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    Bugbear in the Playground
     
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    Default [3.5] The Hexblade Homebrew Handbook!

    The Hexblade Homebrew Handbook!

    While there are a number of ways to build a character based around ill-fortune, the hexblade (CW) is perhaps the most direct application of this character theme available in d20 3.5. Possessed of interesting abilities, loaded with flavor and capable of significant variation and adaptation, the hexblade makes for an interesting character choice.

    In general, gamers have praised the hexblade's flavor and derided its crunch. The argument has been that, while the hexblade class lends itself to a number of interesting character concepts and roleplaying hooks, the mechanical manifestation of that flavor is sub-par, especially when compared to powerhouse classes like wizard and cleric.

    I recently began playing a hexblade in a pbp game and was astounded by the number of interesting character concepts the class sparked. They're clearly onto something, at least insofar as the class' story is concerned. The problem, from my perspective, is that there is extremely limited support for hexblades outside of Complete Warrior and the PHB II. With a few tweaks and some outside content, hexblades could shine.

    With that in mind, I set out to design spells, feats and prestige classes that work with the hexblade class and stretch the boundaries of its concept. In designing content that I would like to employ in my builds, I hoped to breath some extra life into what is becoming my favorite base class. The following are the results of my effort. I hope you enjoy them and would be very interested in hearing your thoughts, comments, ideas and suggestions.

    Last edited by Mephibosheth; 2013-03-07 at 09:33 AM.
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    Bugbear in the Playground
     
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    Default Character Themes

    Character Themes


    Enforcer:
    Of all the weapons employed by organized crime, none is more potent than fear. As an enforcer for an organized crime syndicate, you know how powerful fear and reputation can be and your hexblade abilities make you well-prepared to use them to your advantage. Your skill with arms and the unsettling nature of your abilities have helped you rise through the ranks of the mob as you combine calculated and theatrical brutality, martial prowess and arcane abilities to advance your superiors’ interests. You might adventure on your employer’s orders or to escape from the retribution you know is coming after your break with the mob.
    Build Suggestions: You would do well to select theatrical spells that impose fear effects or fit with this theme. Investing in the Intimidate skill and feats that increase its utility (for example, Imperious Command, Intimidating Strike, or the Never Outnumbered skill trick) will also help you in your career.

    ”I suspect you will not like it when the Boss gets angry with you. You know what happens then, right?”

    Gladiator: You relish the prospect of one-on-one combat and you know that your baleful powers will make your opponent trip over himself, much to the amusement of the crowd. You know how to put on a show but also how to kill quickly and efficiently, making the most of every mistake your opponent commits. You know to watch and wait, keeping your distance and dancing around your foe. After all, a quick fight might just as easily end with your death. Better to take a moment and observe your opponent. The fact that few people understand your victories makes them seem all the more amazing.
    Build Suggestions: Chose spells that buff your fighting abilities (Magic Weapon, the spells of the Bull’s Strength line, etc.) and base your feat selection around your chosen style of combat. You can rely on your Hexblade’s Curse to soften your foe up before charging in to finish him off. Gain a familiar and take Improved Familiar if you want a reliable ally in combat, or choose the Dark Companion feature to make your opponent easier to hit.

    “Come on! Do your worst! Before this day is out, you’ll know why the stands ring with my name!”

    Manipulator (created by Satyrus): If there's one thing a hexblade knows better than anyone it's that there's no such thing as luck, but that doesn't mean everybody else can't be fooled into thinking it does. You excel in social situations, using your hexblade's curse and other abilities to help bring people around to your point of view, most of the time without them ever realizing what's happening. You might be a hired infiltrator at the count's private manor or work from the shadows in a puppeteer role, whatever the case it's in your best interest to not idle in one place to long lest someone catch on to your tricks. Often if your powers were known they would be frowned upon and so it's not uncommon to take the guise of a sorceror or ranger to keep suspicion off of you.
    Build Suggestions: The key to this build is selecting those feats, abilities and spells that allow you to work your ways undetected. Charm Person and Disguise Self are highly recommended, and pumping ranks into Bluff, Diplomacy and Sense Motive skills are very useful. Still spell or the skill trick Conceal Casting are of great help as well.

    "No need to worry my friend I'll return the money tenfold, you know my luck."

    Master of Preta-Lokha: An outcast and target of superstition yourself, you have become adept at playing on people’s fears to ensure your safety. You know that the common folk around you believe strongly in the existence of ghosts and spirits and have started rumors of your ongoing commerce with the restless dead to keep away unwanted intruders. You use your powers of illusion and ill-luck to make it seem like the dead hover around you and your home. You are feared by those around you but are also fearful that they will someday see through your deception.
    Note: Preta-Lokha is the world of ghosts in the Hindu belief system. Ghosts and other spirits are believed to be able to influence the fortunes of the living, an obvious link with the flavor of the hexblade. Please be aware that my intention is not to disparage any actual belief systems.
    Build Suggestions: Emphasize illusions and ghost-like spells in your spell selection. Spells like Unseen Servant, Phantom Threat, Invisibility and Phantasmal Killer will help you maintain your otherworldly deception. Investing in the Bluff skill probably wouldn’t hurt either. Feats like Face Changer, Shadow Veil, Touch of Distraction and Night Haunt can help you get the most out of your spellcasting abilities.

    “So, you don’t believe in ghosts…”

    Outcast: Your unsettling powers do not endear you to the ignorant and superstitious. Many people like you find themselves rejected by their fellows and forced to live on the fringes of civilization. Some embrace their outcast status and use the fear they inspire to gain power. Others resist it and endeavor to find a place in society where they can help or protect others, perhaps by joining the military or law enforcement. Still others simply seek to be left alone, living by themselves or with other outcasts, content to let society continue without them.
    Build Suggestions: Investing in Intimidate or fear-causing effects will enhance the effectiveness of those who embrace their outcast status. Others might benefit from illusions or enchantments that let them avoid confrontations, especially when combined with ranks in social skills or cross-class stealth.

    “I’ve never done anything to hurt you! Just leave me alone!”

    Zindoki: Beyond the marches of the world’s great settled empires, sentient beings live in a vast series of tribes and tribal confederations, their populations centered in small villages. In this ever-changing climate, those who practice a baleful brand of magic called Zindoki are justly feared for their ability to bring about misfortune. Usually ostracized for their malevolent reputation (whether this reputation is deserved or not varies significantly between individuals), Zindoki are believed to be able to cause crops to fail, springs to dry up and diseases or injuries to proliferate. However, the most fearful power attributed to Zindoki is their ability to steal an individual’s vitality and energy, usually by causing that person’s sexual organs to disappear or atrophy. These outcastes are often driven from communities to take up an adventuring life; relying on their swords, their baleful powers and their fearsome reputations to survive.
    Note: This theme is based on real-world legends of magic practitioners in central Africa. Arrests are made every year when suspected penis-snatchers are attacked and people continue to face social persecution for allegedly practicing this type of magic. Please be aware that my intention is not to disparage any actual belief systems. I merely found this to be an interesting theme for a hexblade-type character and felt it merited some further explanation. A brief discussion is available here and a more comprehensive treatment can be found in Simon Bockie’s Death and the Invisible Powers.
    Build Suggestions: Your spell selection should focus on de-buffing spells like Backbiter, Phantom Threat or Blindness/Deafness. You use a combination of illusions and debuffs to unman your opponent and make your victory easier. Curse of the Zindoki is an obvious feat choice, as are other feats that improve your Hexblade’s Curse.

    “Are you sure you can afford to lose that which you know I can take?”
    Last edited by Mephibosheth; 2010-03-26 at 01:43 PM.
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  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Base Class Variants

    Base Class Variants


    Modified Base Class

    Note: Unless noted here, this version of the hexblade base class is identical to that presented in Complete Warrior.

