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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Apr 2008

    Default The Revamped Hexblade

    I originally put this on the D&D forum boards, so I thought I'd get some feedback from here as well. What we have here is a redone Hexblade, with the things that I think the Hexblade should have by simple virtue of being a warrior. (I must give credit to Otto the Bugbear, Lokathor, and Aryxbez for the elements of their Hexblade fixes that inspired this class.)

    Basically, I think that warrior classes shouldn't have to worry about their resources, i.e., their class abilities shouldn't expire. Ergo, invocations instead of spells, a severely weakened curse that can be used an infinite number of times per day, as well as a few expendable abilities involving luck (Lucky and the Aura of Unluck). So, tell me what you think.



    HEXBLADE

    Alignment: Any nongood
    Hit Die: d10

    Class Skills
    The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).

    Skill Points at 1st level: (4 + Int modifier) x 4.
    Skill Points at Each Additional Level: 4 + Int modifier.
    Code:
          Base                                                                    
          Attack          Fort Ref  Will                           Invocations
    Level Bonus           Save Save Save   Special                       Known
    1st    +1              +2   +0   +2    Hexblade’s curse (1, initial)   -
    2nd    +2              +3   +0   +3    Arcane resistance               -
    3rd    +3              +3   +1   +3    Mettle                          -
    4th    +4              +4   +1   +4    Invocations (least)             1
    5th    +5              +4   +1   +4    New curse                       1
    6th    +6/+1           +5   +2   +5    Hexblade’s curse (2, initial)   2
    7th    +7/+2           +5   +2   +5    Lucky 1/day                     2
    8th    +8/+3           +6   +2   +6    Hexblade’s curse (2, greater)   3 
    9th    +9/+4           +6   +3   +6    Aura of unluck 1/day            3
    10th   +10/+5          +7   +3   +7    Mettle                          4
    11th   +11/+6/+1       +7   +3   +7    New curse                       4
    12th   +12/+7/+2       +8   +4   +8    Invocations (lesser)            5 
    13th   +13/+8/+3       +8   +4   +8    Hexblade’s curse (3, greater)   5
    14th   +14/+9/+4       +9   +4   +9    Aura of unluck 2/day            5
    15th   +15/+10/+5      +9   +5   +9    Hexblade’s curse (3, dire)      6
    16th   +16/+11/+6/+1   +10  +5   +10   Lucky 2/day                     6 
    17th   +17/+12/+7/+2   +10  +5   +10   New curse                       6
    18th   +18/+13/+8/+3   +11  +6   +11                                   7
    19th   +19/+14/+9/+4   +11  +6   +11   Aura of unluck 3/day            7
    20th   +20/+15/+10/+5  +12  +6   +12   Hexblade’s curse (4, dire)      7

    Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

    Because the somatic components required for hexblade invocations are relatively simple, a hexblade can use any of her invocations while wearing light armor or a shield without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

    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 hexblade selects an attribute of the target to curse from the following list:

    Curse of Failure: The target takes a -2 penalty to all ability checks.

    Curse of Feeble Blades: The target takes a -2 penalty to all weapon damage rolls.

    Curse of Inaccuracy: The target takes a -2 penalty to attack rolls.

    Curse of Ineptitude: The target takes a -2 penalty to all skill checks.

    Curse of Misfortune: The target takes a -2 penalty to all saving throws.

    The target must succeed on a Will save (DC 10 + ˝ hexblade’s class level + hexblade’s Charisma modifier) or suffer the effect of the curse for 1 hour. A target may have multiple hexblade’s curses affecting him, but multiple specific curses (i.e., 2 or more applications of the Curse of Inaccuracy, for example) don’t stack. Furthermore, any foe that successfully resists a specific effect cannot be affected by the same specific curse for 24 hours; he could still be affected by other curse’s.

    Any effect that removes or dispels a curse eliminates the effects of all currently existing hexblade’s curses.

