Kellus
2008-06-25, 11:54 PM
Hexblade
http://www.liquidmateria.info/w/images/3/37/Ranger.jpg
”Feeling lucky? Let me know how that works out for you.”
- Hexblade
Hexblades are a living blight on those around them. Whether they actively try to bring ruin to others, use their powers to manipulate fortune in their favour, or are simply cursed by powers too great to comprehend, hexblades can cause bad luck and worse consequences to feed on their targets.
Game Rule Information
Alignment: Any.
Hit Die: d10.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Table: The Hexblade
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Hexes Known
1st|+1|+2|+0|+2|Curse blade (swift), hexblade’s curse -1, martial aptitude|
2
2nd|+2|+3|+0|+3|Bonus feat|
3
3rd|+3|+3|+1|+3|Arcane resistance|
3
4th|+4|+4|+1|+4|Hexblade’s curse -2|
4
5th|+5|+4|+1|+4|Curse blade (immediate)|
5
6th|+6/+1|+5|+2|+5|Bonus feat, lesser hexes|
5
7th|+7/+2|+5|+2|+5|Mettle|
6
8th|+8/+3|+6|+2|+6|Hexblade’s curse -3|
7
9th|+9/+4|+6|+3|+6|Aura of unluck (10%)|
7
10th|+10/+5|+7|+3|+7|Curse blade (full-attack), bonus feat|
8
11th|+11/+6/+1|+7|+3|+7|Greater hexes|
9
12th|+12/+7/+2|+8|+4|+8|Hexblade’s curse -4|
9
13th|+13/+8/+3|+8|+4|+8|Aura of unluck (30%)|
10
14th|+14/+9/+4|+9|+4|+9|Bonus feat|
11
15th|+15/+10/+5|+9|+5|+9|Curse blade (full-round)|
11
16th|+16/+11/+6/+1|+10|+5|+10|Dire hexes, hexblade’s curse -5|
12
17th|+17/+12/+7/+2|+10|+5|+10|Aura of unluck (50%)|
13
18th|+18/+13/+8/+3|+11|+6|+11|Bonus feat|
13
19th|+19/+14/+9/+4|+11|+6|+11|Improved mettle|
14
20th|+20/+15/+10/+5|+12|+6|+12|Curse blade (double hex), hexblade’s curse -6|
15
[/table]
All of the following are class features of the hexblade.
Hexes: A hexblade begins play with 4 least hexes known. At every level he may select one additional hex of any level he can access. A hexblade delivers hexes with his curse blade class feature (see below). Unless otherwise indicated, all hexes have the following traits:
• A successful Will saving throw (DC 10 + 1/2 the hexblade’s class level + the hexblade’s Charisma modifier) negates the hex. The penalty imposed by the hexblade’s curse (see below) applies to this saving throw. Any additional saving throws for hexes are made at this same DC.
• Hexes are permanent effects that can only be removed with a remove curse, break enchantment, limited wish, miracle, wish, or similar effect used by a spellcaster with more caster levels than the hexblade had hexblade levels when he applied the hex.
• Hexes are supernatural effects.
• A hex can be identified by the target with a successful Knowledge (arcana) check against the hex save DC. Alternatively, another being can make the same check at a -5 penalty by spending 1 minute examining an afflicted creature.
Hexes have four grades: least, lesser, greater, and dire. Beginning at 6th level, a hexblade may learn lesser hexes. Beginning at 11th level, a hexblade may learn greater hexes. Beginning at 16th level, a hexblade may learn dire curses. Once a hexblade learns a hex, he may not exchange it or replace it.
Curse Blade (Su): The primary ability of a hexblade is the power to charge his weapon with bad luck. As a swift action, a hexblade may charge a weapon he’s holding. The next successful attack he makes with this weapon before the end of his turn delivers his hexblade’s curse (see below), as well as any one hex he knows. If the hexblade is wielding a ranged weapon, this ability applies to ammuniton fired from it. If the hexblade is wielding multiple weapons, this ability applies to all the weapons he is holding. Thus, a hexblade with Two-Weapon Fighting may bestow a hex on the first attack he makes with each weapon before the end of his turn.
At 5th level, this ability improves. He may charge his weapon as an immediate action, allowing him to deliver his curse with an attack of opportunity.