    Table 1
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|1|2|3|4
    1|+1|+2|+0|+2|Hexblade's Curse 1/day, Arcane Talent|-|-|-|-
    2|+2|+3|+0|+3|Arcane Resistance|-|-|-|-
    3|+3|+3|+1|+3|Mettle|-|-|-|-
    4|+4|+4|+1|+4|Dark Companion|1|-|-|-
    5|+5|+4|+1|+4|Bonus Feat, Hexblade's Curse 2/day|1|-|-|-
    6|+6/+1|+5|+2|+5|Battle Casting 1/day|2|-|-|-
    7|+7/+2|+5|+2|+5|Greater Hexblade's Curse|2|-|-|-
    8|+8/+3|+6|+2|+6|Battle Casting 2/day|2|1|-|-
    9|+9/+4|+6|+3|+6|Hexblade's Curse 3/day|2|1|-|-
    10|+10/+5|+7|+3|+7|Bonus Feat|2|2|-|-
    11|+11/+6/+1|+7|+3|+7|Battle Casting 3/day|2|2|1|-
    12|+12/+7/+2|+8|+4|+8|Aura of Unluck 1/day|2|2|2|-
    13|+13/+8/+3|+8|+4|+8|Hexblade's Curse 4/day|2|2|2|-
    14|+14/+9/+4|+9|+4|+9|Battle Casting 4/day|3|2|2|1
    15|+15/+10/+5|+9|+5|+9|Bonus Feat|3|2|2|2
    16|+16/+11/+6/+1|+10|+5|+10|Aura of Unluck 2/day|3|3|2|2
    17|+17/+12/+7/+2|+10|+5|+10|Hexblade's Curse 5/day|3|3|3|2
    18|+18/+13/+8/+3|+11|+6|+11|Battle Casting 5/day|4|3|3|2
    19|+19/+14/+9/+4|+11|+6|+11|Dire Hexblade's Curse|4|4|4|3
    20|+20/+15/+10/+5|+12|+6|+12|Bonus Feat, Aura of Unluck 3/day|4|4|4|4[/table]

    Class Features:

    Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light or medium armor and carrying a shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armor incurs a chance of arcane spell failure if the spell in question requires a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from 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 target of a Hexblade’s Curse takes a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) negates the effect though a curse attempt is not wasted if the target saves successfully. A hexblade can use her curse ability a number of times per day as listed on Table 1, with a number of additional daily uses equal to her Charisma modifier. Multiple Hexblade’s Curses don’t stack and any foe that successfully resists the effect cannot be affected by the same Hexblade’s Curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade’s Curse.

    Arcane Talent: A hexblade’s arcane ability manifests very early in her career. Beginning at 1st level, a hexblade learns 2 cantrips from the Sor/Wiz spell list, which she can use as spell-like abilities a total number of times per day equal to half her level (rounded down) plus her Charisma modifier. Additionally, she learns one new Sor/Wiz cantrip at levels 5, 10, 15 and 20.

    Dark Companion: At 4th level a hexblade can create an illusory companion resembling a panther, spun from the darkness of night, which weakens her foes. The hexblade gains the Dark Companion class feature, as described on p. 47 of the Players Handbook II.

    Bonus Feat: At 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats, or from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy or transmutation only), Spell Focus (enchantment, necromancy or transmutation only), Spell Penetration.

    Battle Casting: At 6th level a hexblade learns to more fully integrate spellcasting and conventional combat. Once per day, a hexblade can cast a spell as a swift action. The spell’s original casting time must be a standard action or quicker. Casting in this way while threatened still provokes an attack of opportunity. As the hexblade gains experience, she can use this ability additional times per day, as shown on Table 1.

    Design Notes
    Spoiler
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    Most of the changes here are those proposed by the class' original author and posted on the Wizards of the Coast discussion forum (quoted here). In addition, I added the Arcane Talent ability and slightly increased spells per day in order to emphasize the magical nature of the hexblade. In practice, I have found that having so few spells per day provides a disincentive to use your magical abilities for fear of wasting them before the truly climactic combat. An extra spell per day at any given level won't overpower the class and will make it easier to cast spells without worrying about wasting your one shot. The Arcane Talent ability gives the hexblade the ability to use minor magical tricks with greater impunity and makes the class seem more magical.


    Class Variant: Agent of Divine Misfortune

    Hexblade’s Curse
    : An Agent of Divine Misfortune’s curse function as a normal hexblade’s with one exception. While she need not designate a specific deity as the source of her powers, Agent of Divine Misfortune must possess a holy (or unholy) symbol of some sort in order to use this ability. She need not present the holy symbol, but it must be whole, in her possession and easily visible in order for her curse to function.

    Spellcasting: An Agent of Divine Misfortune learns and casts spells as a normal hexblade, with some minor exceptions. An Agent of Divine Misfortune’s spells are divine spells, not arcane spells.

    Like druids, paladins and rangers, an Agent of Divine Misfortune need not designate a specific deity as the source of their spells. However, an Agent of Divine Misfortune cannot cast spells of an alignment that doesn’t match his.

    Finally, add the following spells to the Agent of Divine Misfortune’s class spell list: 1 – Bane, Deathwatch, Doom, Inflict Light Wounds; 2 – Death Knell, Desecrate, Inflict Moderate Wounds; 3 – Bestow Curse, Contagion, Inflict Serious Wounds, Speak with Dead; 4 – Giant Vermin, Inflict Critical Wounds.

    Shield of the Heavens: Once per day, an Agent of Divine Misfortune of 12th level or higher can invoke divine protection from attacks. She gains a deflection bonus to her AC equal to 1 + her Wisdom modifier against melee or ranged attacks. Activating this ability is a free action and the protection lasts for a number of rounds equal to 3 + the Agent of Divine Misfortune’s Charisma modifier (if any).

    At 16th level and higher, an Agent of Divine Misfortune can use this ability twice per day. A 20th level Agent of Divine Misfortune can activate this ability three times per day. This ability replaces the Aura of Unluck ability a normal hexblade gains at 12th level.

    Design Notes
    Spoiler
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    This variant both increases and decreases the power and versatility of the hexblade. On the one hand, it gives the hexblade new options for spell selection and makes it easier to cast in heavy armor. On the other hand, it bases the hexblade's curse ability on an item that can be lost, stolen, disarmed or sundered and limits the hexblade's ability to curse while hidden or invisible. It also replaces the miss chance granted by Aura of Unluck with the deflection bonus to AC granted by Shield of the Heavens, which seems slightly weaker and easier to overcome than a miss chance to me. It also seems more in keeping with the slightly more direct and overt nature of divine casting.


    Class Variant: Spell-less Hexblade

    The variant hexblade gains all the normal class features of the hexblade, with the following changes and additions.

    Spells: The hexblade does not gain the ability to learn or cast arcane spells.

    Arcane Talent: The hexblade does not gain the Arcane Talent class ability.

    Bonus Feats: At 1st level, 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats or fighter bonus feats. The hexblade must meet all the prerequisites for a bonus feat.

    Battle Casting: The hexblade does not gain the Battle Casting class ability.

    Baleful Aura: Beginning at 6th level, a hexblade learns to project a baleful aura that hinders those around her. A hexblade can activate this aura at will as a swift action and dismiss it or change it as a free action. A hexblade can only have one aura active at a time. The aura ends if the hexblade is dazed, unconscious, stunned, paralyzed or otherwise incapacitated and leaving the radius of the aura ends the effect for that creature. An opponent can make a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) to negate the effect of the aura but must make an additional Will save each time he or she re-enters the aura. The aura affects all non-mindless creatures within a 20 foot radius, though creatures the hexblade considers allies gain a +4 bonus to their Will save to resist the effects. A hexblade can select one aura from the following list at 6th level and another at 8th level and 11th level.
    • Aura of Carelessness: The creature takes a -4 penalty to AC against attacks of opportunity while within the radius of the aura.
    • Aura of Distraction: The creature must make a Concentration check (DC 15 + spell level) in order to cast spells within the radius of the aura. The Concentration check DC increases to 20 + spell level at 10th level and 25 + spell level at 15th level.
    • Aura of Fatigue: The creature is fatigued while within the radius of the aura. This condition vanishes immediately upon leaving the aura.
    • Aura of Hesitation: The creature takes a -4 penalty on attacks of opportunity made while within the radius of the aura.
    • Aura of Lethargy: Creatures affected by the aura feel their muscles and senses begin to slow, making even the flattest ground seem rough and treacherous. If a creature fails its save against the aura’s effects, it treats the radius of the aura as rough terrain.

