Author Topic: Hexblade Luv  (Read 30575 times)

Offline bhu

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Hexblade Luv
« on: December 29, 2011, 03:28:12 AM »
Hexblade Fixes That Deserve More Attention

Official Hexblade Fix

Reposting here in case link breaks again:

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* 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.

Garryl's Hexblade

Lord Gareth's Malefactor

Person Man's Hexblade Fix

Ziegander's Hexblade

Bez-Kismet

Hexblade Homebrew Handbook


And now for my stuff:

New Curse Feats, Epic Material, Salient Divine Abilities

Racial Substitution Levels

Alternative Class Features

Hexblade as an Initiator Class
Black SwordSchool
The Hexblade's CurseSchool
The Blind ChanceSchool

Stygian Blade
Power List and Feats

5E Hexblade Core Class
Accursed Background
New Spells

13th Age Hexblade Core Class

Vindicator
Feats

Hexblade as an Elicitation Class
Elicitation
Bonus Effects: Barrier Cloud Curse Enthrall Obfuscate Phantasm Shroud Transform Self Transform Weapon

Hexblade as an Invocation Class
Invocations

Hexblade as an Aura Class


Note: When I mention Curse Feats I am referring to Dragon Magazine #339 as well as the stuff below.
« Last Edit: June 30, 2017, 07:43:02 PM by bhu »

Offline bhu

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Re: Class Additions
« Reply #1 on: December 29, 2011, 03:36:35 AM »
NEW CURSE FEATS


Cooperative Curse
You get by with a little help from your friends.
Prerequisites: Hexblades Curse, any 1 Curse Feat
Benefits: By cooperating you can make your Curse more potent.  If multiple Hexblades Curse the same opponent in the same round, the Save DC of the Curse is the highest among the participating Hexblades, with a +2 for the first cooperating Hexblade and a +1 for each additional participating Hexblade.  The Curses Penalty increases by 1 for each 2 additional participants.  All participants must be using the same version of the Curse, and they must all be adjacent to at least one other participant.

Cursed Bane
You might be a wee bit racist.
Prerequisites: Hexblades Curse, Favored Enemy
Benefits: Your Hexblade and Ranger Levels stack for determining the number of times per day you may use your Hexblade's Curse, and for purposes of determining your Favored Enemies.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.

Cursed Berserker
Your rage comes from a dark place...
Prerequisites: Hexblades Curse, Rage
Benefits: Your Hexblade and Barbarian Levels stack for determining the number of times per day you may use your Rage and Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.

Cursed Blade
Your rapier seems to home in on your opponents weak points.
Prerequisites: Hexblades Curse, Insightful Strike
Benefits: Your Hexblade and Swashbuckler Levels stack for determining the number of times per day you may use your Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.  The Bonus from your Insightful Strike Class feature is doubled against opponents who are currently subject to your Hexblade's Curse.

Cursed Blast
Your dark powers allow you to hurt opponents a little more than usual.
Prerequisites: Hexblades Curse, Eldritch Blast
Benefits: Your Hexblade and Warlock Levels stack for determining the number of times per day you may use your Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse, and how many dice your Eldritch Blast does.  Your Eldritch Blast does +2d6 against opponents currently affected by your Hexblade's Curse.

Cursed Priest
Your curse repels even the dead.
Prerequisites: Hexbaldes Curse, Turn/Rebuke Undead
Benefits: Your Hexblade and Cleric Levels stack for determining the number of times per day you may use your Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse, and for resolving Turning Checks and Damage.

Cursed Soul
Your Curse somehow comes from your meddling in the spirit world.
Prerequisites: Hexblades Curse, Meldshaping, Smite Opposition
Benefits: Your Hexblade and Soulborn Levels stack for determining the number of times per day you may use your Smite Opposition and Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse and the amount of Essentia you possess.

Cursed Vocalist
Your songs have a certain haunting quality.
Prerequisites: Hexblades Curse, Bardic Music
Benefits: Your Hexblade and Bard Levels stack for determining the number of times per day you may use your Bardic Music and Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.  Perform is always a Class Skill for you.

Curse Focus
Your curse is more difficult to ignore.
Prerequisites: Hexblades Curse
Benefits: The Save DC of your Curse increases by +1.

Extend Aura
Your Aura of Unluck lasts longer
Prerequisites: Aura of Unluck
Benefits: This may be taken multiple times.   Each time you take it increase the duration of your Aura of Unluck by 3 rounds.

Enlarge Curse
Your curse has more range.
Prerequisites: Curse Focus
Benefits: This Feat can be taken multiple times, and each time it increases the range of your Hexblade's Curse by 60 feet.

Greater Cursed Bane
Your hated foes are now more vulnerable to you.
Prerequisites: Hexblades Curse, Favored Enemy, Cursed Bane
Benefits: When you attempt to use your Hexblades Curse on a Favored Enemy, the Save DC increases by +2, and if successful the Curses penalty increases by -1.

Greater Cursed Berserker
You may now sacrifice uses of your Hexblades Curse to terrify foes during Rage.
Prerequisites: Hexblades Curse, Rage, Cursed Berserker
Benefits: While Raging you may now expend a daily use of your Hexblade's Curse as a Free Action when you have successfully damaged an opponent.  The opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be Frightened for a number of rounds equal to your Charisma Modifier.

Greater Cursed Blade
You can deliver your Hexblade's Curse with successful Critical Hits.
Prerequisites: Hexblades Curse, Insightful Strike, Cursed Blade
Benefits: Whenever  you successfully perform a Critical hit on an opponent you may now use your Hexblade's Curse on him as a Free Action as well.  In addition the Save DC of the Curse is +2.

Greater Cursed Blast
You may now deliver your Hexblades Curse along with your Eldritch Blast.
Prerequisites: Hexblades Curse, Eldritch Blast, Cursed Blast
Benefits: Whenever  you successfully use your Eldritch Blast on an opponent you may now use your Hexblade's Curse on him as a Free Action as well.  In addition the Save DC of the Curse or the Blast is +2 (choose when taking this Feat).

Greater Cursed Priest
You can deliver your Hexblades Curse with a Turn/Rebuke Undead attempt, possibly Cursing those that survive the Turning.
Prerequisites: Hexbaldes Curse, Turn/Rebuke Undead, Cursed Priest
Benefits: Whenever  you successfully perform a Turn/Rebuke you may now use your Hexblade's Curse on any one Undead not immediately destroyed by the Turn attempt as a Free Action as well.  In addition the Save DC of the Curse is +2.

Greater Cursed Soul
You can deliver your Hexblade's Curse with a successful use of Smite Opposition.
Prerequisites: Hexblades Curse, Meldshaping, Smite Opposition, Cursed Soul
Benefits: Whenever  you successfully perform a Smite on an opponent you may now use your Hexblade's Curse on him as a Free Action as well.  In addition the Save DC of the Curse is +2.

Greater Cursed Vocalist
Your voice can deliver your Curse now, meaning your Bardic Music takes a whole new turn.
Prerequisites: Hexblades Curse, Bardic Music, Cursed Vocalist.
Benefits: When targeting an opponent with your Bardic Music you may also target him with your Hexblade's Curse as a Free Action.  Your opponent is -2 on his Save for both the Bardic Music and the Curse.

Greater Curse Focus
Your curse is more difficult to ignore.
Prerequisites: Curse Focus
Benefits: The Save DC of your Curse increases by +1, this stacks with Curse Focus.