    At 6th level, a hexblade can unleash two curses in one swift action. These can both be directed at the same target (although they would have to be two different specific curses) or they can be directed at two targets, as long as both targets are visible to the hexblade and within 60 feet (the hexblade could unleash the same specific curse twice, in this instance). At 13th level, a hexblade can unleash three curses in a single swift action (three curses on one target, one curse on three separate targets, or one curse on one target and two on another). At 20th level, a hexblade can unleash a total of four specific curses in a single swift action (four curses on one target, one curse on four separate targets or any reasonable combination thereof).

    A hexblade of 8th level or higher, the penalties of the above specific curses become -4 instead of -2. At 15th level, the penalties of the above curses become -6.

    Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to her Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

    Mettle (Ex): At 3rd and 9th level, a Hexblade gains the ability to resist magical and unusual attacks with great willpower or fortitude. She chooses one of the two effects at 3rd level and automatically gains the other effect at 9th level.

    Mettle of the Body: A hexblade can resist magical and unusual attacks with great fortitude. If she makes a successful 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 Fortitude partial), she instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle of the body.

    Mettle of the Mind: A hexblade can resist magical and unusual attacks with great willpower. If she makes a successful Will 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), she instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle of the mind.

    Invocations: At 4th level, a hexblade gains access to her arcane magic. She does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the dark energy that suffuses her soul. A hexblade can use any invocation she 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 she 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 her invocations is equal to her hexblade level minus three.

    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. She can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

    The two grades of invocations available to the hexblade, in order of the relative power, are least and lesser. At 4th level, a hexblade gains knowledge of one invocation, which must be of the lowest grade (least). As a hexblade gains levels, she learns new invocations, as summarized on the above table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in the books they come from or below.

    At 12th level, when a hexblade gains access to a new grade of invocations, she can also replace an invocation she already knows with another invocation of the same or a lower grade. At that level, a hexblade can replace a least invocation she knows with a different least invocation (in addition to learning a new invocation, which could be least or lesser).

    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, page 18, of Complete Arcane for details.

    New Curse (Su): At 5th, 11th, and 17th levels, a hexblade increases her repertoire of specific curses. She may select a specific curse from the following list:

    Curse of Distraction: The target is now considered distracted and must make a Concentration check in order to succeed at any task requiring patience or concentration (most notably, casting spells, manifesting powers, and the like). The DC for the Concentration check is 15 + spell/power/mystery/utterance/etc. level for the initial curse, 20 + level for the greater curse, and 25 + level for the dire curse.

    Curse of No Escape: The target, when flanked, now confers a greater bonus to attack rolls to his flankers. This penalty is +3 for the initial curse, +4 for the greater curse, and +6 for the dire curse.

    Curse of Ignorance: The target takes a penalty to two specific skill checks determined by the hexblade. This penalty is -5 for the initial curse, -10 for the greater curse, and -15 for the dire curse. A target that saves against this curse may still be affected by it before the normal 24 hours are up so long as the hexblade doesn’t try to curse either of the two skill checks previously chosen.

    Curse of Paranoia: The target takes a penalty to only one saving throw, although it is a greater penalty. The penalty is -4 for the initial curse, -6 for the greater curse, and -8 for the dire curse. A target under the effect of the curse of misfortune can still be affected by this curse; the larger penalty simply overlaps. Likewise, a target that saved against a curse of misfortune can still be affected by this curse before the normal 24 hours are up.

    Curse of Sloth: The target’s speed (for all movement forms) is reduced to a percentage (to a minimum of 5 feet; any target whose speed is reduced to this minimum may not take a 5 foot step). The percentage is 75% for the initial curse, 50% for the greater curse, and 25% for the dire curse.

    Curse of No Defense: The target’s Armor Class is reduced by a penalty. This penalty is -2 for the initial curse, -4 for the greater curse, and -6 for the dire curse.

