PDA

View Full Version : Too Unlucky to Unlive [3.5 Base Class, PEACH]



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.

Kellus
2008-06-25, 11:55 PM
Hexes

Least Hexes

• Butterfingers: The target takes a -4 luck penalty to grapple checks and to resist being disarmed.

• Cloud Eyes: The target may not make ranged attacks beyond one range increment.

• Cursed Wounds: The hp damage inflicted by the attack carrying this hex cannot be healed.

• Devastate: The target takes a -6 luck penalty to an ability score of your choice.

• Impure Body: The target loses immunity to disease and poison.

• Instigate Fear: The target loses immunity to fear.

• Lethargy: The target’s land speed is reduced by 10ft. If the target’s speed is reduced to 0ft. or lower, the target may not use it’s land speed.

• Shadow Vision: The target loses either low-light vision or darkvision, at your choice.

• Spell Failure: The target incurs full arcane spell failure chance regardless of whether it casts arcane or divine spells, or if it would normally be able to cast arcane spells in some kinds of armour.

Lesser Hexes

• Blindness: The target becomes blind.

• Deafness: The target becomes deaf.

• Endless Venom: The target becomes inflicted with deadly venom. Every minute it must make a Fortitude save or take 1 point of damage. A target immune to poison is immune to this effect.

• Eternal Service: If the target dies, it rises immediately as a zombie or skeleton with full hp under your direct mental control. Undead raised in this way count against your HD limit for undead. If you have no caster level, you may have one skeleton or zombie animated at a time in this way.

• Inaction: The target always has a 25% chance of doing nothing on its turn.

• Instill Vulnerability: The target becomes vulnerable to one element of your choice from the following list: acid, cold, electricity, fire, and sonic. If the target is immune to the element you select, this hex has no effect.

• Magic Lock: The target must succeed on a Will save to cast any spell or use a spell-like ability. Failure indicates that the attempt fails, but the target loses a spell slot or use of its spell-like ability as normal.

• Metamagic Lock: The target cannot make use of metamagic effects.

Greater Hexes

• Breath Stealer: The target cannot use breath weapons.

• Divine Disapproval: The target cannot turn or rebuke undead or use the lay on hands class feature.

• Harmless: The target deals only nonlethal damage with its melee attacks.

• Indecisiveness: The target cannot take attacks of opportunity.

• Remove Immunity: The target loses one elemental immunity of your choice from the following list: acid, cold, electricity, fire, and sonic.

• Reverse Metabolism: The target is affected by positive energy the way it is normally affected by negative energy, and by negative energy the way it is normally affected by positive energy.

• Wasting Death: The target must immediately make a Fortitude save. Failure indicates that the target receives 1d4 points of Constitution drain. Every hour, the target must make a new saving throw against the same DC, +1 for every previous successful save, or take 1d4 points of Constitution drain again. Once the target fails a save, the DC resets to the original value, but increases with further successful saves. A target immune to supernatural diseases is immune to this effect.

Dire Hexes

• Destroy Destiny: The target cannot gain XP.

• Erase Talent: The target cannot make skill checks of any one skill of your choice. They automatically fail such checks.

• Illegible Arcana: The target loses the ability to read arcane writings. This means they cannot prepare spells from a spellbook, among other things. In addition, all arcane spells are cast at a -5 caster level penalty.

• Illuminate Shadows: The target loses access to their top tier of mysteries, and casts all of their mysteries as arcane spells.

• Loose Binding: The target immediately expels any vestiges currently bound, and cannot bind any new ones.

• Psychic Bridle: The target’s manifester level is reduced by half.

• Remove Dweomer: The target cannot use or benefit magic items held in one body slot of your choice. Multiple applications stack; you select a different body slot each time.

• Revolution of the Damned: The target cannot control undead. All undead currently under their control begins to act normally as appropriate to their situation. If intelligent, they retain all memory of what occured while they were controlled.

• Shake Faith: The target loses their connection to divine authority. The cannot use domain spells, domain granted abilities, turn undead, rebuke undead, divine feats, or domain feats.

• Unimpressive Presence: Any auras the target extends drops to 5ft.

• Unyielding Fate: If the target dies, it cannot be raised or resurrected by any means until the hex has been removed.

• Zombie Step: The target may only take a single move or standard action each round.

Kesnit
2008-06-26, 07:45 AM
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.

Is this correct, that no FGT levels are required in order to take Fighter 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.

In addition to his CON/DEX/WIS, or does CHA replace CON/DEX/WIS?




• Cursed Wounds: The hp damage inflicted by the attack carrying this hex cannot be healed.

• Devastate: The target takes a -6 luck penalty to an ability score of your choice.


These seems a little OP for a first level ability, given the requirements for removal.


• Spell Failure: The target incurs full arcane spell failure chance regardless of whether it casts arcane or divine spells, or if it would normally be able to cast arcane spells in some kinds of armour.

Want to make sure I am reading this right... A Bard/Warlock in a chain shirt takes the ASF for a chain shirt, but a WIZ in robes still takes no ASF?


• Instill Vulnerability: The target becomes vulnerable to one element of your choice from the following list: acid, cold, electricity, fire, and sonic. If the target is immune to the element you select, this hex has no effect.

How vulnerable? I assume you mean extra damage, but how much and does it scale with level?


• Magic Lock: The target must succeed on a Will save to cast any spell or use a spell-like ability. Failure indicates that the attempt fails, but the target loses a spell slot or use of its spell-like ability as normal.

This seems rather OP, as it would make pure casters almost useless, esp if they are a PC. (I can't see too many players wanting to keep a character who has such difficulty performing their primary function.)


• Metamagic Lock: The target cannot make use of metamagic effects.

I understand this when it comes to spontanious casters, but I assume this also means spell slots prepared with metamagic are gone?


• Wasting Death: The target must immediately make a Fortitude save. Failure indicates that the target receives 1d4 points of Constitution drain. Every hour, the target must make a new saving throw against the same DC, +1 for every previous successful save, or take 1d4 points of Constitution drain again. Once the target fails a save, the DC resets to the original value, but increases with further successful saves. A target immune to supernatural diseases is immune to this effect.

This one risks being a PC killer. Unless the party casters have one of the few removal spells prepared (or a scroll for them), they probably won't have time to rest and prepare/pray for spells.


• Destroy Destiny: The target cannot gain XP.

Pointless. PCs hit with this will reroll, and monsters/villans won't be progressing anyway. (Pointless even with recurring villan because the PCs will outlevel him/her/it.)


• Illegible Arcana: The target loses the ability to read arcane writings. This means they cannot prepare spells from a spellbook, among other things. In addition, all arcane spells are cast at a -5 caster level penalty.

• Loose Binding: The target immediately expels any vestiges currently bound, and cannot bind any new ones.

• Psychic Bridle: The target’s manifester level is reduced by half.

• Shake Faith: The target loses their connection to divine authority. The cannot use domain spells, domain granted abilities, turn undead, rebuke undead, divine feats, or domain feats.

See my comments under Magic Lock. (Though not as bad since another PC would, in theory, be able to cast one of the removal spells.)

firepup
2008-06-27, 05:14 PM
1st level, can use an ability that'll stick for four to five more levels, is permanent until removed, when remove curse is available(weakest spell available to remove the hex). I personally would never allow this into a game without major revamping. not only that, but if your caster is lower then the hexblade at the time, well, your SOL unable to remove the curse. just plain unable, no roll to see if against the odds you make it, your just unable.
Especially compared to the hexblade in complete warrior, who's curse is always a free action, but only lasts one hour, and is just a static penalty. Major need to turn down