Hex Mark
You may imbue special glyphs with the power of your Curse.
Prerequisites: Hexblade's Curse, Hex Object
Benefits:  You may curse a specially drawn glyph as opposed to a person.  Whoever touches the glyph (it is considered to affect a 5' area) must make the appropriate Saving Throw or suffer the affects of your Hexblade's Curse.  Until Remove Curse, Miracle, or Wish is cast you suffer the owner suffers the effects of the curse.  If the potential victim makes his Saving Throw he must instead make a new Save each round he touches the glyph, or each succeeding person must make a Save until it curses someone successfully.  Usually glyphs are placed somewhere someone will tread on them.

Hex Object
You may imbue an object with the power of your Curse.
Prerequisites: Hexblade's Curse, Extend Curse Feat
Benefits:  You may curse one unattended object as opposed to a person.  Whoever picks the object up must make the appropriate Saving Throw or suffer the affects of your Hexblade's Curse.  Until Remove Curse, Miracle, or Wish is cast you suffer the owner suffers the effects of the curse (he also cannot destroy or get rid of the object).  If the potential victim makes his Saving Throw he must instead make a new Save each round he touches the object, or each succeeding person must make a Save until it curses someone successfully.

Mobile Curse
Your curse is pretty versatile.
Prerequisites: Hexblades Curse, Enlarge Curse, 6th Level
Benefits: Once per round as a Swift Action, you may attempt to move your Curse from one victim to another within 60 feet (or whatever the range of your Curse is).  The new target gets a Save, and if he fails he suffers the curse as the original victim is freed.  If he succeeds, the curse stays with it's original victim.

Widen Curse
Your curse can hit multiple targets
Prerequisites: Enlarge Curse, 9th Level
Benefits: If you use your Curse as a Standard Action, it affects a number of opponents equal to your Hexblade Level divided by 3.  None of these opponents can be more than 20 feet apart.

EPIC HEXBLADE

Hit Die: d10
Skills Points at Each  Level : 2 + int
Hexblade's Curse Beginning at Level 21 and every 4 levels thereafter you gain an additional daily use of your Hexblade's Curse, and the Save DC of your Hexblades curse continues to increase with Epic Levels.
Aura of Unluck Beginning at Level 24 and every 4 levels thereafter you gain an additional daily use of you Aura of Unluck ability.
Spells Your Caster level increases with Epic levels but you don't get extra spells per day, nor do you learn new spells.  At level 24 and every 6 levels thereafter the Hexblade may choose another spell to cast as a Swift Action.
Familiar At Level 22 and every 2 levels higher your Familiars Intelligence and Natural Armor Bonus increase by an additional +1.  The Familiars Spell Resistance is equal to his Masters Level+5.  At 21st level and every 10 levels after that the Hexblade gains the benefits of the Epic Spell Feat for one spell of their choice.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 5 levels higher than 20th


Epic Curse
Only the God's themselves can cast worse curses than yours.
Prerequisites: Dire Hexblade's Curse 6/day, Empower Curse
Benefits: The Penalty for your Hexblade's Curse raises to -8.  If you have the various Curse Feats from Dragon 339 it has the following effects:
Curse of Distraction: DC=30+Spell Level
Curse of Failure: +8 Bonus
Curse of Ignorance: -20 Penalty
Curse of Paranoia: -10 Penalty
Curse of Sloth: Move reduced to 5'.
Curse of the Softened Blade: -8 Penalty
Curse of the Stricken: -8 Penalty


Epic Aura of Unluck
Arrows just seem to disintegrate in the air around you sometimes...
Prerequisites: Aura of Unluck 4/day
Benefits: The percentile chance for attacks to miss you increases to 50%.


Epic Arcane Resistance
Spell? What spell?
Prerequisites: Arcane Resistance, Mettle
Benefits: Your Arcane Resistance Bonus on Saves doubles.


Epic Curse Focus
Your curse is more difficult to ignore.
Prerequisites: Curse Focus, Greater Curse Focus
Benefits: The Save DC of your Curse increases by +1, this stacks with Curse Focus and Greater Curse Focus.


Epic Swift Spell
You can permanently cast one spell swiftly.
Prerequisites: Able to cast a spell from the Hexblade spell list as a Swift Action
Benefits: Choose one spell you can cast as a Swift Action.  You may now cast that spell as an Immediate Action once per day.  Each time you take this Feat choose a new Spell to apply it to a different spell.


Mass Curse
You're dangerous to be around.
Prerequisites: Dire Hexblade's Curse 6/day, Enlarge Curse, Widen Curse
Benefits: If you use your Curse as a Full Round Action, every opponent within 60 feet of you (further if you have Enlarge Curse more than once) must make a Saving Throw against it. 

SALIENT DIVINE ABILITIES

Divine Aura of Unluck
You're hard to shoot.
 Prerequisites: Hexblade 20
 Benefits: You permanently gain the benefits of the Hexblades Aura of Unluck.

Divine Hexblades Curse
Your gaze can be an icky thing...
 Prerequisites: Hexblade 20
 Benefits: You may now use your Hexblade's Curse a number of times per day equal to your Divine Rank (or 5/day if Rank is 5 or less), and the range increases to 240'.  The penalty increases to -10, and mortal creatures with no Divine Rank receive no save.  Other deities get a Willpower Save (Save DC is 10 plus Divine Rank plus Charisma Modifier).
« Last Edit: June 30, 2017, 07:10:26 PM by bhu »

Offline bhu

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Re: Class Additions
« Reply #2 on: February 17, 2012, 11:06:54 PM »
HEXBLADE RACIAL SUBSTITUTION LEVELS (I know some of these are monsters instead of races, I had requests)

ARANEA
Instead of the usual Hexblade's Curse you can channel your supernatural powers through your webs weakening and paralyzing foes.
 Level 1: Replace Hexblade's Curse with Cursed Webbing.
  Cursed Webbing: Your Cursed Webbing has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever you successfully hit with your Web attack you may choose to expend a daily use of your Cursed Webbing ability as a Swift Action.  If your opponent fails his Saving Throw he is Paralyzed for 1 round.  At 7th Level this duration increases to 1d6 rounds.  At 19th Level this duration increases to 1d6 minutes.

ASHERATI
You have a corrupted version of your races Lamp ability, and anyone seeing you light up falls ill or seems to suffer misfortune.
 Level 1: Accursed Lamp
  Accursed Lamp: Your Accursed Lamp has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever you successfully use your Body Lamp ability to Daze an opponent you may choose to expend a daily use of your Accursed Lamp ability as a Swift Action.  If your opponent fails his Saving Throw he is Blinded instead.  At 7th Level the penalties for Blindness double.  At 19th Level the penalties for Blindness triple.

AZER
Instead of the usual Curse, opponents subjected to your body heat never seem to quite heal from the burns, permanently suffering a high fever.
 Level 1: Replace Hexblade's Curse with Accursed Heat.
  Accursed Heat:  Your Accursed Heat has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever you successfully damage an opponent with your Heat ability you may choose to expend a daily use of your Accursed Heat ability as a Swift Action.  If your opponent fails his Saving Throw he is considered to be in very hot conditions (above 90 degrees) for the next 24 hours (see DMG for details).  At 7th level this increases to severe heat (above 110 degrees).  At 19th Level they also burst into flame if they fail their save (see DMG).

BUGBEAR
Instead of a Familiar you channel your magic into new abilities.  You appear larger and terrifying to opponents you surprise.
 Level 4: Replace Summon Familiar with Terrifying Size
  Terrifying Size: Against opponents currently suffering your Hexblade's Curse you appear to be Size Class Large.  In effect you have 10' reach and cover a 10' area, but only against them.  You also gain a +2 Bonus to AC and a +2 to Attack and Damage Rolls against them.  This only lasts as long as both the Curse effect affects them.