    Lucky: Hexblades operate by imposing bad luck on others and at times they can take the displaced good luck for themselves. Once per day, a hexblade of 7th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. At 16th level, a hexblade gains an additional use of this ability per day.

    Aura of Unluck (Su): Once per day, a hexblade of 9th level or higher can create a baleful aura of misfortune. Any creature within 15 feet of the hexblade at the moment of the aura’s activation (as well as any creature that later enters the aura’s radius while the aura is still active) must roll a Will saving throw (DC 10 + ˝ hexblade’s class level + hexblade’s Charisma modifier). A success means that the creature is unaffected by the activation of this aura (even if he leaves the radius of the aura and later returns while the aura is still active). Failure means that whenever the creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result is applied. Activating this aura is a swift action, and the aura lasts for a number of rounds equal to 3 + the hexblade’s Charisma bonus (if any).

    At 14th level and higher, a hexblade can use her aura of unluck twice per day. A 19th-level hexblade can activate this aura three times per day. Even if a hexblade has multiple uses of her aura of unluck in any given day, she may still only activate the aura once per encounter.

    Ex-Hexblades
    A hexblade who becomes good-aligned loses all hexblade invocations and all supernatural class abilities. She may not progress any farther in levels as a hexblade. She retains all the other benefits of the class (weapon and armor proficiencies and bonus feats). She may regain her hexblade supernatural abilities and may progress further in levels as a hexblade upon returning to a nongood alignment.


    Hexblade Invocations
    Least
    • Baleful Utterance (2nd) As the invocation in Complete Arcane
    • Beguiling Influence (2nd) As the invocation in Complete Arcane
    • Breath of the Night (1st) As the invocation in Complete Arcane
    • Darkness (2nd) As the invocation in Complete Arcane
    • Deafening Roar (2nd) As the invocation in Dragon Magic
    • Devil’s Sight (2nd) As the invocation in Complete Arcane
    • Entropic Warding (2nd) As the invocation in Complete Arcane
    • Hellish Sword (2nd) See below
    • Leaps and Bounds (2nd) As the invocation in Complete Arcane
    • Lurking Misfortune (1st) See below
    • Magic Insight (2nd) As the invocation in Dragon Magic
    • Miasmic Cloud (1st) As the invocation in Complete Arcane
    • Scalding Gust (2nd) As the invocation in Dragon Magic
    • See the Unseen (2nd) As the invocation in Complete Arcane
    • Serpent’s Tongue (2nd) As the invocation in Complete Mage
    • Spiderwalk (2nd) As the invocation in Complete Arcane
    • Summon Swarm (2nd) As the invocation in Complete Arcane
    • Swimming the Styx (2nd) As the invocation in Complete Mage

    Lesser
    • Charm (4th) As the invocation in Complete Arcane
    • Cold Comfort (3rd) As the invocation in Complete Mage
    • Crawling Eye (3rd) As the invocation in Complete Mage
    • Curse of Despair (4th) As the invocation in Complete Arcane
    • Disembodied Hand (4th) As the invocation in Complete Mage
    • Enthralling Voice (4th) As the invocation in Dragon Magic
    • Fell Flight (3rd) As the invocation in Complete Arcane
    • Flee the Scene (4th) As the invocation in Complete Arcane
    • Frightful Presence (3rd) As the invocation in Dragon Magic, except it would only apply in a round in which you attack (since you have no breath weapon)
    • Hexing Blade (4th) See below
    • Humanoid Shape (3rd) As the invocation in Dragon Magic
    • Hungry Darkness (3rd) As the invocation in Complete Arcane
    • Ignore the Pyre (4th) As the invocation in Dragon Magic
    • Lacerating Shadow (3rd) See below
    • Relentless Dispelling (4th) As the invocation in Complete Mage
    • Voidsense (4th) As the invocation in Complete Arcane
    • Voracious Dispelling (4th) As the invocation in Complete Arcane
    • Walk Unseen (3rd) As the invocation in Complete Arcane
    • Witchwood Step (3rd) As the invocation in Complete Mage