At 10th level, this ability improves again. He may now charge his weapon with a swift action and deliver his curse on every attack he makes before the end of his turn. He may select a different hex to place on each attack, at his discretion.
At 15th level, this ability improves again. He may now charge his weapon with a swift or immediate action and deliver his curse on every attack he makes before the beginning of his next turn. He may select a different hex to place on each attack, at his discretion.
At 20th level, this ability improves again. Whenever the hexblade uses this ability, he may place two hexes on each attack he makes.
Hexblade’s Curse (Su): Any target struck by a hexblade’s curse blade (see above) is inflicted with the hexblade’s curse. The target takes a -1 luck penalty on saving throws, skill checks, and attack rolls. This effect follows all the rules of a hex, except that it does not allow a saving throw.
The penalty inflicted by the hexblade’s curse improves by -1 at 4th level and every 4 levels thereafter.
Martial Aptitude (Ex): A hexblade adds his hexblade levels and his fighter levels (if any) for the purpose of qualifying for feats that require a fighter level prerequisite, such as Weapon Specialization.
Bonus Feat: At 2nd level and every 4 levels thereafter, a hexblade may select a bonus feat that he qualifies for. This must be a Luck feat or be on the list of fighter bonus feats.
Arcane Resistance (Su): Beginning at 3rd level, a hexblade adds his Charisma modifier as a luck bonus to his saving throws against arcane spells and spell-like abilities.
Mettle (Ex): Beginning at 7th level, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude saving throw 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.
Aura of Unluck (Su): Beginning at 9th level, a hexblade can create an aura of bad luck that surrounds him. As a swift action, he may activate this field. All melee and ranged attacks made against him before his next turn have a 10% chance of missing him. This effect does not stack with any concealment the hexblade may have.
At 13th level, the miss chance provided by this effect improves to 30%.
At 17th level, the miss chance provided by this effect improves to 50%.
Improved Mettle (Ex): Beginning at 19th level, a hexblade can shake off the mightiest assaults. This ability works like mettle, except that while the hexblade still takes no damage on a successful Fortitude or Will saving throw against attacks, henceforth he takes only half damage or partial effect on a failed save. An unconscious or sleeping hexblade does not gain the benefit of improved mettle.
http://www.liquidmateria.info/w/images/3/37/Ranger.jpg
”Feeling lucky? Let me know how that works out for you.”
- Hexblade
Hexblades are a living blight on those around them. Whether they actively try to bring ruin to others, use their powers to manipulate fortune in their favour, or are simply cursed by powers too great to comprehend, hexblades can cause bad luck and worse consequences to feed on their targets.
Game Rule Information
Alignment: Any.
Hit Die: d10.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Table: The Hexblade
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Hexes Known
1st|+1|+2|+0|+2|Curse blade (swift), hexblade’s curse -1, martial aptitude|
2
2nd|+2|+3|+0|+3|Bonus feat|
3
3rd|+3|+3|+1|+3|Arcane resistance|
3
4th|+4|+4|+1|+4|Hexblade’s curse -2|
4
5th|+5|+4|+1|+4|Curse blade (immediate)|
5
6th|+6/+1|+5|+2|+5|Bonus feat, lesser hexes|
5
7th|+7/+2|+5|+2|+5|Mettle|
6
8th|+8/+3|+6|+2|+6|Hexblade’s curse -3|
7
9th|+9/+4|+6|+3|+6|Aura of unluck (10%)|
7
10th|+10/+5|+7|+3|+7|Curse blade (full-attack), bonus feat|
8
11th|+11/+6/+1|+7|+3|+7|Greater hexes|
9
12th|+12/+7/+2|+8|+4|+8|Hexblade’s curse -4|
9
13th|+13/+8/+3|+8|+4|+8|Aura of unluck (30%)|
10
14th|+14/+9/+4|+9|+4|+9|Bonus feat|
11
15th|+15/+10/+5|+9|+5|+9|Curse blade (full-round)|
11
16th|+16/+11/+6/+1|+10|+5|+10|Dire hexes, hexblade’s curse -5|
12
17th|+17/+12/+7/+2|+10|+5|+10|Aura of unluck (50%)|
13
18th|+18/+13/+8/+3|+11|+6|+11|Bonus feat|
13
19th|+19/+14/+9/+4|+11|+6|+11|Improved mettle|
14
20th|+20/+15/+10/+5|+12|+6|+12|Curse blade (double hex), hexblade’s curse -6|
15
[/table]
All of the following are class features of the hexblade.