DARFELLAN
You spread the depression and bitterness of your species like a plague.
 Level 1: Replace Hexblade's Curse with Curse of Bitterness.
  Curse of Bitterness:  At first Level the effects of your Curse of Bitterness are identical to a normal Hexblade's Curse, except the Penalty is a Morale Penalty.  At 7th Level anyone who is not considered your victims Opponent, who so much as occupies a square adjacent to him must make a Save or he also becomes afflicted by the Curse of Bitterness.  At 19th Level those infected by your original victim may pass the Curse along to any being adjacent to them as well.

DOPPLEGANGER
You can temporarily swap bodies with Opponents (who unfortunately look like a monster as they have no access to your Racial Abilities).
 Level 4: Replace Summon Familiar with Body Swap.
  Body Swap:  Choose 1 opponent within 60' you have successfully used your Hexblade's Curse upon.  They must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or your minds switch bodies.  You both retain your Mental Abilities (Int, Wis, Cha) but gain the physical abilities of your new body along with all Racial abilities that aren't Supernatural.  In short your opponent stuck in your body in your monstrous form without the ability to shapeshift.  This lasts for 24 hours.  If they succeed in making their Saving throw they are immune to this ability for 24 hours.

DROW
Instead of the usual curse you can cause spells to fail.
 Level 1: Replace Hexblade's Curse with Magekiller.
  Magekiller: Your Magekiller has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever a spellcasting opponent  fails his Saving Throw against your Magekiller, his Caster Level lowers by 1. At 7th Level the Penalty increases to -2.  At 19th Level the Penalty increases to -4.

ETTERCAP
Your opponents seem to be followed by spiders wherever they go...
 Level 1: Replace Hexblade's Curse with Spiders Curse.
  Spiders Curse:  Your Spider's Curse has the same Save DC and number of daily uses as a regular Hexblades Curse.  Instead of the normal effects your victim is dosed with spider venom (Initial and Secondary Damage 1d4 Str).  At 7th Level the damage increases to 1d6.  At 19th Level the damage increases to 1d8.

GARGOYLE
Your opponents find themselves feeling heavy, as though the weight of the world were upon them.  Movement is difficult at best.
 Level 1: Replace Hexblade's Curse with Earthbound.
  Earthbound:  Your Earthbound has the same Save DC and number of daily uses as a regular Hexblades Curse.  Instead of the normal effects all of your opponents Movement rates take a -5 Penalty.  At 7th level this increases to -10.  At 17th Level the Penalty increases to -15. This can reduce speeds to 0.

GIANT (any non-Good)
You learn to expend your supernatural power to make attacks against you just go away.
 Level 4: Replace Summon Familiar with Tenacity.
  Tenacity: Whenever you are damaged you may expend one daily use of your Hexblade's Curse as an Immediate Action and that attack does half damage.  You may only do this once per round. At 7th Level you also suffer no additional effects from the attack that require a Save.  At 17th Level the attack never happened and you suffer no effects at all (your opponent still loses his Action, and a spell if he cast one).

GOBLIN
Goblin Hexblades sometimes forego the usual curses for supernaturally powered sneak attacks.
 Level 1: Replace Hexblade's Curse with Supernatural Ambush.
  Supernatural Ambush:  Your Supernatural Ambush has the same Save DC and number of daily uses as a regular Hexblades Curse.  If your opponent fails his Saving Throw then you and all Allies within 30' gain +1d6 Sneak Attack when making attacks against him.  At 7th Level this increases to +2d6.  At 19th Level this increases to +3d6.

GRIMLOCK
You can blind foes with your curse.
 Level 1: Replace Hexblade's Curse with Blinding Curse.
  Blinding Curse:  Your Blinding Curse has the same Save DC and number of daily uses as a regular Hexblades Curse.  If your opponent fails his Saving Throw all Grimlocks are Invisible to him as the spell for 24 hours.  He simply becomes unable to perceive them.  At 7th Level they gain Greater Invisibility instead.  At 19th Level they instead gain Superior Invisibility.

HALF FIEND
You gain a variation on the Hexblade's Curse depending on what exact fiend you are descended from.
 Level 1: Replace Hexblade's Curse with Fiend's Curse.
  Fiend's Curse: Your Fiend's Curse initially works the same as a Hexblade's Curse, but at higher levels it gains additional effects based on your parentage:
Gehreleth At 7th Level your victim is also afflicted by an Extended Melf's Acid Arrow spell (caster level is same as your Hexblade Caster Level). At 19th Level you cast an Extended Acid Storm instead.
Tanar'ri At 7th Level you also Summon a Dretch as per the Summon Monster III spell (caster level is same as your Hexblade Caster Level).  At 19th Level you summon a Babau via Summon Monster VII instead.
Baatezu At 7th Level is also afflicted by a Fear spell (caster level is same as your Hexblade Caster Level).  At 19th Level you cast Blasphemy instead.
Yugoloth At 7th Level your victim is also afflicted by a Contagion spell (caster level is same as your Hexblade Caster Level).  At 19th Level you cast Pestilence instead.

HARPY
Your curse renders food and water inedible to your cursed foe.
 Level 1: Replace Hexblade's Curse with Starvation.
  Starvation: Your Starvation Ability has the same Save DC and number of daily uses as a regular Hexblades Curse. If your opponent fails his Saving Throw any food or drink he consumes is considered a mild poison (Initial and Secondary damage is 1d4 Str).  At 7th Level the duration increases to 1 week.  At 19th Level the duration increases to 1 month.

HELLBRED
Instead of a Familiar you can occasionally draw on the power of the Devil who has a lien on your soul.
 Level 4: Replace Summon Familiar with Devil's Power.
  Devil's Power: Choose which of the Lords of Nine owns you:
Bel You may cast Bulls Strength 3/day as a Spell-like Ability.
Dispater You may cast Detect Thoughts 3/day as a Spell-like Ability.
Mammon You may cast Enthrall 3/day as a Spell-like Ability.
Belial and Fierna You may cast Beckoning Call 3/day as a Spell-like Ability.
Levistus You may cast Sending 3/day as a Spell-like Ability.
Glasya You may cast Curse of Arrow Attraction 3/day as a Spell-like Ability.
Baalzebul You may cast Suggestion 3/day as a Spell-like Ability.
Mephistopheles You may cast Rage 1/day as a Spell-like Ability.
Asmodeus You may cast Whelming Blast 3/day as a Spell-like Ability.

HOBGOBLIN
Instead of a Familiar you get some military instruction on the use of your powers.
 Level 4: Replace Summon Familiar with Military Training.
  Military Training: Opponents affected by your Hexblade's Curse may not make Attacks of Opportunity or Fight/Cast Defensively against you.

NEANDERTHAL
Instead of the usual Familiar you can create Fetishes.
 Level 4: Replace Summon Familiar with Fetish.
  Fetish: You create a Fetish as a 24 hour ritual.  It acts as a Focus for your spells, and so long as you wield it in your hand you do not need material spell components for your spells.  Spells you cast using it that are from the Necromancy school see their Save DC increased by +2 (this stacks with Feats like Spell Focus).

NIXIE
Instead of a Familiar you gain new abilities to use on Charmed victims.
 Level 4: Replace Summon Familiar with Cursed Charm.
  Cursed Charm: You may now cast Charm Person at will.  Opponents who you have successfully Cursed that fail a Save against it are affected as if you had cast Dominate Person instead.

ORC
Instead of a Familiar you may occasionally call upon the Patron Deity of your race.
 Level 4: Replace Summon Familiar with Gruumsh's Eye.
  Gruumsh's Eye: Your left eye shrivels away and evaporates while your right becomes manifestly unusual and shines with power.  The Save DC of your Hexblades Curse increases by +2 and you gain 2 additional daily uses.