    Hellish Sword
    Least; 2nd
    You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. Now, your weapon no longer needs to physically hit your targets in order to harm them. You make a flourish with your weapon, and a vicious-looking ghostly image of it streaks down a 60-foot line. You make one melee attack against each foe in the path of the attack. You may substitute your Charisma modifier for your Strength modifier (or Dexterity, in case you have Weapon Finesse) on the weapon’s attack and damage rolls. The attack deals damage just as if you had swung the weapon in melee, including any bonuses you might have from ability scores or feats.

    Hexing Blade
    Lesser; 4th
    You can use this invocation as a swift action, and it counts against your limit of one quickened action per round (but it also doesn’t provoke an attack of opportunity). You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. Cursed is your weapon and cursed is anyone unfortunate enough to be harmed by it. The damage dealt by your next single melee attack that your make with this weapon (made before the beginning of your next round) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). Only damage eligible to be multiplied on a critical hit counts as incurable. If a creature is slain by a weapon that is under the effect of this invocation, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.

    Lacerating Shadow
    Lesser; 3rd
    You can use this invocation as a swift action, and it counts against your limit of one quickened action per round (but it also doesn’t provoke an attack of opportunity). You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. You draw shadow stuff from the Plane of Shadow and infuse your weapon with its essence. The single next melee attack that you make with this weapon (made before the beginning of your next round) is resolved as a melee touch attack. However, your target is entitled to a Will save to overcome the shadowy nature of the weapon. If the save is successful, that foe only takes one-fifth normal damage from any weapon you wield if the weapon currently has this invocation cast on it for the next 24 hours. Also, that foe is only 20% likely to suffer any special effects of your attacks made with weapons with this invocation cast (again, for the next 24 hours).

    Lurking Misfortune
    Least; 1st
    When this invocation is activated, you animate a small part of your own shadow to become self-sustaining and move as a separate creature. It has your speed (for all movement modes) and can move up to 120ft away from you, but if it goes out of range or you lose line of effect to it then it immediately reappears in your square. The shadow acts on your turn according to your mental commands (directing it is a free action). Your shadow is non-corporeal, and other creatures (friend and foe) can freely move through it. It is both immune to attack and cannot ever make attacks of its own. The shadow's size is equal to yours. Any foe adjacent to your shadow's own space takes -2 to AC and saves, but only if the shadow's space is empty of other creatures. As an invocation effect, the shadow can be dispelled normally. Additionally, any spell with the [Light] descriptor of 3rd level or higher can be used to dispel the shadow (treat it as a casting of dispel magic). This invocation lasts for 24 hours once used, but you can dismiss it sooner if you wish (as a mental swift action). If your shadow is dispelled, you cannot use this invocation again for 24 hours.



    I'm mostly happy with the class as is, except for the Hexblade's Curse. On the D&D forum boards, it was remarked as being unwieldy and confusing, and I can kind of see how that's so. The problem is, what do I replace it with?

    A 1/encounter (increasing up to 4/encounter) curse modeled right after the original curse (where it's all five of those penalties at the same time) seems the easiest to implement, but what do I do with the New Curse abilities (I hate dead levels, so this is kind of important to me)? I could put in the Luck feats from Complete Scoundrel (with a caveat that the Lucky abilities provide Luck rerolls usable for the Luck feats, but how original is that? I could put in a list of feats, including fighter feats, new Hexblade's Curse feats from one of those Dragon magazines, but I wouldn't know where to begin in writing out the list.

    Well, there you have it. Please comment.
    Last edited by Tectorman; 2008-05-27 at 12:40 PM.

  2. - Top - End - #2
    Banned
     
    RedSorcererGirl

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    Default Re: The Revamped Hexblade

    i'm away from my books. how do the hexblade's invocations known compare with the warlocks?