    Malevolent Aura: Beginning at 14th level, a hexblade’s Baleful Aura becomes more powerful. Any time the hexblade uses her Baleful Aura class ability, she can choose to manifest a Malevolent Aura instead. A hexblade can select one aura from the following list at 14th level and another at 18th level. She can also select an additional aura from the list of Baleful Auras instead. A Malevolent Aura functions as a Baleful Aura, except as noted below.
    • Aura of Clumsiness: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Dexterity damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura deals at least one point of Dexterity damage, the hexblade gains a dodge bonus to AC equal to her Charisma modifier. This aura cannot drain an opponent’s Dexterity score below 1.
    • Aura of Inaction: All creatures affected by the aura must succeed on a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) each round. Otherwise, they take no actions, although they are not considered helpless. Inactive creatures will avoid attacks as well as they can but are considered flat-footed and will not make attacks of opportunity, five-foot-steps or take any other actions.
    • Aura of Weakness: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Strength damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura deals at least one point of Strength damage, the hexblade gains a bonus to weapon damage rolls equal to her Charisma modifier. This aura cannot drain an opponent’s Strength score below 1.
    • Vampiric Aura: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Constitution damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura drains at least one point of Constitution damage, the hexblade gains fast healing 3. This aura cannot drain an opponent’s Constitution score below 1.


    Alternate Class Feature: Summon Familiar

    Certain hexblades seek a more present manifestation of their abilities than that represented by a dark companion. These hexblades have found a way to bind the spirit of a small creature to their own, gaining a life-long companion and assistant.

    Level: 4th
    Replaces: If you select this class feature, you do not gain a dark companion.
    Benefit: You gain the service of a hexblade's familiar, as described on p. 7 of Complete Warrior.


    Last edited by Mephibosheth; 2013-03-07 at 12:48 PM.
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  4. - Top - End - #4
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    Default Prestige Classes

    Prestige Classes


    Beloved of the Shadow

    Table 2
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+1|+2|+0|+2|Hexblade's Curse, Awakened Shadow|+1 level of existing class
    2|+2|+3|+0|+3|Quick as Shadow (+5 ft)|+1 level of existing class
    3|+3|+3|+1|+3|Vexing Shadow (you)|+1 level of existing class
    4|+4|+4|+1|+4|Quick as Shadow (+10 ft)|+1 level of existing class
    5|+5|+4|+1|+4|Shadow Steed|+1 level of existing class
    6|+6/+1|+5|+2|+5|Quick as Shadow (+15 ft)|+1 level of existing class
    7|+7/+2|+5|+2|+5|Shadow Channel|+1 level of existing class
    8|+8/+3|+6|+2|+6|Vexing Shadow (allies)|+1 level of existing class
    9|+9/+4|+6|+3|+6|Quick as Shadow (+20 ft)|+1 level of existing class
    10|+10/+5|+7|+3|+7|Shadow Spawn|+1 level of existing class[/table]

    Hit Dice: d10
    Requirements:
    Base Attack Bonus: +5
    Skills: Knowledge (arcane) 5 ranks, Ride 5 ranks
    Feats: Greater Dark Companion
    Special: Dark Companion class feature
    Class Skills:
    The Beloved of the Shadow’s class skills are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Intimidate (cha), Knowledge (arcane) (int), Profession (wis), Ride (dex) and Spellcraft (int).
    Skill Points at Each Level: 2 + int modifier

    Class Features:

    Hexblade’s Curse: Beloved of the Shadow class levels count as hexblade levels for the purpose of determining your daily uses of the Hexblade’s Curse class ability and the penalty your curse imposes.

    Awakened Shadow (Su): Beginning at first level, your bond with your dark companion strengthens and you begin to be able to communicate more directly with this extension of your powers. It gains Intelligence, Wisdom and Charisma scores much like an intelligent magic item. Roll 3d6 thrice and distribute the results as you desire to determine your awakened shadow’s ability scores. However, your awakened shadow’s ability scores cannot exceed yours. If one would, reduce the score until your awakened shadow’s ability score and your ability score are equal.

    Your awakened shadow, like any creature, automatically understands Common and one additional language for every point of its Intelligence bonus but cannot speak out loud. Being an extension of your will and your powers, our awakened shadow never attempts to assert control over you. Your awakened shadow has low-light vision and darkvision out to 60 ft and uses your modifiers for perception-based skill checks. You (and only you) can communicate telepathically with your awakened shadow as long as it is within range, as outlined in the Dark Companion class ability description.

    Your awakened shadow cannot interact with the material world in any way other than the effect outlined in the Dark Companion description. It can observe anything occurring around it but cannot otherwise interact with creatures or objects other than you.

    Quick as Shadow (Su): Beginning at second level and continuing as show in Table 2 your dark companion gains a bonus to its speed for all movement modes as shown. This bonus is in addition to its speed as a result of your mobility. You do not gain any mobility advantage as a result of this ability.

    Vexing Shadow (Su): At third level, your dark companion begins to appear more real than most. You (and only you) gain flanking bonuses when you and your companion would flank an opponent. You companion cannot make attacks nor threaten squares. Beginning at eighth level, your allies also gain bonuses when flanking with your dark companion.

    Shadow Steed (Su): At fifth level you gain the ability to ride your dark companion. While riding, you take on the semi-illusory characteristics of your dark companion. Your weight drops to zero you cannot be attacked, touched, manipulated or affected by any effect. However, you are also unable to affect anything while you are riding your dark companion and all of the limitations imposed on your awakened shadow are true of you as well. You cannot cast spells, use items or in any way interact with anything other than through observation. You can see and hear as normal but cannot speak.

    Shadow Channel: At seventh level you gain the ability to channel a spell with the range of touch through your dark companion. Your companion must be within 60 ft and in sight in order for you to use this ability. You cast the spell as normal and your dark companion must make a touch attack (attack bonus equal to your BAB + your Charisma modifier) to successfully deliver the spell. You can use this ability once per encounter.

    Shadow Spawn (Su): At tenth level, your connection with your shadow companion has reached its apex. You gain the ability to cause your companion to separate into a number of individual companions equal to your Charisma modifier. All but one of these companions function as a 4th level hexblade’s unmodified dark companion, imposing a -2 penalty on saves and AC against all adjacent opponents and moving at your base speed for all movement modes you yourself possess. The final companion (referred to as your primary companion) retains all of the characteristics of your actual dark companion, including the effects of any feats or class abilities. If you use any abilities that affect your companion or alter its use for a limited time (such as the Shadow Steed or Shadow Channel class abilities), they affect your primary companion only. You remain able to direct your secondary companions as normal within the limits of their abilities. You can use this ability thrice per day and the extra companions remain in existence for one minute before merging back into your primary dark companion.

    Luck Shaper

    Table 3
    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+1|+0|+0|+2|Hexblade's Curse|+1 level of existing class
    2|+2|+0|+0|+3|Twin Curses|+1 level of existing class
    3|+3|+1|+1|+3|Burst of Unluck|+1 level of existing class
    4|+4|+1|+1|+4|Line of Ill-Fate|+1 level of existing class
    5|+5|+1|+1|+4|Shape Curse|+1 level of existing class[/table]

    Hit Dice: d8
    Requirements:
    Skills: Concentration 9 ranks
    Feats: Enhanced Hexblade’s Curse, Scathing Curse
    Spellcasting: Ability to cast 2nd level hexblade spells
    Special: Hexblade’s Curse class feature
    Class Skills:
    The Luck Shaper’s class skills are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Intimidate (cha), Knowledge (arcana) (int), Profession (wis), Ride (dex) and Spellcraft (int).
    Skill Points at Each Level: 4 + int modifier

    Class Features:


    Hexblade’s Curse: Beloved of the Shadow class levels count as hexblade levels for the purpose of determining your daily uses of the Hexblade’s Curse class ability and the penalty your curse imposes.

    Twin Curses (Su): You gain Twin Curses as a bonus feat.

    Burst of Unluck (Su): Beginning at third level, whenever you use your Hexblade’s Curse class ability, you can choose to have it affect all creatures within a 5-foot radius burst. None of the creatures can be father than 60 feet from you and all creatures affected must be visible to you. Creatures can still make a Will save to resist the affect and the attempt is considered spent if even one creature fails its save. The radius of this ability increases to 10 feet at 5th level.

    Line of Ill-Fate (Su): Beginning at fourth level, whenever you use your Hexblade’s Curse class ability, you can choose to have it affect all creatures in a line, originating from you and ending at the maximum range of your Hexblade’s Curse. All creatures affected must be visible to you.