RAPTORAN
Instead of a familiar you gain closer ties to the Air Elementals your race has a pact with.
 Level 4: Replace Summon Familiar with Elemental Pact.
  Elemental Pact: You may add any one spell with the Air Descriptor for each Level you can cast to your spell list.  At every even numbered Level you may exchange a spell you know for a spell with the Air Descriptor of the same Level.

RETH DEKALA
Descendants of your race successfully cursed are marked by you and attract other Reth Dekala.
 Level 4: Replace Summon Familiar with Mark Descendant.
  Mark Descendant: Any descendant of your race you successfully Curse shines like a beacon for the duration of your curse.  All Reth Dekala on that Plane of Existence know his exact location at all times.

SATYR
Instead of the usual Curse you have a sort of a dark version of Bardic Music.
 Level 1: Replace Hexblade's Curse with Pipes of Doom.
  Pipes of Doom:  Your Pipes of Doom has the same number of daily uses as a regular Hexblades Curse.  As a Standard Action you may make a Perform (Pipes) Check and that is the Save DC to resist your Pipes of Doom.  Choose 1 Opponent within 90' who can see and hear you (plus one opponent for each additional three levels past the 1st), and if he fails his Save he is Shaken for 1d6 minutes.  This is a Sonic, Mind-Affecting, Fear effect.  At 7th Level opponents are Frightened instead.  At 19th Level opponents become Panicked.

SHARAKIM
You learn to accept your races origin and move along with your life.
 Level 4: Replace Summon Familiar with Acceptance.
  Acceptance: You no longer suffer from Light Sensitivity and lose your Racial -2 Penalty to Charisma.

STAR ELF
Your Curse has some interesting effects against Undead and Outsiders.
 Level 4: Replace Summon Familiar with Dismissal.
  Dismissal: If you successfully use your Curse on an Undead you may choose instead of the normal  effects to Turn them as a Cleric half your Level instead.  If you successfully use your Curse on an Opponent with the Extraplanar Subtype they are instead affected as if by a successful Dismissal spell.

TIEFLING
Instead of a Familiar you get an ability linked to your fiendish legacy.
 Level 4: Replace Summon Familiar with Infernal Power.
  Infernal Power: Your exact ability depends on whom your ancestor was:
Zariel You may cast Adoration of the Frightful 3/day as a Spell-like Ability.
Dispater You may cast Major Resistance 3/day as a Spell-like Ability.
Mammon You may cast Addiction 3/day as a Spell-like Ability.
Belial You may cast Eagle's Splendor 3/day as a Spell-like Ability.
Geryon You may cast Evil Eye 3/day as a Spell-like Ability.
Moloch You may cast Scourge of Force 3/day as a Spell-like Ability.
Baalzebul You may cast Summon Swarm 3/day as a Spell-like Ability.
Mephistopheles You may cast Bottomless Hate 3/day as a Spell-like Ability (Devil's only).
Asmodeus You may cast Rebuke 3/day as a Spell-like Ability.

TROGLODYTE
Your stench is truly Lovecraftian.
 Level 1: Replace Hexblade's Curse with Accursed Stench.
  Accursed Stench:  Your Accursed Stench has the same Save DC and number of daily uses as a regular Hexblades Curse.  If an opponent fails a Save against your Stench Ability you may expend a daily use of Accursed Stench.  He is Sickened for 24 hours instead, and your Stench now affects creatures who aren't living or who are immune to poison (nor do beings resistant to poison gain their bonus on Saves vs your Stench).  At 7th Level the penalty your opponent gains from being Sickened doubles.  At 19th Level victims of your Accursed Stench become Nauseated instead.

VASHAR
Foes affected by your Curse find their wounds don't heal.
 Level 4: Replace Summon Familiar with Vile Curse.
  Vile Curse: When an Opponent is affected by your Hexblade's Curse the next x points of damage he takes is considered Vile Damage.  x=double your current Hexblade Level.
« Last Edit: June 30, 2017, 07:11:27 PM by bhu »

Offline bhu

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Re: Class Additions
« Reply #3 on: March 11, 2012, 11:30:12 PM »
HEXBLADE ALTERNATIVE CLASS FEATURES

AVENGER
You may Curse opponents who successfully attack you.
 Levels 1, 7, 19: Replace Hexblade's Curse with Curse of Vengeance. 
  Curse of Vengeance: Once per day you can choose an opponent who has just successfully made an Attack Roll or Opposed Check against you as a Free Action.  He must make a Willpower Save (DC is 10 plus 1/2 Hexblade Class Level plus Charisma Modifier) or suffer the normal effects for a Hexblade's Curse for 1 hour.  Unlike normal multiple uses of this Curse stack (maximum uses of the Curse you may have active on one individual at a time is equal to your Hexblade Level divided by 5, round down.  If you have Curse Feats that allow for variant effects, you may decide which one the opponent suffers as usual.

DIVINE SCOURGE
Your curses come from one of the more vengeful minded deities.
 Level 4: Replace Summon Familiar with Turn/Rebuke Undead.
  Turn/Rebuke Undead: Identical to the Paladin Ability of the same name.
 Level 1: Replace Spell List with the following:
  Spells:
1st: Armor Lock, Blade of Blood, Blade of Pain and Fear, Cause Fear, Charm Person, Conviction, Death's Call, Detect Magic, Detect Weaponry, Disguise Self, Distract Assailant, Ebon Eyes, Entropic Shield, False Peacebond, Identify, Karmic Aura, Knight Unburdened, Know Greatest Enemy, Lightfoot, Mage Burr, Magic Weapon, Mark of the Outcast, Mount, Phantom Threat, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Resurgence, Secret Weapon, Shadow Double, Tasha's Hideous Laughter, Treacherous Weapon, Undetectable Alignment
2nd: Adoration of the Frightful, Alliance Undone, Alter Self, Animate Weapon, Arcane Turmoil, Black Karma Curse, Blindness/Deafness, Bothersome Babble, Bull's Strength, Darkness, Deific Vengeance, Divine Presence, Eagle's Splendor, Enthrall, Execration, False Life, Invisibility, Karmic Backlash, Magical Backlash, Marked Object, Mirror Image, Protection from Arrows, Resist Energy, Sap Strength, See Invisibility, Shadow Double, Spider Climb, Suggestion, Summon Swarm, Suppress Magic, Touch of Idiocy, Wraithstrike
3rd: Awaken Sin, Charm Monster, Confusion, Dispel Magic, Enduring Scrutiny, Fangs of the Vampire King, Find the Gap, Fracturing Weapon, Glyph of Warding, Greater Magic Weapon, Hound of Doom, Nightmare Terrain, Nondetection, Phantasmal Strangler, Phantom Steed, Poison, Protection from Energy, Skull Watch, Slow, Speak With Dead, Stinking Cloud, Toxic Tongue
4th: Assassin's Darkness, Baleful Polymorph, Break Enchantment, Contact Other Plane, Cursed Blade, Detect Scrying, Dominate Person, Fear, Ferocity of Sanguine Rage, Finger of Agony, Greater Invisibility, Horrid Sickness, Implacable Pursuer, Karmic Retribution, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog, Spell Theft, Unseen Strike, Weapon of the Deity

FIENDSWORN
Your curses come from deals made with Fiends of some kind.  You must be Evil to take this option.
 Level 4: Replace Summon Familiar with Dark Pact.
  Dark Pact:  Your exact power depends on the type of Fiend you have an agreement with:
Gehreleth You may cast Incendiary Slime (See Complete Mage) 3/day as a Spell-like Ability.
Tanar'ri You may cast Vision of Entropy (see Fiendish Codex I) 3/day as a Spell-like Ability.
Baatezu You may cast Denounce (see Fiendish Codex II) 3/day as a Spell-like Ability.
Yugoloth You may cast Wracking Touch (see Spell Compendium) 3/day as a Spell-like Ability.