  3. - Top - End - #3
    Firbolg in the Playground
     
    Djinn_in_Tonic's Avatar

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    Default Re: The Revamped Hexblade

    Grrr...***is always miffed that he (as Gideon_Gideonson) never gets mentioned as part of the Hexblade re-designers, even though his is the one that Otto the Bugbear based his on***

    Sorry. Sort of a sore point there...mainly 'cause mine never received many comments, while Otto's achieved such wonderful things. Guess it's all in the name recognition. Anyway, now that that's over and done with...

    Aside from that, it looks good, although you don't have the three effects of Mettle listed...you only have two, but mention three in the text and the table. There's also a mistake with Curse of No Escape...it lists a penalty, and it should be a bonus.

    I also don't think it would be terribly overpowered to allow them some Greater invocations...maybe just one or two at the highest levels. Look at spells like "Unluck" for inspiration for custom invocations.

    Finally, on a flavor note, Lucky seems rather out of place. I'd prefer to see an ability that allows you to force your opponents to re-roll checks. But that's a favorite from my own design, which I'll share in case anyone is interested. The curse mechanic of mine might also work for you...I basically stole Bestow Curse and Greater Bestow Curse, and created a minor version to go along with them.

    The Hexblade
    Spoiler
    Show
    The Hexblade

    [IMG]Picture URL[/IMG]

    Class Skills
    The Hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex).
    Skills Per Day at 1st Level : (4 + int)x4
    Skills Per Day at Each Additional Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +1     +0     +2    Hexblade’s Curse
    2. +2    +1     +0     +3    Arcane Resistance
    3. +3    +2     +1     +3    Mettle, Dark Luck 1/encounter
    4. +4    +2     +1     +4    Dark Companion
    5. +5    +2     +1     +4    Bonus Feat
    6. +6    +3     +2     +5    -
    7. +7    +3     +2     +5    Dark Luck 2/encounter
    8. +8    +4     +2     +6    Greater Hexblade’s Curse
    9. +9    +4     +3     +6    Bonus Feat
    10.+10    +5     +3     +7    Persistent Hex
    11.+11    +5     +3     +7    Dark Luck 3/encounter
    12.+12    +6     +4     +8    Aura of Unluck
    13.+13    +6     +4     +8    Bonus Feat
    14.+14    +6     +4     +9    -
    15.+15    +7     +5     +9    Dark Luck 4/encounter
    16.+16    +7     +5     +10   Dire Hexblade’s Curse
    17.+17    +7     +5     +10    Bonus Feat
    18.+18    +8     +6     +11    -
    19.+19    +8     +6     +11    Dark Luck 5/encounter
    20.+20   +9     +6     +12   Greater Aura of Unluck
    Invocations:
    Code:
    [b]   Invocations Known
    1.	–
    2.	–
    3.	1 (least)
    4.	1
    5.	2
    6.	2
    7.	2
    8.	3 (lesser)
    9.	3
    10.	3
    11.	4
    12.	4
    13.	4
    14.	5 (greater)
    15.	5
    16.	5
    17.	6
    18.	6
    19.	6
    20.	7 (dark)