    Shape Curse (Su): At fifth level, your skill at manipulating your Hexblade’s Curse is unsurpassed. Any time you use an area-of-effect curse ability, you can exclude a number of 5-foot squares equal to your Charisma modifier. Creatures completely within excluded areas are not affected by your Hexblade’s Curse. Creatures that take up more than one 5-foot square must be completely excluded in order to avoid the curse effects.
    Last edited by Mephibosheth; 2010-05-06 at 07:42 AM.
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    Default Feats

    General Feats

    HEXING BINDER - created by Dracomortis
    You can tap into the power of the mysterious entities that are bound within you to strengthen your curses.
    Prerequisites: Hexblade's curse, soul binding
    Benefit: While you have at least one vestige bound in a good pact, the DC of your hexblade's curse is increased by 2.

    If you have levels in binder and hexblade, those levels stack for the purpose of determining the number of times per day you can use your hexblade's curse and the number of pact augmentations you can have active at one time.

    HEXING KNIGHT - created by Dracomortis
    You are a special breed of dark paladins who have learned to use their smiting attacks to amplify the curses you have placed upon your foes for a brief time.
    Prerequisites: Hexblade's curse, smite good
    Benefit: When you successfully use your smite good ability against a target that is afflicted by your hexblade's curse, the target must also make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier) or be nauseated for 1 round.

    In addition, you may multiclass freely between the hexblade and paladin of slaughter (if you are chaotic evil) or paladin of tyranny (if you are lawful evil) classes. You must still maintain the appropriate alignment in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart, if applicable.

    HEXING MAGE - created by Dracomortis
    You have dabbled farther into the arcane arts than most of your peers, and have learned to tap into that energy to strengthen your defense against magic.
    Prerequisites: Hexblade's curse, ability to prepare 2nd-level arcane spells
    Benefit: You can expend one of your prepared spells to increase the penalty of your hexblade's curse on all targets currently affected by it for 1 round. This increase is equal to one-half the level of the spell sacrificed (minimum 1). The spell is lost as if you had cast it.

    In addition, when determing the bonus of your arcane resistance class feature or the DC of any hexblade spell you cast, you may apply either your Intelligence modifier or your Charisma modifier, whichever is higher. You must still have a Charisma score equal to 10 + the level of the hexblade spell in order to learn or cast it, and your bonus spells per day (if any) are still determined by your Charisma score.

    If you have levels in hexblade and wizard, those levels stack for the purpose of determining the strength of your hexblade's curse and the benefits that your familiar receives.

    SCATHING CURSE - created by arguskos
    Prerequisites: Intimidate 8 ranks, Hexblade's Curse ability
    Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at the same time, replacing the DC of your Curse with the results of your Intimidate check. A creature can only be affected by a given Hexblade's Scathing Curse once per 24 hour period.


    Hex Feats

    Hex feats alter the nature of one or more of a hexblade’s class features. A hexblade can select a Hex feat whenever he would gain a hexblade bonus feat as well as every three levels, as normal.

    AGGRESSIVE COMPANION [Hex]
    Prerequisites: Dark Companion class feature
    Benefit: Any enemy affected by your dark companion takes a -2 penalty on attack rolls and weapon damage rolls. This penalty replaces the normal penalty on saves and AC and stacks with the penalty imposed by the Hexblade’s Curse class feature.
    Normal: An enemy affected by your dark companion takes a -2 penalty on its saves and AC.

    CURSE OF THE ZINDOKI [Hex]
    The signature ability of a Zindoki, this feat allows you to steal that which makes your opponent most powerful. Targeting the source of his or her pride can be the best route to victory.
    Prerequisites: Hexblade’s Curse class feature, Knowledge (arcane) 9 ranks, Intimidate 5 ranks
    Benefit: You gain a new ability that you can use any time a foe would be affected by your Hexblade’s Curse. A foe affected by a Curse of the Zindoki takes damage to one ability score (of your choice) equal to twice the penalty your Hexblade’s Curse would normally impose. This curse can manifest itself in an appropriate physical symptom (most commonly the apparent removal or atrophy of the target’s genetalia), though these symptoms are illusory and have no effect other than the normal penalties associated with ability damage. This affect replaces the normal penalties imposed by your Hexblade’s Curse.
    Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves, attack rolls and weapon damage rolls.

    CURSED STRIKE [Hex]
    A smokey miasma flows from your blade as it bites into the flesh of your enemy.
    Prerequisite: Hexblade's curse class feature, power attack
    Benefit: You make a single attack as a standard action or as part of a charge or spring attack. If you hit, you can immediately use your hexblade's curse on the opponent you struck, channeling the curse through your attack. The penalty imposed by your curse increases by 1 when you deliver your curse in this manner. Additionally, if you used your power attack feat on this attack, the DC to resist your curse increases by an amount equal to the power attack penalty you applied to your attack.

    ENHANCED HEXBLADE’S CURSE [Hex]
    Prerequisites: Hexblade’s Curse class feature, ability to cast 1st level hexblade spells
    Benefit: This feat substantially increases the versatility of your curse ability, the true source of a hexblade’s power. When you take this feat, you select one ability from the following list. Whenever you affect an enemy with your Hexblade’s Curse, you can choose to have it manifest the effects of the ability selected instead of the normal curse effects.

    When you take this feat, select one of the following curses:
    • Curse of Blindness: The target of your curse is blinded for the duration of the curse effect.
    • Curse of Hunger: It is widely-believed that hexblades can halt the rainfall and cause crops to whither. A hexblade with the Curse of Hunger ability can impose the effects of famine and drought on her foes. The target of your Hexblade’s Curse is exhausted for the duration of the curse effect, even if she consumes food or water. The target returns to normal immediately after the duration of the curse expires.
    • Curse of Lethargy: The target of your Hexblade’s Curse is affected as if by the Slow spell for the duration of the curse effect.
    • Curse of the Mind: The target of your Hexblade’s Curse is confused for the duration of the curse effect.
    • Curse of Sickness: The target of your Hexblade’s Curse is affected as if by the Contagion spell. Unlike normal Hexblade’s Curses, this curse does not end after one hour, instead allowing the disease to take its course.
    • Curse of Silence: The target of your Hexblade’s Curse is affected as if by the Silence spell for the duration of the curse effect.
    • Curse of Vertigo: You overwhelm the target’s mind with your baleful powers. The target of your Hexblade’s Curse is nauseated for the duration of the curse effect.
    • Curse of Vulnerability: Distracted by your hindering powers, the target of this curse leaves himself vulnerable to attack. The target of your Hexblade’s Curse takes a penalty to AC equal to twice penalty your Hexblade’s Curse ability would normally impose.

    Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves, attack rolls and weapon damage rolls.
    Special: You can select this feat multiple times, choosing a different curse ability each time you take the feat. All of these abilities are considered to be Hexblade’s Curses.

    ENLARGE CURSE [Hex]
    Prerequisite: Hexblade’s Curse class feature
    Benefit: You can use your curse ability on any creature who is visible to you and who is within 90 ft.
    Normal: Your Hexblade’s Curse has a range of 60 ft.

    GREATER DARK COMPANION [Hex]
    Prerequisites: Dark Companion class feature
    Benefit: Any enemy affected by your dark companion takes a -3 penalty on its saves and AC. As your hexblade level increases, this penalty also increases, becoming -4 at level 10, -5 at level 15, and -6 at level 20.
    Normal: Any enemy adjacent to your dark companion takes a -2 penalty on its saves and AC.

    LOOMING COMPANION [Hex]
    Prerequisites: Dark Companion class feature
    Benefit: Any enemy within 10 feet of your dark companion takes a -2 penalty on its saves and AC.
    Normal: Only adjacent enemies are affected by your dark companion.

    MOBILE COMPANION [Hex]
    Prerequisites: Dark Companion class feature
    Benefit: In addition to the movement abilities it has as a result of your normal modes of movement, your dark companion gains one of the following movement capabilities:
    • A swim speed equal to your land speed, including a +8 racial bonus on Swim checks and the ability to take 10 on a swim check under threatening conditions.
    • The earth glide ability of an earth elemental with a speed equal to your land speed.
    • A fly speed equal to your land speed with good maneuverability.

    At your option, your dark companion’s appearance may change to reflect its new abilities. It may, for example, sprout wings from its shoulders or develop webbed paws and a flat, paddle-like tail.
    Normal: Your dark companion’s speed is equal to yours, including all modes of movement you possess.

    RESTRAINED MALICE [Hex]
    Prerequisites: At least one Baleful Aura
    Benefit: When you activate your Baleful Aura, you can choose to designate a number of creatures equal to your Charisma modifier (minimum 1) as being immune to the effects of that aura. This immunity lasts as long as you maintain the aura.
    Normal: All non-mindless creatures are affected by your Baleful Aura.