FOREST REAVE
Your curses come from Natures darker side.
 Level 4: Replace Summon Familiar with Animal Companion.
  Animal Companion: Identical to the Ranger Ability of the same name.
 Level 1: Replace Spell List with the following:
  Spells:
1st: Alarm, Armor Lock, Beget Bogun, Bloodletting, Camouflage, Charm Animal, Detect Magic, Detect Snares and Pits, Enrage Animal, Entangle, Hunter's Mercy, Identify, Karmic Aura, Longstrider, Mage Burr, Magic Flame, Marked Object, Obscuring Mist, Pass Without Trace, Phantom Threat, Prestidigitation, Produce Flame, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Resist Energy, Rot of Ages, Smell of Fear, Towering Oak, Traveler's Mount, Treacherous Weapon, Undetectable Alignment, Winters Chill
2nd: Alliance Undone, Alter Self, Animate Weapon, Barkskin, Blade of Pain and Fear, Briar Web, Bull's Strength, Curse of Arrow Attraction, Curse of Impending Blades, Decomposition, Eagle's Splendor, Exacting Shot, Hunter's Eye, Invisibility, Karmic Backlash, Leap Into Animal, Magical Backlash, Protection from Arrows, Resist Energy, See Invisibility, Shadow Double, Spellslayer Arrow, Spider Climb, Spike Growth, Spore Field, Summon Swarm, Swift Haste, Swift Ready, Touch of Idiocy, Wraithstrike
3rd: Arcane Sight, Charm Monster, Contagion, Decoy Image, Dispel Magic, Forestfold, Fracturing Weapon, Greater Magic Weapon, Hood of the Cobra, Hound of Doom, Infestation of Maggots, Mass Curse of Impending Blades, Meld into Stone, Nightmare Terrain, Nondetection, Phantasmal Decoy, Phantasmal Strangler, Phantasmal Terrain, Poison, Protection from Energy, Slow, Stinking Cloud, Tree Shape, Vampiric Touch
4th: Baleful Polymorph, Bane Bow, Commune w/Nature, Cursed Blade, Detect Scrying, Dimension Door, Eye of the Hurricane, Early Twilight, Enervation, Fear, Finger of Agony, Greater Invisibility, Horrid Sickness, Karmic Retribution, Phantasmal Killer, Polymorph, Scrying, Sending, Shadow Form, Solid Fog, Superior Magic Fang, Unseen Strike

HEXER
A Hexer is a Hexblade who has given up being a combatant to concentrate on spell-casting.
 Level 1: Lower BAB to 1/2 Level (i.e. the same as Wizard), and expand castling list as shown below.
  Spells:
1st: Alarm, Arcane Mark, Armor Lock, Augment Familiar, Backbiter, Bloodletting, Cat's Feet, Cause Fear, Charm Person, Death's Call, Detect Magic, Disguise Self, Distract Assailant, Entropic shield, Expeditious Retreat, karmic Aura, Identify, Light, Magic Weapon, Mount, Nystul's Magic Aura, Phantom Threat, Prestidigitation, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Sleep, Tasha's Hideous Laughter, Treacherous Weapon, Undetectable Alignment, Unseen Servant.
2nd: Alliance Undone, Alter Self, Animate Weapon, Arcane Turmoil, Blindness/Deafness, Bothersome Babble, Bull's Strength, Crisis of Confidence, Critical Strike, Darkness, Eagle's Splendor, Enthrall, False Life, Glitterdust, Invisibility, Karmic Backlash, Magical Backlash, Mirror Image, Phantasmal Assailants, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Shadow Double, Spider Climb, Suggestion, Summon Swarm, Swift Invisibility, Swift Ready, Touch of Idiocy, Whirling Blade.
3rd: Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Hood of the Cobra, Hound of Doom*, Invisibility Sphere, Magic Weapon (Greater), Nightmare Terrain, Non-detection, Phantom Steed, Phantom Strangler, Poison, Protection from Energy, Repel Vermin, Slow, Spectral Weapon, Stinking Cloud, Vampiric Touch, Wind Wall.
4th: Assay Resistance, Baleful Polymorph, Break Enchantment, Contact other Plane, Cursed Blade*, Detect Scrying, Dimension Door, Dominate Person, Early Twilight, Enervation, Fear, Finger of Agony, Fracturing Blade, Horrid Sickness, Invisibility (Greater), Karmic Retribution, Mage Burr, Phantasmal Killer, Polymorph, Scrying, Sending, Shadow Form, Solid Fog, Unluck, Unseen Strike.
5th: Binding Winds, Bleed, Break Enchantment, Death Throes, Dispel Chaos/Evil/Good/Law, Dominate Person, Endless Slumber, Feeblemind, Greater Dispel Magic, Insect Plague, Mark of Justice, Mass Charm Person, Phantom Stag, Shadow Guardians, Slay Living, Teleport, True Seeing, Vulnerability, Wail of Doom.
6th: Antimagic Field, Aura of Terror, Circle of Death, Eyebite, Greater Scrying, Imperious Glare, Mass Bull's Strength, Mass Eagle's Splendor, Scry Location, Symbol of Fear.
7th: Antimagic Aura, Antimagic Ray, Blasphemy, Creeping Doom, Dictum, Energy Immunity, Finger of Death, Greater Arcane Sight, Greater Shadow Conjuration, Greater Teleport, Imprison Soul, Insanity, Mass Invisibility, Power Word Blind, Word of Chaos
8th: Chain Dispel, Greater Spell Immunity, Incendiary Cloud, Mass Charm Monster, Mindblank, Moment of Prescience, Polymorph Any Object, Steal Life, Symbol of Death, Symbol of Insanity,
9th: Dominate Monster, Energy Drain, Foresight, Imprisonment, Reaving Dispel, Shades, Shapechange, Superior Invisibility, Weird

MAIMER
Recipients of your Hexblade's Curse are easier to injure.
 Levels 1, 7, 19: Replace Hexblade's Curse with Cursed Wounding.
  Cursed Wounding: This works like the normal Hexblades Curse, but has a different effect.  Opponents who fail a Save against your Curse take an extra +1d4 damage anytime someone makes a damage roll against them (+2d4 on successful criticals).

At level 7 you get Greater Cursed Wounding and your opponents now takes +2d4 per damage roll (+3D4 on criticals). 

At level 19 you get Dire Cursed Wounding and your opponents now takes +3d4 per damage roll (+4D4 on criticals). 

MALOCCHIO
The Malocchio is a Hexblade with the Evil Eye, replacing it's normal Hexblade's Curse with a Gaze Attack.
 Levels 1, 7, 19: Replace Hexblade's Curse with the Evil Eye
  Evil Eye: At first Level you gain a Gaze Attack with a 30' range.  Opponents failing a Willpower Save (DC is 10 plus 1/2 Hexblade Class Level plus Charisma Modifier) or take a -1 Penalty to all attacks, saves, ability checks, skill checks, and weapon damage rolls until they receive the benefits of Remove Curse, Wish, or Miracle spells.

At Level 7 the Penalty increases to -2.

At Level 19 the Penalty increases to -4.

POISONED BLADE
A Poisoned Blade discharges it's Hexblade's Curse through weapon attacks.
 Levels 1, 7, 19: Replace Hexblade's Curse with Poison Blade.
  Poison Blade: This is identical to the Hexblade's Curse, except you may use it once per round as a Free Action on any opponent you have made a successful Attack roll on.  In addition you receive a +1 on Critical Confirmation rolls against opponents you have successfully cursed (+2 at level 7, +4 at Level 19).