Hexes: A hexblade begins play with 4 least hexes known. At every level he may select one additional hex of any level he can access. A hexblade delivers hexes with his curse blade class feature (see below). Unless otherwise indicated, all hexes have the following traits:
• A successful Will saving throw (DC 10 + 1/2 the hexblade’s class level + the hexblade’s Charisma modifier) negates the hex. The penalty imposed by the hexblade’s curse (see below) applies to this saving throw. Any additional saving throws for hexes are made at this same DC.
• Hexes are permanent effects that can only be removed with a remove curse, break enchantment, limited wish, miracle, wish, or similar effect used by a spellcaster with more caster levels than the hexblade had hexblade levels when he applied the hex.
• Hexes are supernatural effects.
• A hex can be identified by the target with a successful Knowledge (arcana) check against the hex save DC. Alternatively, another being can make the same check at a -5 penalty by spending 1 minute examining an afflicted creature.
Hexes have four grades: least, lesser, greater, and dire. Beginning at 6th level, a hexblade may learn lesser hexes. Beginning at 11th level, a hexblade may learn greater hexes. Beginning at 16th level, a hexblade may learn dire curses. Once a hexblade learns a hex, he may not exchange it or replace it.
Curse Blade (Su): The primary ability of a hexblade is the power to charge his weapon with bad luck. As a swift action, a hexblade may charge a weapon he’s holding. The next successful attack he makes with this weapon before the end of his turn delivers his hexblade’s curse (see below), as well as any one hex he knows. If the hexblade is wielding a ranged weapon, this ability applies to ammuniton fired from it. If the hexblade is wielding multiple weapons, this ability applies to all the weapons he is holding. Thus, a hexblade with Two-Weapon Fighting may bestow a hex on the first attack he makes with each weapon before the end of his turn.
At 5th level, this ability improves. He may charge his weapon as an immediate action, allowing him to deliver his curse with an attack of opportunity.
At 10th level, this ability improves again. He may now charge his weapon with a swift action and deliver his curse on every attack he makes before the end of his turn. He may select a different hex to place on each attack, at his discretion.
At 15th level, this ability improves again. He may now charge his weapon with a swift or immediate action and deliver his curse on every attack he makes before the beginning of his next turn. He may select a different hex to place on each attack, at his discretion.
At 20th level, this ability improves again. Whenever the hexblade uses this ability, he may place two hexes on each attack he makes.
Hexblade’s Curse (Su): Any target struck by a hexblade’s curse blade (see above) is inflicted with the hexblade’s curse. The target takes a -1 luck penalty on saving throws, skill checks, and attack rolls. This effect follows all the rules of a hex, except that it does not allow a saving throw.
The penalty inflicted by the hexblade’s curse improves by -1 at 4th level and every 4 levels thereafter.
Martial Aptitude (Ex): A hexblade adds his hexblade levels and his fighter levels (if any) for the purpose of qualifying for feats that require a fighter level prerequisite, such as Weapon Specialization.
Bonus Feat: At 2nd level and every 4 levels thereafter, a hexblade may select a bonus feat that he qualifies for. This must be a Luck feat or be on the list of fighter bonus feats.
Arcane Resistance (Su): Beginning at 3rd level, a hexblade adds his Charisma modifier as a luck bonus to his saving throws against arcane spells and spell-like abilities.
Mettle (Ex): Beginning at 7th level, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude saving throw 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.
Aura of Unluck (Su): Beginning at 9th level, a hexblade can create an aura of bad luck that surrounds him. As a swift action, he may activate this field. All melee and ranged attacks made against him before his next turn have a 10% chance of missing him. This effect does not stack with any concealment the hexblade may have.
At 13th level, the miss chance provided by this effect improves to 30%.
At 17th level, the miss chance provided by this effect improves to 50%.
Improved Mettle (Ex): Beginning at 19th level, a hexblade can shake off the mightiest assaults. This ability works like mettle, except that while the hexblade still takes no damage on a successful Fortitude or Will saving throw against attacks, henceforth he takes only half damage or partial effect on a failed save. An unconscious or sleeping hexblade does not gain the benefit of improved mettle.