    ROAMING COMPANION [Hex]
    Prerequisites: Dark Companion class feature
    Benefit: Your dark companion can move up to 200 ft away from you before winking out and reappearing at your side (as described in the ability’s description). Additionally, it can move into areas where you do not have line-of-effect within this limit, though you cannot usually see these areas and so must direct your companion blind.
    Normal: Your dark companion can only move 120 ft away from you and cannot enter areas where you do not have line-of-effect.

    TASTE OF BLOOD AND WOE [Hex]
    You feel vitality and life coursing through your veins as your baleful power ensnares your foe. You've never felt so alive.
    Prerequisites: Hexblade's curse class feature, Knowledge (arcana) 4 ranks
    Benefit: In addition to your hexblade's curse's normal effect, any target you successfully curse takes 1d6 points of non-lethal damage per point of penalty the curse imposes. You gain temporary hit points equal to the damage you deal with this ability. The temporary hit points are lost before your normal hit points. They disappear after 1 minute or when they are lost in combat, whichever comes first. You only benefit from temporary hit points from one use of this ability at a time, though you continue to deal non-lethal damage with each use of your hexblade's curse. For example, if a 3rd level hexblade used this ability, her opponent would take the normal -2 penalty and 2d6 points of non-lethal damage. The hexblade would gain temporary hit points equal to the damage she dealt. If she cursed another opponent before all her temporary hit points were lost, she would still deal non-lethal damage but would not gain any additional hit points.

    TWIN CURSES [Hex]
    Prerequisites: Hexblade’s Curse class ability, Spellcraft 9 ranks
    Benefit: You can affect two foes with your Hexblade’s Curse instead of one. The targets must be within 10 feet of each other and within range of your curse ability. Both targets suffer the same curse effect.
    Normal: You can affect one foe per use of your Hexblade’s Curse.

    UNHALLOWED HEX [Hex] - created by Satyrus
    You concentrate the natural dark energies of your curses so much that living beings are damaged by your Hexblade's curse.
    Prerequisites: Hexblade's Curse
    Benefit: Whenever you target a creature with your Hexblade's Curse, in addition to the normal penalties imposed on a failed save the target takes +1d6 points of negative energy damage for every -2 the target recieves from the curse. Even on a successful save the target still takes half the negative energy damage. So at 7th level a hexblade would deal an additonal +2d6 negative energy when using their hexblade's curse and give a -4 penalty when their target fails a save.
    Last edited by Mephibosheth; 2013-03-07 at 09:35 AM.
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    Default Spells

    Spells

    Imposing Visage (Illusion [Glamer])
    Level: Hexblade 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: Will negates (see text)
    Spell Resistance: No

    Upon casting this spell, you are surrounded by a dark miasma and appear to grow larger and more threatening in the minds of your opponents. Your effective size category increases by one for the purpose of adjudicating Intimidate checks. Additionally, your effective size increases by one additional category for every 5 caster levels. Thus, a character with CL 5 appears to increase two size categories. Intelligent creatures targeted by an Intimidate check by the caster may make a Will save to disbelieve the illusion and thereby negate the effect of the spell on the ensuing Intimidate check.

    Shadow and Substance (Transmutation)

    Level: Hexblade 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Your dark companion
    Duration: 1 round per level
    Saving Throw: Fort negates (harmless)
    Spell Resistance: no

    You pour out your power into your dark companion, causing it to solidify and become more real. For the duration of the spell, in addition to its normal effects, your dark companion has the statistics of a lion (MM p. 274) and can move and attack (and be attacked) as a normal lion. You can still control it mentally. It also gains a deflection bonus to AC equal to your Charisma modifier.

    When under the effect of this spell, your dark companion can be attacked and killed. If it is killed while under the effect of this spell, it automatically reforms at your side 24 hours later, as it would if it were dispelled.
    Last edited by Mephibosheth; 2010-03-23 at 01:24 PM.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    So, that's everything. I hope you enjoy it. I would really appreciate any thoughts, comments, suggestions, ideas or whatever else you may have.

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    Thumbs up Re: [3.5] The Hexblade Homebrew Handbook!

    I've checked this out with Mephibosheth before he posted it, and I'm excited to see what the community thinks! Good to see you posted it, man!

    I love the flavor of this character, and would welcome some play-testing in my games for sure!
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    I'll be taking a longer look at this later, but currently, it looks interesting. I'll take a good long hard stare at your stuff this evening or tomorrow, whenever I can find some free time.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Yes. I await further looks. Right now, I need time though.
    Last edited by Temotei; 2010-03-23 at 04:06 PM.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Hexblades can always use more luv
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Agreed! I was disappointed when they didn't come out with any hexblade-specific feats or PrC's in any of the books after Complete Warrior. It fills such an interesting niche, you would think it would be easy to come up with content to support it.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Ok, more indepth analysis.

    The Hexblade you posted above is my preferred version of the class. I do similar things myself with the Hexblade. It's like the Mystic Ranger: what I always felt the Ranger should be. Same deal here.

    The Agent of Divine Misfortune is fine as well, though when combined with your Hexblade above, is strictly superior (better spell list). Not by much obviously, but it IS strictly better. Perhaps making a divine-themed Hexblade variant that changes class features would get this point across better. I do like the name, though.

    Beloved of the Shadow is a nice prestige class, but I have one conceptual issue with it. It is a PrC based around a VARIANT ability of the Hexblade, albeit one I really like. Still, basing one of your two Hexblade-specific PrCs around a variant ability of the Hexblade seems somewhat silly. Perhaps if your alternate Hexblade just swapped Summon Familiar for Dark Companion, it'd feel more appropriate (note: I totally endorse this course of action).

    Luck Shaper is awesome. I love it completely. However... why does it have Craft (sculpting) as a prereq? That... doesn't seem to make any sense, save for a minor bit with the name.

    The Hex feats are all pretty good, though again, I note endless amounts of support for a variant. Just make the Dark Companion part of the Hexblade all the time (makes so much more sense than the damn Familiar anyways).

    The spells are both fine. I like the latter quite a bit, actually.

    Overall, this is quality material. I really do think the biggest failure here is the lack of the Dark Companion as part of the base class, and feel that should be rectified, ESPECIALLY with all the support for it. I'd like to see more Hexblade-friendly PrCs as well, though this isn't my ideal arena of creative thought. Temoti has a class you may wish to take a look at for ideas: the Debaser (still should be called Corrupter, Temoti ; no, I'm never letting that die).

    I hope to see more material from you, both for the Hexblade and for other little-supported classes (such as the Knight, Scout, Spellthief, etc).

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Thanks for the reply. I really appreciate the comments and suggestions. I'm glad you like the material.

    Quote Originally Posted by arguskos View Post
    The Agent of Divine Misfortune is fine as well, though when combined with your Hexblade above, is strictly superior (better spell list). Not by much obviously, but it IS strictly better. Perhaps making a divine-themed Hexblade variant that changes class features would get this point across better. I do like the name, though.
    Hmm. I hadn't noticed that, but you're right. I based it on the Divine Bard variant but left out the Wisdom score requirement for spellcasting. I like your idea of tweaking the class features better. I'll have to give that a think and see what I can come up with.


    Quote Originally Posted by arguskos View Post
    Beloved of the Shadow is a nice prestige class, but I have one conceptual issue with it. It is a PrC based around a VARIANT ability of the Hexblade, albeit one I really like. Still, basing one of your two Hexblade-specific PrCs around a variant ability of the Hexblade seems somewhat silly. Perhaps if your alternate Hexblade just swapped Summon Familiar for Dark Companion, it'd feel more appropriate (note: I totally endorse this course of action).
    Another good point. I agree with you that the dark companion class feature fits better with the tone of the class, but I don't want to jettison the familiar entirely. There are so many cool things a hexblade can do with a familiar that it seems a shame to eliminate the option entirely. Maybe I will make that change to the modified base class and add a familiar alternate class feature...

    While I agree that a variant class feature isn't necessarily the strongest basis for a PrC, this is ultimately about giving players options. This was just one of the ideas that came to me. I actually started on a few more PrC's but decided that they worked better as feats.

    The dark companion is a great feature and apparently quite popular but, much like everything else hexblade-related, completely unsupported. I just wanted to give it a little love .