THE SOULLESS
Your powers come from Mechanus or another True Neutral Plane.  You must be True Neutral to take this option.
 Level 4: Replace Summon Familiar with Unaligned.
  Unaligned: You are now immune to Fear or Charm and Compulsion Effects.

VILE OPPORTUNIST
Though your Hexblade's Curse is normally weaker than your fellow Hexblades, it has a much greater effect against opponents who are already vulnerable.
 Levels 1, 7, and 19: Replace Hexblades Curse with Ambush Curse.
  Ambush Curse: This is identical to the Hexblade's Curse in all but one respect: The penalty is normally -1, unless your opponent is Flat-Footed or unaware of your presence in which case it is -3.

At Level 7 this becomes -2/-6.

At Level 19 it becomes -3/-9.

« Last Edit: June 30, 2017, 07:12:21 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #4 on: March 23, 2012, 10:32:46 PM »
some class variants are up and awaiting feedback.

Offline Amechra

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Re: Hexblade Luv
« Reply #5 on: May 06, 2012, 11:10:39 PM »
Interesting; I might have to steal those for... something.

NOTHING SUSPICIOUS HERE, CITIZEN; MOVE ALONG!
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"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline InnaBinder

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Re: Hexblade Luv
« Reply #6 on: May 06, 2012, 11:16:37 PM »
Can't wait to see what Greater Cursed Vocalist does, and how it improved Dirgesinger further.   :D
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Offline bhu

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Re: Hexblade Luv
« Reply #7 on: May 09, 2012, 09:28:10 PM »
I added it and Hex Object.

Offline bhu

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Re: Hexblade Luv
« Reply #8 on: May 10, 2012, 11:09:38 PM »
feats are done and theres a minor update as well

Offline InnaBinder

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Re: Hexblade Luv
« Reply #9 on: May 11, 2012, 08:15:09 AM »
Greater Cursed Vocalist seems a mite sub-par to me, especially given a two-feat investment.  Maybe I'm just used to thinking in terms of the Mearls fix, where Hexblade's Curse is already a swift action, but the number of times where using Hexblade's Curse as a free action is beneficial, while also specifically limited to targets affected by the HexBard's Bardic Music, seems fairly small for the investment.
Arguing on the internet is like running in the Special Olympics.  Even if you win, you're still retarded.

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Offline bhu

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Re: Hexblade Luv
« Reply #10 on: May 11, 2012, 12:40:36 PM »
revised, how bout now?

Offline bhu

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Re: Hexblade Luv
« Reply #11 on: July 28, 2012, 12:30:02 AM »
Fiendsworn Tiefling and Hellbred are done

Offline bhu

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Re: Hexblade Luv
« Reply #12 on: October 16, 2012, 01:04:58 AM »
Racial substtution levels are done, does everyone think the Hexer spell list is big enough?

HEXBLADE


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

MAKING A HEXBLADE
 Quick generalization of what you should focus on when making the class.
 Abilities: An in detail section on what ability scores are good for the class, and usually in the order of priority.
 Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
 Alignment: Any nongood.
 Starting Gold: 6d4x10
 Starting Age: As Sorcerer.

Class Skills
 The Hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1.  +1    +0     +0     +2    Black Magic, Negation
2.  +2    +0     +0     +3    Arcane Resistance
3.  +3    +1     +1     +3    Mettle
4.  +4    +1     +1     +4    Black Magic
5.  +5    +1     +1     +4   
6.  +6    +2     +2     +5    Smiting Curse 1/day
7.  +7    +2     +2     +5   
8.  +8    +2     +2     +6    Black Magic
9.  +9    +3     +3     +6   
10. +10   +3     +3     +7    Die Hard
11. +11   +3     +3     +7   
12. +12   +4     +4     +8    Black Magic
13. +13   +4     +4     +8    Aura of Unluck
14. +14   +4     +4     +9   
15. +15   +5     +5     +9   
16. +16   +5     +5     +10   Black Magic
17. +17   +5     +5     +10   
18. +18   +6     +6     +11    Smiting Curse 2/day
19. +19   +6     +6     +11   
20. +20   +6     +6     +12    Black Magic


Code: [Select]
[b] Man. Known   Man. Readied  Stances Known[/b]
1.   5           5 (2)          1
2.   5           5 (2)          2
3.   6           5 (2)          2
4.   6           5 (2)          2
5.   7           5 (2)          2
6.   7           5 (2)          2
7.   8           5 (2)          2
8.   8           5 (2)          3
9.   9           5 (2)          3
10.  9           6 (3)          3
11.  10          6 (3)          3
12.  10          6 (3)          3
13.  11          6 (3)          3
14.  11          6 (3)          4
15.  12          6 (3)          4
16.  12          6 (3)          4
17.  13          6 (3)          4
18.  13          6 (3)          4
19.  14          6 (3)          4
20.  14          7 (4)          4
Weapon Proficiencies: You are proficient with all Simple and Martial Weapons and all Armor,  You are also proficient with all Shields except Tower Shields.
 
Maneuvers: You begin your career with knowledge of five martial maneuvers. The disciplines available to you are The Black Sword, Blind Chance, and The Hexblade's Curse. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Hexblades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown above. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39 of the Book of Nine Swords, to determine the highest-level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered Hexblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied:  You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by praying for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). Hexblades are unique among martial adepts, relying on dark power to use their martial maneuvers. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if you use your maneuvers or not—at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all your maneuvers will eventually be granted. If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of profane inspiration begins again. You begin an encounter with an additional granted maneuver at 10th level (bringing your total to three), and again at 20th level (bringing your total to four).

Stances Known:  You begin play with knowledge of one 1st-level stance from the The Black Sword, Blind Chance, or The Hexblade's Curse disciplines. At 2nd, 8th, and 14th level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Negation (Su): You may Ready an Action to use this Ability whenever you believe you will be the target of a Spell, Spell-Like Ability, or Supernatural Ability.  Your opponent must make an Opposed Level Check or his daily use of that Spell or Ability is wasted as it's energy are partially absorbed by you and the rest is dissipated harmlessly.  The absorbed energy is used to power your Black Magic Ability, and you may cast any Spell you know of the same Level or lower.  You may not cast it again until you use your Negation ability again.  If used against a Supernatural Ability that doesn't mimic a spell effect, the spell you may use depends on the opponents Hit Dice.  For example if the opponent has 4 Hit Dice, treat the spell as the highest level spell a 4th Level Wizard could cast (i.e. 2nd).  Casting the spell is not a part of the Negation action.

Black Magic: At each Level the Hexblade can choose any 1 spell from the Wizard list from any school except Evocation and treat is as a spell known for the purposes of the Negation class ability.  This must be a spell a Wizard whose caster Level could cast (wizard level is equal to hexblade level for purposes of this ability).

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

Mettle (Ex):  You can resist magical attacks with greater effectiveness than other warriors. Beginning at 3rd level, by drawing on your dark powers, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Smiting Curse (Su): Beginning at 6th Level is an opponent fails a Save against one of your Maneuvers that is a Supernatural Ability you may choose to Smite him as a Swift Action.  He takes (x)d6 damage, where x is equal to your Charisma Modifier.  You get an additional daily use at 18th Level.

Die Hard: At 10th level, you gain Die Hard as a bonus feat.

Aura of Unluck (Su):  Once per day, a Hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the Hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the Hexblade's Charisma bonus (if any).  Beginning at 16th Level you can sacrifice a Readied Maneuver to use this Ability again (you may use it a maximum number of times per day equal to your Charisma Modifier).


Ex-Hexblades

A hexblade who becomes good-aligned loses all supernatural class abilities.  He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats).


