Feat
4
3
2
2
19
+19/+14/+9/+4
+11
+6
+11
Dire Hexblade's Curse
4
3
3
2
20
+20/+15/+10/+5
+12
+6
+12
Stolen Fortune, Aura of Unluck 3/day
4
4
3
3
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons.
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. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect.
The hexblade can use this ability a number of times per day equal to 1 + Cha modifier. At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours. A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Armored Mage: At 1st level, a hexblade gains proficiency with light armor and bucklers. Further, he can cast hexblade spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Every 3 levels, this ability improves. At 4th level, a hexblade gains proficiency with medium armor and light shields, and can also cast hexblade spells in medium armor and using a light shield without a chance of arcane spell failure, though heavy armor and heavy shields still present the same risk. Finally, at 7th level, the hexblade gains proficiency with heavy armor and heavy shields, and can cast hexblade spells in heavy armor and using a heavy shield without a chance of arcane spell failure.
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.
Bonus Feats: At 2nd level, and every 4th level after (6th, 10th, 14th, and 18th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration, any Fighter bonus feat, any feat with Hexblade levels as a prerequisite.
Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Occult Gifts (Su): At 3rd level, the hexblade's mystical power increases, manifesting in an occult gift. The hexblade may use this gift a number of times per day equal to 1 + Cha modifier. Select one occult gift from the list below:
Disrupter: With a melee attack, you may place a disruptive field around a target. The target must make a concentration check to cast spells or spell-like abilities, in addition to any other concentration checks required. The DC is 15 + twice the spell level, and the spell is wasted on failure. Lasts for 1/2 your hexblade levels.
Jumper: You can teleport to a nearby space as a swift action. This does not provoke an attack of opportunity. You must be able to see the space you are moving into. You cannot take other creatures with you. You can move 5 feet/2 hexblade levels.
Beguiler: With a touch, you can charm a living creature. The creature must not have more Hit Dice than your hexblade level, and must not have a hostile attitude toward you. Creatures receive a Will Save at 10 + 1/2 hexblade levels + CHA. Failure means the creature is affected by charm monster for 1/2 your hexblade level rounds. This is a mind-affecting effect.
Necromancer: Gain Command Undead as a bonus feat. The DC for use of this feat is equal to 10 + 1/2 hexblade level + CHA.
Enchanter: As a standard action, touch a creature to grant it either a +2 enchantment bonus to a single ability score of your choice or a +1 bonus to natural armor. This affect lasts for 1/2 hexblade level rounds.
Seer: At the beginning of your turn, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll in the place of another d20 roll. If not used before your next turn, it is lost.
Spells: A hexblade casts arcane spells from the hexblade spell list. He can cast any spell she knows without preparing it ahead of time. 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.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: PF Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table: Spells at the bottom of this page. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table: Spells are fixed.)
Upon reaching 8th level, and at every other hexblade level after that (10th, 12th, and so on), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is his hexblade level - 3.
Shadow of Misfortune: At 4th level, the hexblade's shadow begins moving independently, regardless of his position or the area's lighting. Though connected to his feet, the shadow may stretch up to 120 feet in any direction, moving at the hexblade's speed, where it's bulk will occupy a 5 foot space. Any target in or adjacent to that space takes a -2 penalty on its saves and to its AC.
The shadow has no real substance, and thus can't attack or otherwise affect creatures or objects, create flanking situations, or provoke attacks of opportunity. 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. The shadow is treated as a spell whose level is equal to 1/4 the hexblade's level. If it is dispelled, it automatically reforms at the hexblade's side 24 hours later. While dispelled in this fashion, the hexblade casts no shadow.
Greater Hexblade's Curse (Su): When a hexblade attains 6th level, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by a target of the hexblade's curse becomes -4 instead of -2.
Improved Occult Gifts (Su): At 8th level, the hexblade manifests more occult power. The hexblade may use the first gift he selected a number of times per day equal to 3 + Cha modifier. Further, he may select an additional occult gift, which he may use a number of times per day equal to 1 + Cha modifier.
Improved Mettle (Ex): At 11th level, a hexblade's mettle improves. This ability works like mettle, except that while the hexblade still takes no damage on a successful Will or Fortitude saving throw against attacks, he henceforth takes only half damage on a failed save. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the miss chance of concealment). Activating the aura is a swift action, though it may be activated as a free action if the hexblade uses his hexblade's curse that round, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).
At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th level hexblade can activate this aura three times per day.
Greater Shadow of Misfortune: When a hexblade attains 13th level, the penalty on saves and AC incurred by the hexblade's shadow of misfortune become -4 instead of -2. Further, the shadow is stronger, and is now treated as a spell whose level is equal to 1 + 1/4 the hexblade's level for the purposes of dispelling or suppressing.
Greater Occult Gifts (Su): At 15th level, the hexblade's occult gifts become stronger once more. The hexblade may use the first gift he selected a number of times per day equal to 5 + Cha modifier, the second gift 3 + Cha modifier, and he may select a third occult gift, which he may use a number of times per day equal to 1 + Cha modifier.
Greater Aura of Unluck (Su): At 18th level, the hexblade gains greater control over fortune, and any melee or ranged attack made against the hexblade while this aura of unluck is active now has a 50% miss chance (similar to the miss chance of total concealment).
Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by a target of the hexblade's curse becomes -6 instead of -4.
Stolen Fortune (Su): At 20th level, the hexblade not only has mastered creating bad luck, but has learned to siphon that lost luck, generating good luck for himself. Once per day, as a free action, when a target is under the effect his hexblade's curse, a hexblade gains a +6 bonus to attacks, saves, ability checks, skill checks, and damage rolls. Should at least one target also be affected by his shadow of misfortune, he gains a further +4 bonus to saves and AC. This bonuses apply to the hexblade, and thus can be used against all opponents, with the effect lasting for a number of rounds equal to 1 + the hexblade's Cha modifier. The bonuses remains even if the cursed target dies; the effect only ends after the number of rounds above have passed.
Table: Spells
Level1st-Level Spells Known2nd-Level Spells Known3rd-Level Spells Known4th-Level Spells Known
1
-
-
-
-
2
-
-
-
-
3
-
-
-
-
4
2
-
-
-
5
2
-
-
-
6
3
-
-
-
7
3
2
-
-
8
4
2
-
-
9
4
3
-
-
10
5
3
2
-
11
5
4
2
-
12
5
4
3
-
13
5
5
3
2
14
5
5
4
3
15
5
5
4
3
16
5
5
5
4
17
6
5
5
4
18
6
6
5
5
19
6
6
6
5
20
6
6
6
6
1st-Level Spells: Armor Lock, Bloodletting, Catsfeet, Death's Call, Detect Weaponry, Distract Assailant, Karmic Aura, Mage Burr, Peacebond, Phantom Threat, Reaving Aura
2nd-Level Spells: Adoration of the Frightful, Animate Weapon, Arcane Turmoil, Bothersome Babble, Crisis of Confidence, Divest Essentia, Karmic Backlash, Magical Backlash, Shadow Double, Soul Blight, Suppress Magic, Swift Ready
3rd-Level Spells: Fracturing Weapon, Hood of the Cobra, Hound of Doom, Nightmare Terrain, Phantasmal Strangler, Rend Essentia, Trance of the Verdant Domain, Unbind Chakra
4th-Level Spells: Cursed Blade, Early Twilight, Fear, Finger of Agony, Horrid Sickness, Karmic Retribution, Phantasmal Stranger, Spell Theft, Suppress Legacy, Unseen Strike