    Quote Originally Posted by arguskos View Post
    Luck Shaper is awesome. I love it completely. However... why does it have Craft (sculpting) as a prereq? That... doesn't seem to make any sense, save for a minor bit with the name.
    Thanks! I included Craft (sculpting) as a prerequisite for the same reason the War Weaver includes Craft (weaving). It's thematically appropriate and completely irrelevant to the mechanics of the class. It represents an investment on the part of the player (because, let's face it, hexblades are skill-starved already) and some sort of link between the PrC and the character that's not automatic. I wanted an additional skill requirement that would make players have to intentionally head toward the PrC and encourage them to create in-character reasons for taking the PrC rather than just dipping to gain a few powerful abilities. Otherwise, almost every hexblade would take it and wouldn't have to make any choices he otherwise probably wouldn't.

    Quote Originally Posted by arguskos View Post
    The Hex feats are all pretty good, though again, I note endless amounts of support for a variant. Just make the Dark Companion part of the Hexblade all the time (makes so much more sense than the damn Familiar anyways).
    The more I think about it, the more I think I'm going to make that change.

    Quote Originally Posted by arguskos View Post
    Overall, this is quality material. I really do think the biggest failure here is the lack of the Dark Companion as part of the base class, and feel that should be rectified, ESPECIALLY with all the support for it. I'd like to see more Hexblade-friendly PrCs as well, though this isn't my ideal arena of creative thought. Temoti has a class you may wish to take a look at for ideas: the Debaser (still should be called Corrupter, Temoti ; no, I'm never letting that die).

    I hope to see more material from you, both for the Hexblade and for other little-supported classes (such as the Knight, Scout, Spellthief, etc).
    Thanks a lot for the vote of confidence and for the great suggestions. The Debaser looks pretty interesting. I like the idea of an aura-based PrC; perhaps one that sacrifices hexblade spellcasting for de-buffing auras and more melee-focused bonus feats with the goal of engaging enemies in melee combat while sapping them with a short-radius aura. We'll see what ideas come...

    Thanks again!

    Mephibosheth
    Last edited by Mephibosheth; 2010-03-24 at 02:00 PM.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Quote Originally Posted by Mephibosheth View Post
    Thanks for the reply. I really appreciate the comments and suggestions. I'm glad you like the material.
    If it wasn't good, I'd have told you so. I do that frequently. Thank yourself, for making quality material.

    Hmm. I hadn't noticed that, but you're right. I based it on the Divine Bard variant but left out the Wisdom score requirement for spellcasting. I like your idea of tweaking the class features better. I'll have to give that a think and see what I can come up with.
    Eh, if I had ideas, I'd totally help you out. Sadly, this is not my arena of brew. I'm more of a spells/items/casters guy.

    Another good point. I agree with you that the dark companion class feature fits better with the tone of the class, but I don't want to jettison the familiar entirely. There are so many cool things a hexblade can do with a familiar that it seems a shame to eliminate the option entirely. Maybe I will make that change to the modified base class and add a familiar alternate class feature...

    While I agree that a variant class feature isn't necessarily the strongest basis for a PrC, this is ultimately about giving players options. This was just one of the ideas that came to me. I actually started on a few more PrC's but decided that they worked better as feats.

    The dark companion is a great feature and apparently quite popular but, much like everything else hexblade-related, completely unsupported. I just wanted to give it a little love .
    Oh, I totally get this. However, keep in mind the Hexblade can always just take Obtain Familiar to get a familiar should he want one. He cannot do that with the Dark Companion. Seems more awesome to give them the great, well-loved Dark Companion as part of their basic chassis and let them take Obtain Familiar like everyone else.

    Thanks! I included Craft (sculpting) as a prerequisite for the same reason the War Weaver includes Craft (weaving). It's thematically appropriate and completely irrelevant to the mechanics of the class. It represents an investment on the part of the player (because, let's face it, hexblades are skill-starved already) and some sort of link between the PrC and the character that's not automatic. I wanted an additional skill requirement that would make players have to intentionally head toward the PrC and encourage them to create in-character reasons for taking the PrC rather than just dipping to gain a few powerful abilities. Otherwise, almost every hexblade would take it and wouldn't have to make any choices he otherwise probably wouldn't.
    This is true, but I'd rather see a feat requirement that makes sense (but serves the same purpose). Skills are easy to come by (one level of Rogue, which is great with Hexblade ANYWAYS). Feats? Less so, especially if it's not easily acquirable as a bonus feat. Not sure what I'd put there, but I'm sure something exists.

    The more I think about it, the more I think I'm going to make that change.
    I support this course of action.

    Thanks a lot for the vote of confidence and for the great suggestions. The Debaser looks pretty interesting. I like the idea of an aura-based PrC; perhaps one that sacrifices hexblade spellcasting for de-buffing auras and more melee-focused bonus feats with the goal of engaging enemies in melee combat while sapping them with a short-radius aura. We'll see what ideas come...
    That's something I'd love to see. Perhaps if you gave this level of detail and attention to the Marshal, you could make a Marshal/Hexblade "Theurge" style PrC? That'd be really interesting.

    Thanks again!

    Mephibosheth
    As I said above, you earned the praise. If it was terribad, I'd have told you so. I do really look forward to seeing more material of this quality from you in the future. Whenever you post brew for 3.5, PM me, and I'll happily come check it out.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Just wanted to draw everyone's attention to a few updates. First, I've modified the Agent of Divine Misfortune to very slightly nerf their curses and replaced their Aura of Unluck with a different ability that, I feel, is more in keeping with the flavor of a divine hexblade. Second, I've replaced the ranks in Craft (sculpture) requirement for the Luck Shaper with a feat requirement: Ability Focus (Hexblade's Curse). Still not sure which I prefer, so let me know what you think.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Quote Originally Posted by Mephibosheth View Post
    Just wanted to draw everyone's attention to a few updates. First, I've modified the Agent of Divine Misfortune to very slightly nerf their curses and replaced their Aura of Unluck with a different ability that, I feel, is more in keeping with the flavor of a divine hexblade. Second, I've replaced the ranks in Craft (sculpture) requirement for the Luck Shaper with a feat requirement: Ability Focus (Hexblade's Curse). Still not sure which I prefer, so let me know what you think.

    Mephibosheth
    1. I like the Shield of the Heavens ability. You're right, it does feel more in line with divine than a miss chance.

    2. Huh. I'm not sure AF(Curse) is the right feat (it's great for any Hexblade, after all). I'm still trying to figure out a good feat for Luck Shaper... wait, here's a thought: Scathing Wit. It lets you use Intimidate to grant opponents penalties. A Luck Shaper (who shapes the luck of others through curses) would surely be able to use harsh language to hurt the luck of others, no? It's a thought, anyways.

    3. Also, I noticed the change to the Hexblade up there. Good call.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Quote Originally Posted by arguskos View Post
    Temoti has a class you may wish to take a look at for ideas: the Debaser (still should be called Corrupter, Temoti ; no, I'm never letting that die).
    As much as I love my class being advertised to advance other homebrews, I must ask why no one can spell my name unless they look down while typing their post.

    Maybe I'm just conditioned to spell it right. It is my name in Japanese, after all.

    The name stays because of the class's moderate fame. If I changed the class name, it could be lost to someone who wants to find it on the Fax Wiki or something. (Ha!)
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Quote Originally Posted by arguskos View Post
    2. Huh. I'm not sure AF(Curse) is the right feat (it's great for any Hexblade, after all). I'm still trying to figure out a good feat for Luck Shaper... wait, here's a thought: Scathing Wit. It lets you use Intimidate to grant opponents penalties. A Luck Shaper (who shapes the luck of others through curses) would surely be able to use harsh language to hurt the luck of others, no? It's a thought, anyways.
    You're right, and that's one of the reasons I'm not sure what I want to do with those requirements. I'm trying, if at all possible, to stick with stuff that's already included in this handbook or that's easily available, so you don't have to have access to Dragon Magazine or comb online feat lists to find the prerequisites. Maybe Skill Focus (Intimidate) or Persuasive? Maybe Enlarge Spell?
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Quote Originally Posted by Mephibosheth View Post
    You're right, and that's one of the reasons I'm not sure what I want to do with those requirements. I'm trying, if at all possible, to stick with stuff that's already included in this handbook or that's easily available, so you don't have to have access to Dragon Magazine or comb online feat lists to find the prerequisites. Maybe Skill Focus (Intimidate) or Persuasive? Maybe Enlarge Spell?
    Well, Scathing Wit fits really well, and is actually available in the Dragon Compendium. Actually... on that tack, what about this:

    Scathing Curse [Hex]
    Prereqs: Intimidate 8 ranks, Hexblade's Curse ability
    Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at the same time, replacing the DC of your Curse with the results of your Intimidate check. A creature can only be affected by a given Hexblade's Scathing Curse once per 24 hour period.