PLAYING A HEXBLADE
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

HEXBLADES IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

HEXBLADES IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC HEXBLADE

Hit Die: d10
Skills Points at Each  Level : 4 + int
Maneuvers The Hexblade's Initiator level is equal to his or her class level. The Hexblade's maneuvers readied and granted does not increase after 20th level. The Hexblade does not learn additional maneuvers unless he or she selects the Martial Knowledge feat.
Smiting Curse At every 10th Level (i.e. Levels 30, 40, 50, etc.) you gain an additional Daily Use of your Smiting Curse.
Bonus Feats: The Epic Hexblade gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 16, 2020, 06:46:00 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #13 on: October 16, 2012, 07:25:12 PM »
The Black Sword

The Black Sword is a new Sublime Way that can be taken by Hexblades (and maybe some PrC's.  It focuses on quick, devastating strikes (criticals) and intimidating one's opponent.  The Key Skill for The Black Sword is Intimidate, and the associated weapons are the Kukri, Two-Bladed Sword, Scimitar, Falchion, and Greatsword.

1st Level
Cutting Stance (Stance): Your Critical Threat Range increases by one.
Gut Opponent (Strike): If this Strike succeeds you immediately threaten a Critical
Nightmare Blade (Strike): You make an Intimidate Check, and if successful your opponent is Shaken and takes +1d6 damage.

2nd Level
Intimidating Blow (Strike): If you succeed in Intimidating your opponent you do +2d6 damage, and critical confirmation rolls if any are +4.
Razor (Strike): If this Strike succeeds you immediately threaten a Critical and do +2d6 damage.

3rd Level
Frightening Blow (Strike): You deal damage equal to your Intimidation Check.
Black Exorcism (Strike): If successful, your opponent cannot threaten Critical hits for 1 minute.
Oncoming Death (Stance): Whenever you threaten a critical you gain a cumulative +1 to Critical Confirmation rolls.
Despair (Stance): You gain a +10 Bonus to Intimidate Checks.

4th Level
Terror Blade (Strike): You make an Intimidate Check, and if successful your opponent is Shaken and takes double normal damage.
Surprising Blow (Strike): Does +4d6 if opponent is Flat-Footed or Denied his Dex Bonus to AC.
Make An Example (Boost): If you drop an opponent, his nearby Allies must make a Will Save or be Shaken.

5th Level
Cowering Blow (Strike): Opponents you hit must Save or spend one round Cowering.
Disorienting Blow (Strike):  Opponents you hit must Save or lose their Dexterity Bonus to AC.
Improved Cutting Stance (Stance): Your Critical Threat Range increases by two.

6th Level
Improved Frightening Blow (Strike): You do damage equal to double your Intimidation Check.
Weakening Strike (Strike): If this strike is successful your opponent takes a penalty on Will Saves.
Ambush Blade (Strike): You are +4 to hit and do +5d6 damage if your opponent is Flat-Footed or Denied his Dexterity Bonus to AC.

7th Level
Bleak Strike (Strike): If you successfully Intimidate an opponent, your attack is a melee touch attack doing +6d6 damage.
Disabling Strike (Strike):  If you successfully attack an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC they are Paralyzed for 1 minute.

8th Level
Totengeist (Stance): You gain the Frightful Presence Ability.
Horror Blade (Strike: You make an Intimidate Check, and if successful your opponent is Shaken and takes quadruple normal damage.
Opportunistic Blade(Strike): If you successfully attack an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC your hit is automatically considered to be a Critical Hit your opponent takes a -2 Penalty to AC for 1 round.

9th Level
Doom (Strike): Your opponent dies if he fails a Saving Throw, and loses his Dex Bonus to AC for the remainder of the encounter if he succeeds.



Edge of Darkness
 Prerequisites: Any 1 Black Sword Maneuver
 Benefits: You use your Charisma Modifier instead of your Strength Modifier for damage rolls when using one of your discipline's preferred weapons and in a Black Sword stance.

Shadow Razor
 Prerequisites: BAB +6, and 2 Black Sword Maneuvers, Edge of Darkness
 Benefits: This Feat allows the use of 3 tactical maneuvers:
Aura of Terror To use this option you must be required to make a Willpower Save.  You may substitute the results of an Opposed Intimidate Check for the Save roll.  If you win the Check, the opponent who caused you to make the Saving Throw is also Demoralized  This may be done once per round.

Slicing Darkness To use this option you must have successfully performed a critical with one of the Black Sword style's associated weapons.  Your opponent loses his Dexterity Bonus to AC for 1 round.

Lingering Darkness Whenever your foe is subjected to a negative condition (such as the loss of Dex Bonus to AC, or suffering a Fear effect, Stunned, etc.) it lasts 1 round longer than usual.
 

Sword of Death [EPIC, INITIATION]
 Prerequisites:  Intimidate 24 ranks, Martial Lore 24 ranks, Must be capable of Initiating 9th Level Maneuvers from the Black Sword School
 Benefits: Whenever you successfully confirm a Critical against an opponent whose Hit Dice are no higher than 5 above yours (i.e. if you're 20 HD they must be 25 HD or less) while using an associated weapon of your school, your opponent must make a Saving Throw (DC is 10 plus half Hit Dice plus Cha Modifier).  If he succeeds, he takes normal weapon damage.  If he fails he dies.
« Last Edit: July 07, 2017, 08:09:46 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #14 on: October 16, 2012, 07:58:47 PM »
The Hexblade's Curse

The Hexblade's Curse is a new Sublime Way that can be taken by Hexblades (and maybe some PrC's.  It focuses on debuffing opponents, and unlike other Maneuvers, Curses are all Supernatural Abilities.  The Key Skill for The Hexblade's Curse is Concentration, and it has no associated weapons.  A Curse has a range of 60', and the target must be visible. 

1st Level
Empower (Stance): While in this Stance the Save DC of your Curse Maneuvers increase by +1.
Extend (Stance): While in this Stance the range of your Curse Maneuvers increase by +10 ft.
Curse of Failure (Curse): Opponents who fail a Will Save take a -2 Penalty to one Saving Throw of your choice.
Curse of Ignorance (Curse): Opponents who fail a Will Save take a -2 Penalty to two Skills of your choice.

2nd Level
Curse of Distraction (Curse): Opponents must make an Opposed Concentration Check to cast spells.
Foe of the Unlucky (Counter): Opponents who fail a Will Save must re-roll an Attack roll that threatens a Critical hit.

3rd Level
Curse of Paranoia (Curse): Opponents who fail a Will Save are considered Flanked by any Allies within adjacent squares.
Curse of Sloth (Curse): Opponents who fail a Will Save reduce all of their movement by -10 ft.
Potency (Stance): While in this Stance the Penalties of some of your Curse Maneuvers increase by -1.

4th Level
Curse of the Softened Blade (Curse): Opponents who fail a Will Save take a -4 Penalty to Armor Class
Curse of the Stricken (Curse): Opponents who fail a Will Save take a -4 Penalty to all Damage rolls.

5th Level
Curse of Weakening (Curse): Opponents who fail a Will Save take 4 points of Constitution damage.
Curse of Cowardice (Curse): Opponents who fail a Will Save become Shaken.
Curse of the Insensate (Curse): Opponents who fail a Will Save become Stunned.
Curse of Darkness (Curse): Opponents who fail a Will Save become Blinded.

6th Level
Curse of Confusion (Curse): Opponents who fail a Will Save or become Confused.
Improved Power (Stance): While in this Stance the Save DC of your Curse Maneuvers increase by +2.
Improved Extend(Stance): While in this Stance the range of your Curse Maneuvers increase by +30'.
Improved Potency (Stance): While in this Stance the Penalty of some of your Curse Maneuvers increase by -2.
Quickness (Stance): While in this Stance the Action with which you cast a Curse goes to a quicker form (i.e from Standard to Swift, Swift to Free).