    Class Features
    All of the following are class features of the hexblade.
    Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for hexblade invocations are fairly simple, a hexblade can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
    Invocations: A hexblade does not cast spells per se. Instead he casts invocations in the same manner as a warlock. See the Warlock class description on page 7 of Complete Arcane. A hexblade cannot learn eldritch shape invocations, but he may learn eldritch essence invocations. As a standard action, a hexblade may make a single attack combined with an eldritch essence invocation or an invocation with a range of touch. If this attack hits, the target suffers the effects of the invocation, although he receives a save if the invocation allows one.
    Hexblade’s Curse (Su): Once per round, as a swift action, a hexblade can unleash a curse on a foe. The opponent must be visible to the hexblade, and must be within 60ft. The target of the curse takes either a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls, a -4 penalty to a single ability score (minimum 1), or has a 25% chance of losing their next action for 1 hour/hexblade level. The target is entitled to a Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) to negate the effect. The effects of this curse do not stack. Any foe that successfully resists the effect is immune to the curse for 24 hours. For the purposes of dispelling this effect, treat it as a spell of a level equal to 1/2 the hexblade’s level, rounded down (maximum 9, minimum 1). The hexblade’s caster level equals his class level. A hexblade may lift his curse at any time as a free action. Only one application of this curse may affect a target at any one time.
    Arcane Resistance (Su): At 2nd 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, a hexblade’s resistance to magical effects increases. If he succeeds a Fortitude or Will save against an effect with a partial effect on a successful save, he instead suffers no effects from the attack.
    Dark Luck (Su): At 3rd level a hexblade can curse his foes with bad luck. Once per encounter he may, as an immediate action, force an opponent to re-roll any one attack roll, skill check, or saving throw that they have just made. The opponent takes the worst of the two rolls. At 7th level and every 4 levels after (11, 15, 19), the hexblade gains one additional use of this ability per encounter.
    Dark Companion (Su): See the hexblade alternate class feature on page 47 of the Player’s Handbook II.
    Bonus Feat: At 5th level, and every 4 levels thereafter (9th, 13th, 17th), a hexblade gains a bonus feat from the following list: Ability Focus, Combat Casting, Empower Spell-like Ability, Extra Invocation, Heighten Spell-like Ability, Mage Slayer, Maximize Spell-like Ability, Quicken Spell-like Ability.
    Greater Hexblade’s Curse (Su): At level 8, the hexblade’s curse becomes much more potent. It now functions as a bestow curse spell with a caster level equal to the hexblade’s class level, although it keeps its original DC (10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) and SR is not applied. This effect includes the ability to create curses in keeping with the power level of the possible effects (-4 to all saves, skill checks, and ability checks and damage rolls, -6 to a single ability score (minimum 1), or 50% chance to lose their action). Like the spell, the duration is permanent. A successful save against one of these effects renders the target immune to the curse for 24 hours. For the purposes of dispelling this effect, treat it as a spell of a level equal to 1/2 the hexblade’s level, rounded down (maximum 9, minimum 1). The hexblade’s caster level equals his class level. A hexblade may lift his curse at any time as a free action. Only one application of this curse may affect a target at any one time.
    Persistent Hex (Su): At 10th level a hexblade’s curse resists almost every attempt to dispel it. A successful dispel attempt merely grants the victim a second saving throw. If this save fails, the spell still afflicts the target.
    Aura of Unluck (Su): At 12th level, a hexblade radiates a palpable aura of bad luck. All attacks against the hexblade suffer a 20% miss chance. This effect affects all targeted attacks and all targeted spells, but does not affect a spell the hexblade is caught in the middle of. This effect does not stack with similar effects generated through items or spells: only the best applies.
    Dire Hexblade’s Curse (Su): At level 8, the hexblade’s curse becomes much more potent. It now functions as a greater bestow curse spell with a caster level equal to the hexblade’s class level, although it keeps its original DC (10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) and SR is not applied. This effect includes the ability to create curses in keeping with the power level of the possible effects (-8 to all saves, skill checks, and ability checks and damage rolls, -6 to any two ability score (minimum 1), reduce one ability score to 1, or 75% chance to lose their action). Like the spell, the duration is permanent. A successful save against one of these effects renders the target immune the curse for 24 hours. For the purposes of dispelling this effect, treat it as a spell of a level equal to 1/2 the hexblade’s level, rounded down (maximum 9, minimum 1). The hexblade’s caster level equals his class level. A hexblade may lift his curse at any time as a free action. Only one application of this curse may affect a target at any one time.
    Greater Aura of Unluck (Su): At 20th level the hexblade’s Aura of Unluck is so strong that all attacks against the hexblade suffer a 50% miss chance. This effect affects all targeted attacks and all targeted spells, but does not affect a spell the hexblade is caught in the middle of. This effect does not stack with similar effects generated through items or spells: only the best applies.
    Last edited by Djinn_in_Tonic; 2008-05-23 at 03:00 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  4. - Top - End - #4
    Dwarf in the Playground
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    Default Re: The Revamped Hexblade