    There, a strong feat that would be a good prereq for Mr. Lucky above.

    Quote Originally Posted by Temotei221 View Post
    As much as I love my class being advertised to advance other homebrews, I must ask why no one can spell my name unless they look down while typing their post.

    Maybe I'm just conditioned to spell it right. It is my name in Japanese, after all.

    The name stays because of the class's moderate fame. If I changed the class name, it could be lost to someone who wants to find it on the Fax Wiki or something. (Ha!)
    Because I don't bother spelling names correctly, that's for the weak! Or, if you prefer, because I didn't realize it was wrong.

    As for the name, I hate that name. It's the Corrupter to me dammit!
    Last edited by arguskos; 2010-03-24 at 04:22 PM.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Quote Originally Posted by arguskos View Post
    Well, Scathing Wit fits really well, and is actually available in the Dragon Compendium. Actually... on that tack, what about this:

    Scathing Curse [Hex]
    Prereqs: Intimidate 8 ranks, Hexblade's Curse ability
    Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at the same time, replacing the DC of your Curse with the results of your Intimidate check. A creature can only be affected by a given Hexblade's Scathing Curse once per 24 hour period.

    There, a strong feat that would be a good prereq for Mr. Lucky above.
    Done and done! Great feat. Fits perfectly with the class.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    I'm a big fan of the hexblade class great flavor and I'm actually playing one right now in a play-by-post game.

    Anyway haven't had time yet to read anything but the character themes and I thought I might throw another one out there for consideration. This is kind of in the theme of the Enforcer.

    Manipulator: If there's one thing a hexblade knows better than anyone it's that there's no such thing as luck, but that doesn't mean everybody else can't be fooled into thinking it does. You excel in social situations, using your hexblade's curse and other abilities to help bring people around to your point of view, most of the time without them ever realizing what's happening. You might be a hired infiltrator at the count's private manor or work from the shadows in a puppeteer role, whatever the case it's in your best interest to not idle in one place to long lest someone catch on to your tricks. Often if your powers were known they would be frowned upon and so it's not uncommon to take the guise of a sorceror or ranger to keep suspicion off of you. Build Suggestions: The key to this build is selecting those feats, abilities and spells that allow you to work your ways undetected. Charm Person and Disguise Self are highly recommended, and pumping ranks into Bluff, Diplomacy and Sense Motive skills are very useful. Still spell or the skill trick Conceal Casting are of great help as well.

    "No need to worry my friend I'll return the money tenfold, you know my luck."
    Last edited by Satyrus; 2010-03-25 at 12:11 AM.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Ahh, hexblade. Such a lovely class, with so very little support. It saddens me.

    So, this, as would be expected, is a very welcome addition. Keep up the good work!

    As for ideas... I got nothing. But I always ran the /day curses as /encounter. It seemed to work better like that.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Satyrus, I like the new character theme and have added it to the list in the second post. Thanks a lot!

    Also, everyone, here's my stab at a spell-less, aura focused hexblade. I'm not sure about some of the auras, so let me know what you think. Also, if you have any ideas for new ones, please let me know. I'm trying to go for interesting, circumstantial debuffs instead of the more blanket penalties imposed by the curse and dark companion features. Little fun things that require some creativity to use or cater to certain circumstances. If they cater to a more obviously-martial character, all the better. Anyway, here's what I've got so far:

    Class Variant: Spell-less Hexblade

    The variant hexblade gains all the normal class features of the hexblade, with the following changes and additions.

    Spells: The hexblade does not gain the ability to learn or cast arcane spells.

    Arcane Talent: The hexblade does not gain the Arcane Talent class ability.

    Bonus Feats: At 1st level, 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats or fighter bonus feats. The hexblade must meet all the prerequisites for a bonus feat.

    Battle Casting: The hexblade does not gain the Battle Casting class ability.

    Baleful Aura: Beginning at 6th level, a hexblade learns to project a baleful aura that hinders those around her. A hexblade can activate this aura thrice per day as a swift action and dismiss it as a free action. A hexblade can only have one aura active at a time. The aura ends if the hexblade is dazed, unconscious, stunned, paralyzed or otherwise incapacitated. An opponent can make a Will save (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) to negate the effect of the aura but must make an additional Will save each time he or she re-enters the aura. The aura affects all non-mindless creatures within a 20 foot radius, though creatures the hexblade considers allies gain a +4 bonus to their Will save to resist the effects. A hexblade can select one aura from the following list at 6th level and another at 8th level and 11th level.
    • Aura of Carelessness: The foe takes a -4 penalty to AC against attacks of opportunity while within the radius of the aura.
    • Aura of Hesitation: The foe takes a -4 penalty on attacks of opportunity made while within the radius of the aura.
    • Aura of Fatigue: The foe is fatigued while within the radius of the aura. This condition vanishes immediately upon leaving the aura.
    • Aura of Distraction: The foe must make a Concentration check (DC 15 + spell level) in order to cast spells within the radius of the aura. The Concentration check DC increases to 20 + spell level at 10th level and 25 + spell level at 15th level.
    • Aura of Lethargy: Creatures affected by the aura feel their muscles and senses begin to slow, making even the flattest ground seem rough and treacherous. If a creature fails its save against the aura’s effects, it treats the radius of the aura as rough terrain.

    Malevolent Aura: Beginning at 14th level, a hexblade’s Baleful Aura becomes more powerful. Any time the hexblade uses her Baleful Aura class ability, she can choose to manifest a Malevolent Aura instead. A hexblade can select one aura from the following list at 14th level and another at 18th level. She can also select an additional aura from the list of Baleful Auras instead. A Malevolent Aura functions as a Baleful Aura, except as noted below.
    • Aura of Paranoia: All foes affected by the aura are considered flanked, even if they are not threatened by other assailants.
    • Vampiric Aura: All creatures within the radius of the aura must make a Fortitude save each round (DC 10 + ˝ the hexblade’s class level + the hexblade’s Cha modifier) or take one point of Constitution damage. This save replaces the Will save normally necessary to avoid the effects of a hexblade’s aura. During every round in which her aura drains at least one point of Constitution damage, the hexblade gains fast healing 3. This aura cannot drain an opponent’s Constitution score below 1.
    • Aura of Inaction: All foes affected by the aura are unable to make attacks of opportunity as long as they remain within the radius.

    What do you think?
    Last edited by Mephibosheth; 2010-03-26 at 11:41 AM.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    From a fluff point of view, I'm not sure a spell-less hexblade is necessary. Rangers and paladins got those variants because the magic was tacked (badly) onto a real-world tradition. But hexblades are rather more inherently magical in its literary tradition than both rangers and paladins, so having magic works well for them out of the box.

    That said, balance-wise this variant seems ok on first glance.

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    First of all, I really like what you're doing here.

    Quote Originally Posted by Mephibosheth View Post
    Bonus Feats: At 1st level, 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus feat. She may select this feat from the list of [Hex] feats or fighter bonus feats. The hexblade must meet all the prerequisites for a bonus feat
    Fair enough.

    Baleful Aura:
    • Aura of Carelessness:
    • Aura of Hesitation:
    • Aura of Fatigue:
    • Aura of Distraction:
    Nice Idea, though it seems strange to give it at lvl 6, as you remove spells starting from lvl 4. Probably not a big issue though. As for individual auras, Aura of Hesitation and Carelessness seem fairly weak compared to the other two. Can't think of any other ideas though.

    Malevolent Aura:
    • Aura of Paranoia:
    • Vampiric Aura:
    • Aura of Inaction:
    Nice once again. Though a bit strangely ballanced. Aura of Paranoia in particular seems underpowered. Especially for lvl 14.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Thanks for the input! I wasn't sure about the balance of some of the auras, so any comments are very much appreciated.