7th Level
Punishing Curse (Curse): Opponents who fail a Will Save take a -4 Penalty on Attack rolls, Ability CHecks, and Skill Checks.
Curse of Denial (Counter):  Opponents who fail a Will Save cannot Attack for 1 round.

8th Level
Overpower (Stance): While in this Stance you do +2d6 damage when Smiting an opponent.
Curse of Belittlement (Curse): Opponents who fail a Will Save take a 6 points of Ability damage to one Ability of your choice.

9th Level
Curse of Death (Curse):  Opponents who fail a Will Save die.



Cursed Luck
 Prerequisites: One Hexblade's Curse Curse
 Benefits: Gain +1 Deflection Bonus to AC against an opponent who has failed a Willpower Save against any of your Maneuvers or Class Abilities.

Cursed Flexibility
 Prerequisites: BAB +6, and two Hexblade Curse Curses, Cursed Luck
 Benefits: This Feat allows the use of three tactical maneuvers:
Substitution If you succeed in successfully using a Curse Maneuver on an opponent, you may use the effects of any Curse Maneuver of a similar or lower level instead.  For example if you tagged someone with Curse of the Softened Blade, you can instead substitute the effects of any 4th Level or lower Curse Maneuver.

Punitive Curse If you successfully use a Curse Maneuver on an opponent they are also Dazed for 1 Round.

Vulnerability If you successfully use a Curse Maneuver on an opponent, they take a cumulative -1 Penalty to Willpower Saves (maxiumum Penalty is your Hexblade Level divided by 5, rounded up).


Curses
The Hexblade's Curse contains a new type of Maneuver called a Curse.  When using it the Hexblade chooses a single Opponent within 60' as a Swift Action.  If that opponent fails a Saving Throw he takes the Curses effect.  If he succeeds, the Hexblade can continue to use this Maneuver until it is successful.


Eternal Curse [EPIC, INITIATION]
 Prerequisites:  Concentrate 24 ranks, Martial Lore 24 ranks, Must be capable of Initiating 9th Level Maneuvers from the Black Sword School
 Benefits: If your Curse Maneuver has a Duration listed, it is now Permanent until Dispelled via an efect that would remove curses such as Remove Curse, Wish, etc.
« Last Edit: July 07, 2017, 08:12:13 PM by bhu »

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Re: Hexblade Luv
« Reply #15 on: October 16, 2012, 09:54:05 PM »
Blind Chance

Blind Chance is a new Sublime Way that can be taken by Hexblades (and maybe some PrC's.  It focuses on manipulating probability, and like The Hexblade's Curse all Maneuvers are Supernatural Abilities.  The Key Skill for Blind Chance is Knowledge (Arcana), and it has no associated weapons.

1st Level
Favored Stance (Stance): While in this Stance you gain a +2 Bonus on Opposed Checks.
Fools Stance (Stance): While in this Stance you gain a +2 Luck Bonus to AC.
Fortuitous Blow (Strike): Your strike is +1d6 damage.
Ally's Fortune (Boost): If you succeed in making a Critical hit on an opponent, any of your Allies who successfully attack him immediately threaten a critical until the end of your next turn.

2nd Level
Fortuitous Opportunity (Boost): You temporarily gain a +4 Bonus on Attacks of Opportunity
Ally's Opportunity(Boost): Any Ally within 60' gains a +4 Bonus on Attacks of Opportunity

3rd Level
Lucky Dodge (Boost): If an opponent misses you with an Attack roll, you and all Allies within 60' gain a +5 Luck Bonus to AC for the remainder of the round.
Lucky Opportunity (Boost): If you successfully Attack an opponent, you may activate this maneuver to allow one Ally to make an Attack Roll against them as well.
Lucky Move (Stance): While in this Stance anytime you successfully make a Saving Throw, or an opponent misses you with an Attack, you may make a 5 ft. Step.  Each use of this ability uses one of your remaining Attacks of Opportunity.

4th Level
Fudge the Odds (Boost): If you miss with this Attack you may re-roll it with a +4 Luck Bonus to the roll. 
Lucky Hit (Boost): If you successfully Attack an opponent, you may activate this maneuver to do maximum damage.

5th Level
Arcane Protection (Boost): When activating this Boost make a Knowledge (Arcana) roll.  Your AC becomes equal to that Check or your current AC, whichever is higher, for the remainder of the round.
Stance of Opportunity (Stance): While in this Stance you gain a +5 Luck Bonus to any 1 roll each round.

6th Level
Lucky Break (Boost): When making a Saving Throw you may activate this Boost to automatically succeed.
Misfortune (Strike): If you succeed with this Attack your opponent takes a -8 Luck Penalty to all rolls until your next turn.

7th Level
Lucky Escape (Boost): All your movement speeds increase to 120' for the round.
Divine Misfortune (Strike):  If you succeed with this Attack your opponent takes a -8 Luck Penalty to AC until the beginning of your next turn.

8th Level
Stance of Misfavor (Stance): While in this Stance, anytime an opponent misses you with a melee attack, and one of his Allies is in an adjacent square, he must make an Attack roll against the Ally.
Fortuitous Aura (Stance): The percentile miss chance of your Aura of Unluck raises to 50%.

9th Level
Manipulate Reality (Boost): When you activate this Boost all Opponents within 60' must make a Saving Throw or gain a -4 Luck Penalty to all rolls, while all your Allies within 60' gain a +4 Luck Bonus to all rolls.



Conditional Favor
 Prerequisites: Any 1 Blind Chance Stance
 Benefits: While in any Blind Chance Stance you gain a +1 Luck Bonus to AC as long as you don't fail any Willpower Saves.

Playing Dice With the Gods
 Prerequisites: BAB +6, any 2 Blind Chance Boosts, Conditional Favor
 Benefits: This Feat allows the use of three tactical maneuvers:
Blind Bet Make an opposed Knowledge: Arcana Check vs an opponents Sense Motive.  If you succeed he is considered Flat-Footed against all attacks other than yours for 1 round.

Double or Nothing After losing an Opposed Check of any kind, you my use this ability once per round as a Free Action.  You both re-roll the Check with double the Bonus (i.e. if you were rolling 1d20+3, it's now 1d20+6), but must accept the new roll.

Long Odds Once per day, you may treat any roll of a Natural '1' as a Natural '20' instead.



Avoid Reality [EPIC, INITIATION]
 Prerequisites:  Knowledge (Arcana) 24 ranks, Martial Lore 24 ranks, Must be capable of Initiating 9th Level Maneuvers from the Black Sword School
 Benefits: A number of times per day you can choose to use this ability as a Free Action when an Opponent has successfully completed any Action.  That Action did not happen, and your Opponents turn is over.
« Last Edit: July 07, 2017, 08:15:11 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #16 on: February 28, 2013, 10:29:47 PM »
Okay I got the basic ideas for the maneuvers for the three new schools up.  Any thoughts?

Offline InnaBinder

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Re: Hexblade Luv
« Reply #17 on: March 01, 2013, 08:20:29 AM »
Perhaps it's just that I've hung out on Char-Op boards for too long, but I almost can't imagine the 2nd level Curse of Distraction actually hindering its target, given that any caster would want to max Concentration anyway and that it's only 2nd level.
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Offline bhu

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Re: Hexblade Luv
« Reply #18 on: March 01, 2013, 11:29:48 PM »
How about if I make it an opposed Concentration check.  i.e. their Concentration DC is equal to the result of your Concentration Check.

Offline InnaBinder

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Re: Hexblade Luv
« Reply #19 on: March 01, 2013, 11:51:13 PM »
How about if I make it an opposed Concentration check.  i.e. their Concentration DC is equal to the result of your Concentration Check.
:D
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