    @reorith: The invocations are basically the same, except they're only the least or lesser ones. And there are no invocations that modify the eldritch blast (since there's no eldritch blast in the first place). On the other hand, I did reproduce some of the Hexblade's attacking spells in invocation form.

    @Djinn_In_Tonic: Thanks for mentioning the Curse of No Escape. Yeah, that was supposed to be a bonus. It's fixed now.

    You mention three effects under the Hexblade's Mettle ability and I never put in three effects. Are you referring to "She chooses one of the two effects at 3rd level and automatically gains the other effect at 9th level."? Because that just means there are two effects, Mettle of the Mind and Mettle of the Body. Say you pick Mettle of the Body at 3rd level. That means that you will automatically gain the other effect, Mettle of the Mind, at 9th level. There is no third effect.

    I wavered back and forth between giving them Greater Invocations as well, or just Least and Lesser. Eventually, I decided on limiting it to the first two, since the Hexblade was also going to get a Curse ability usable at will. However, if I change the curse to a Per Encounter usage instead, then I may reinstate the Greater Invocations. I'll have to think about it.

    Oh, and the spell Unluck is the inspiration for the Aura of Unluck.

    As for Luck, well, the Hexblade imposes bad luck on other people, so I thought that her gaining stolen good luck would fit.

    I'll get back on this after some thought.
    Last edited by Tectorman; 2008-05-27 at 12:42 PM.

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    Default Re: The Revamped Hexblade

    Personally, I am starting to dislike all the hexblade rebuilds that contain invocations. They don't represent what the hexblade is about, in my opinion. he is a warrior with an ability to manipulate luck (and in turn, fate) and curse his enemies.

    The problem as I see it, is the curses are never worth using... ever. I'd much rather just hit the guy. I'm always of the mind "More work on curses, less magic"

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    Default Re: The Revamped Hexblade

    Quote Originally Posted by HellFencer View Post
    Personally, I am starting to dislike all the hexblade rebuilds that contain invocations. They don't represent what the hexblade is about, in my opinion. he is a warrior with an ability to manipulate luck (and in turn, fate) and curse his enemies.

    The problem as I see it, is the curses are never worth using... ever. I'd much rather just hit the guy. I'm always of the mind "More work on curses, less magic"
    Along that vein, this is what I did: (note that its much more straightforward, and incorporates some of the fix presented by WotC themselves).

    Hexblade

    -Gain Fortitude as a good save.
    -Hexblade’s Curse usable 1+ Cha per day (instead of as listed).
    -Hexblade’s Curse is triggered off a successful attack, similarly to Stunning Fist. The hexblade chooses to activate the ability after striking a creature, and retains the per-day use if the creature makes its save.
    -Gain the ability to cast in light or medium armor and while carrying a light shield or buckler.
    -At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.
    -At 5th level, the hexblade gains Arcane Burn: He deals an additional 2 points of damage to any spellcasting opponent he strikes in melee and causes them to incur a -1 penalty to their spell-save DCs and CL for one minute. At 9th level this increases to 3 points of damage. At 13th level it increases to 4 points of damage and -2 to spell-saves and CL. At 17th level it increases to 5 points of damage and -3 to spell-saves and CL. The penalty to CL and spell-saves is not cumulative with multiple attacks.
    -Add 1 spell per day to each spell level in his progression.
    Last edited by Kizara; 2008-05-27 at 06:33 PM.