    Quote Originally Posted by Ashtagon
    From a fluff point of view, I'm not sure a spell-less hexblade is necessary. Rangers and paladins got those variants because the magic was tacked (badly) onto a real-world tradition. But hexblades are rather more inherently magical in its literary tradition than both rangers and paladins, so having magic works well for them out of the box.
    I don't think you're wrong. The point of this whole exercise is to provide options for people who want to play hexblades, so I'm not being too selective with my ideas. Maybe most people won't want to play a spell-less hexblade, but it seemed like an interesting idea and it gives hexblade players one more option. The idea was to make hexblades more martial and less magical.

    Incidentally, is there a specific hexblade literary corpus outside of the myriad of traditions of malevolent magic practitioners who bring bad luck to the community? Is there something specific to which you're referring?

    Quote Originally Posted by Mythestopheles
    Nice Idea, though it seems strange to give it at lvl 6, as you remove spells starting from lvl 4. Probably not a big issue though. As for individual auras, Aura of Hesitation and Carelessness seem fairly weak compared to the other two. Can't think of any other ideas though
    I put the ability at level 6 for a couple of reasons. First, the spell-less paladin and ranger both gain their first new class ability at 6th level. Second, I wanted to fill the dead levels left by the omission of battle casting and didn't want to overload level 4 with good class abilities.

    I had a bit of difficulty coming up with interesting auras. Ultimately, most debuffs boil down to simple penalties on rolls or to AC. With this ability, I wanted the debuffs to be interesting and circumstantial. I wanted the hexblade player to have to think a bit or work with teammates to get the most out of the aura rather than just turning on the aura and racking up the minuses. I don't think I did a particularly good job, which is why I'm looking for other ideas. That said, I agree that Aura of Carelessness and Hesitation are underpowered but can't really think of a way to fix it other than just increasing the penalty (which I might do).

    Quote Originally Posted by Mythestopheles
    Nice once again. Though a bit strangely ballanced. Aura of Paranoia in particular seems underpowered. Especially for lvl 14.
    You're right. I think it can be powerful in the right context, but probably not lvl 14 worthy. I do like the idea, though. I just can't figure out where to put it.

    In general, I was trying to make these aura abilities more active than most. I thought it would be more fun if the hexblade had to work with his teammates or seek out situations where the aura would be effective. Spellcasting is a significant, flexible and fun ability and I wanted to replace it with something more inspiring than the abilities they gave the spell-less paladin and ranger classes. I had hoped to come up with abilities that players would enjoy using and that the party would appreciate, but I'm not sure whether I've accomplished that. Some of them I really like and some I'm still on the fence about.
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Actually, that raises a good point - who are the literary inspirations for hexblades?

    All I can think of offhand are:

    * Nigel from the Supergirl film (Peter Cook)
    * pop culture imagery of voodoo magic seems to have a lot to do with hexblades.
    * err
    * ???

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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    +1 prestige class.

    Eldritch Blade

    Prerequisites
    Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks
    Invocations: Ability to use least invocations, must know hideous blow blast shape invocation
    Special: Eldritch blast 2d6, hexblade's curse class feature

    Class Skills
    The eldritch blade's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at Each Level: 2 + Int modifier.

    Hit Die: d8

    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+0|+0|+2|Hexblade's curse, cursed blast (least)|+1 level of existing arcane-using class
    2|+1|+0|+0|+3|Malevolent strike|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    3|+2|+1|+1|+3|Eldritch misfortune (+1)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    4|+3|+1|+1|+4|Cursed blast (lesser)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    5|+3|+1|+1|+4|Hex of inevitable steel|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    6|+4|+2|+2|+5|Eldritch misfortune (+2)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    7|+5|+2|+2|+5|Cursed blast (greater)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    8|+6|+2|+2|+6|Darkblade jinx|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    9|+6|+3|+3|+6|Eldritch misfortune (+3)|+1 level of existing arcane-using class and +1 level of existing invocation-using class
    10|+7|+3|+3|+7|Amplify curse, cursed blast (dark)|+1 level of existing arcane-using class and +1 level of existing invocation-using class[/table]


    Class Features

    Weapon and Armor Proficiency: Eldritch blades gain no proficiency with any weapon or armor.

    Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch blade, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Invocations: At 2nd level and at each level thereafter, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level (this includes eldritch blast). You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch blade, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Hexblade's Curse (Su): Your eldritch blade class levels stack with your hexblade class levels for the purpose of determining your daily uses of the hexblade's curse class ability and the penalty your curse imposes.

    Cursed Blast (Sp): At 1st level, an eldritch blade learns the cursed blast essence invocation, which is described below and is in addition to any invocations he would normally be entitled to. Cursed blast is initially treated as a least invocation, but it increases in strength as you gain levels in eldritch blade: at 4th level, cursed blast is treated as a lesser invocation; at 7th level, it is treated as a greater invocation; and at 10th level, it is treated as a dark invocation.

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    Cursed Blast
    Least 1st; Lesser 3rd; Greater 5th; Dark 7th; Eldritch Essence

    This eldritch essence invocation allows you to weave your hexblade's curse into your eldritch blast, turning it into a cursed blast. Each target struck by a cursed blast must also make a Will save or be afflicted by your hexblade's curse. In order to use this invocation, you must expend a daily use of hexblade's curse. If you use a blast shape invocation that allows you to strike multiple targets in conjunction with cursed blast, you must expend one use of your hexblade's curse for each target you want to afflict; you may choose not to affect one or more targets, in which case they still take damage from cursed blast but are not affected by your hexblade's curse.

    Malevolent Strike (Su): At 2nd level, you learn to weave your hexblade's curse into your weapon's strike and weaken the victim's body and soul, leaving them open to damage. When you hit with a melee attack, you may choose to immediately spend a daily use of your hexblade's curse. If you do so, all attacks you make against that creature gain a luck bonus to damage rolls equal to your Charisma modifier (minimum +1) for 1 hour. If you use your hideous blow invocation to deliver the attack, you can use malevolent strike even if the attack misses. This effect replaces the normal penalties imposed by your hexblade's curse.

    Eldritch Misfortune (Su): At 3rd level, you learn to weave your eldritch blast to take advantage of those who are afflicted by ill fortune. When you use eldritch blast against a target afflicted by your hexblade's curse or malevolent strike abilities, you gain a +1 bonus on your attack roll to hit that target. At 6th level this bonus increases to +2, and at 9th level it increases to +3.

    Hex of Inevitable Steel (Su): At 5th level, you increase the potency of your curses. Your hexblade's curse ability now also applies its penalty to the target's AC, and your malevolent strike ability applies a -2 penalty to the target's AC.

    Darkblade Jinx (Su): At 8th level, the curses afflicting your foes become so powerful that they can cause damage whenever the target is in danger. Whenever you attack a target afflicted by your hexblade's curse or malevolent strike abilities, that creature takes damage equal to your Charisma modifier (minimum 1), even if your attack misses.

    Amplify Curse (Su): At 10th level, you can amplify the misfortune that you force upon others. Your hexblade's curse imposes an additional -2 penalty to your target's attacks, saves, AC, ability checks, skill checks, and weapon damage rolls, and your malevolent strike grants you an additional +2 luck bonus to damage rolls.
    Last edited by Dracomortis; 2010-03-25 at 07:45 PM. Reason: Added Hit Die
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    Default Re: [3.5] The Hexblade Homebrew Handbook!

    Quote Originally Posted by Mephibosheth View Post
    Incidentally, is there a specific hexblade literary corpus outside of the myriad of traditions of malevolent magic practitioners who bring bad luck to the community? Is there something specific to which you're referring?
    Elric of Melanborne is a pretty solid example of what you're describing, but he's not fully in control of where his bad stuff goes.

    I rather like your spell-less class varient because I've never been a fan of the idea of innate magic users being able to pull off stuff as specific and finessed as most spells are. I rather like the idea that a Hexblade is basically oozing malevolence and screwing with everyone's luck in the area and instinctively cursing people with foul language instead of empowering himself with Jump spells that he can use...for some reason.

    I'd be inclined to make the radius larger and make it affect allies, just not as much or possibly simply giving them a bonus on their saves because there's less hate/malice behind it.

    I think Aura of Distraction aught to scale with class level [just to keep it relevant past level 9 or so].

    Aura of Paranoia would be fine if the patch had something that allowed them a benefit when they were flanking an opponent, but as it is, it seems entirely unhelpful to the Hexblade itself, especially when you could have Vampiric Aura, which is hillariously good by comparison. Possibly add a small bonus to the class for attacking flanked targets? Cha mod or something? Just to make it seem actually worthwhile...
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