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    Default Re: The Revamped Hexblade

    Interesting ideas you've got there Kizara. I am working on a rebuild myself, that includes a much expanded curse list, as curses are now more than just "-2 to rolls". They each have a different flavor, and the hexblade in limited in which ones he knows. I purposely made a larger list of curses than the hexblade can learn, so you can customize your character based on what types of things you want to do / represent (unluck, extra damage, debuffs, etc.).

    I also tore off all his spellcasting, instead giving him options for spell-likes OR extraordinary abilities. He is almost finished, but I'm still tinkering with balance. I'll post it here when I am finished, if no one objects.

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    GreenSorcererElf

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    Default Re: The Revamped Hexblade

    Quote Originally Posted by HellFencer View Post
    The problem as I see it, is the curses are never worth using... ever. I'd much rather just hit the guy. I'm always of the mind "More work on curses, less magic"
    You realize that these rebuilds change the curse into a swift action, so that you curse and hit the guy, right? As for the invocations, the normal spellcasting is so limited it's easier to just give him a few invocations, since that's how he'll be using his spells anyway, and they require less paperwork.
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    Default Re: The Revamped Hexblade

    I stand my by remark of "I'd rather just hit the guy". My problem is with the flavor and overall lackluster quality that the curse ability represents. I'm not concerned with being able to use it AND hit the guy, when using it is barely worth anything. In other words, I see this as a bandaid, instead of healing a wound.

    Re: Invocations
    I just don't think it fits flavorwise for the Hexblade to have a large pool of spell casting OR invocations. It just seems silly. I don't care whether something is more or less work. I just don't see the hexblade as someone with spellcasting to begin with. Thus, I restate that I think it should be dropped outright (and not switched to invocations).

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    Default Re: The Revamped Hexblade

    Whoops. I think I left this thread alone too long. Now I have to cast Thread Resurrection.

    Quote Originally Posted by HellFencer View Post
    Re: Invocations
    I just don't think it fits flavorwise for the Hexblade to have a large pool of spell casting OR invocations. It just seems silly. I don't care whether something is more or less work. I just don't see the hexblade as someone with spellcasting to begin with. Thus, I restate that I think it should be dropped outright (and not switched to invocations).
    While I respect your opinion, I feel I need to explain why I put invocations in there and why, either invocations or spells, I feel there has to be something along those lines there. Let me put it this way.

    I think every source of supernatural power out there should have a primary user and someone who uses it (either to bolster his primary focus (attacking) or to supplement it). So let's run through the examples.

    Religion-based divine spellcasting: Primary user: Cleric. Attack user: Paladin.
    Nature-based divine spellcasting: Primary user: Druid. Attack user: Ranger.
    Arcane spellcasting: Primary user: Wizard or Sorcerer. Attack user: Hexblade, but he got replaced by the Duskblade.
    Meldshaping: Primary user: Incarnate. Attack user: Soulborn.
    Psionics: Primary user: Psion. Attack user: Psychic Warrior (although for some people (including myself), even though a PsyWar can approximate a full BAB class, it's just not the same; hence, I created my own).
    Vestiges: Primary user: Binder. Attack user: so long as he allocates his vestige-granted abilities to attack, Binder.

    You get the idea.

    So if the Warlock is the primary representative of those who use invocations, then there should be some class out there that represents those who learn how to use invocations, but focus mostly on fighting (and I don't mean just creating a gish). Flavor-wise, both the Hexblade and the Warlock are similar. Look at the PHB2. Dark Champion, Hellion, Sellsword, Reformed. Their archetypes look close enough.

    And the Hexblade needs a fix anyway, so where you say "Why?", I say "Why not?"

    Sorry, I don't mean to single you out, but I'd hate the thread with my creation ending with the idea that it doesn't need to exist.

    So, supposing I replace the infinite-use curse with a per-encounter-use curse, what should I replace the New Curse entries with? Any ideas at all would be helpful.

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