Author Topic: Hexblade Luv  (Read 30532 times)

Offline bhu

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Re: Hexblade Luv
« Reply #40 on: April 05, 2017, 06:57:05 PM »
BONUS EFFECTS (Enthrall)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

Shared A Shared Elicitation may be cast on one additional target.
« Last Edit: April 06, 2017, 12:28:34 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #41 on: April 05, 2017, 06:57:28 PM »
BONUS EFFECTS (Obfuscate)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

Shared A Shared Elicitation may be cast on yourself, or one willing creature (range is touch).
« Last Edit: April 06, 2017, 12:29:09 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #42 on: April 05, 2017, 06:58:15 PM »
BONUS EFFECTS (Phantasm)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.. 

Blinded (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Blinded.

Confused If the victim fails a Willpower Save he is Confused.

Deafened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Deafened.   

Fascinated If the victim fails a Willpower Save he is Fascinated.
 
Frightened (Prerequisite: Must know Shaken) If the victim fails a Willpower Save he is Frightened. 

Panicked (Prerequisite: Must know Frightened) If the victim fails a Willpower Save he is Panicked.

Shaken (Prerequisite: Must know the Curse or Phantasm Elicitation) If the victim fails a Willpower Save he is Shaken.   

Weakening (Prerequisite: Must know the Curse Elicitation) If the victim fails a Reflex Save he takes a -2 Penalty to one of the following: Attack rolls, Damage rolls, or Armor Class.  This Bonus Effect can be chosen multiple times.
« Last Edit: April 06, 2017, 12:26:57 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #43 on: April 05, 2017, 06:58:43 PM »
BONUS EFFECTS (Shroud)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

(Ability) Damage (Prerequisite: Must know the Curse elicitation) If the victim fails a Willpower Save he takes 2 points of temporary Ability damage from the stat chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 6 Ability scores. 

(Ability) Drain (Prerequisite: Must know Ability Damage) If the victim fails a Willpower Save he takes 2 points of Ability Drain from the stat chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 6 Ability scores. 

Blinded (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Blinded.

Checked If the victim fails a Fortitude Save he is Checked.

Dazed (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Dazed.

Deafened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Deafened.

Debilitating (Prerequisite: Must know the Curse Elicitation) If the victim fails a Willpower Save he takes a -2 Penalty to the Saving Throw chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 3 Saving Throws. 

Disabled (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Disabled, regardless of his current hit point level.  Unlike normal, the victim doesn't risk further damage unless he subsequently drops to 0 hp or less while Disabled.  Prerequisites:

Disruption (Prerequisite: Must know the Curse Elicitation) If the victim fails a Willpower Save the Save DC of one of his Abilities is reduced by 2 (you may choose from Exceptional, Spell-Like or Supernatural Abilities).  This Bonus Effect may be chosen multiple times, once for each type of Ability. 

Energy Drained (Prerequisite: Must know Ability Drain) If the victim fails a Willpower Save he gains 1 Negative Level. 

Exhausted (Prerequisite: Must know Fatigued) If the victim fails a Fortitude Save he is Exhausted. 

Fatigued (Prerequisite: Must know Ability Damage) If the victim fails a Fortitude Save he is Fatigued.

Flat-Footed (Prerequisite: Must know Immobilized) If the victim fails a Reflex Save he is Flat-footed. 
 
Frightened (Prerequisite: Must know Shaken) If the victim fails a Willpower Save he is Frightened.

Immobilized (Prerequisite: Must know Entangled) If the victim fails a Fortitude Save he is Immobilized.

Knockdown If the victim fails a Reflex Save he is Knocked Prone.

Lingering If the victim is damaged this round, he takes an additional 1d6 damage of the same type next round.
 
Nauseated (Prerequisite: Must know Sickened) If the victim fails a Fortitude Save he is Nauseated. 

Panicked (Prerequisite: Must know Frightened) If the victim fails a Willpower Save he is Panicked. 

Paralyzed (Prerequisite: Must know Immobilized) If the victim fails a Willpower Save he is Paralyzed. 

Shaken (Prerequisite: Must know the Curse or Phantasm Elicitation) If the victim fails a Willpower Save he is Shaken.

Shared A Shared Elicitation may be cast on yourself, or one willing creature (range is touch).

Sickened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Sickened.

Stunned (Prerequisite: Must know Dazed) If the victim fails a Fortitude Save he is Stunned. 

Turned (Prerequisite: Must know the Curse Elicitation) If the victim is undead and fails a Willpower Save he is Turned, as per Turn Undead.  Victims do not take damage or other effects like normal, but they still flee or cower. 

Weakening (Prerequisite: Must know the Curse Elicitation) If the victim fails a Reflex Save he takes a -2 Penalty to one of the following: Attack rolls, Damage rolls, or Armor Class.  This Bonus Effect can be chosen multiple times.

Wounding If damaged by a Wounding elicitation, on each subsequent round, the victim loses 1 hit point at the beginning of your turn. The continuing hit point loss can be stopped with a Heal check (DC equal to the elictation's save DC, or the save DC it would otherwise have in the case of an elicitation with no save), a cure spell, or a heal spell.
« Last Edit: April 06, 2017, 12:26:36 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #44 on: April 05, 2017, 06:59:11 PM »
BONUS EFFECTS (Transform Self)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

Armored The affected Creatures Damage Reduction increases by (Caster Level divided by 4).  If it has none, an Armored Elicitation gives it DR/Adamantine equal to this amount instead.

Shared A Shared Elicitation may be cast on yourself, or one willing creature (range is touch).

Strengthened The affected creature gains an additional temporary 2 hit points per Caster Level.

Offline bhu

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Re: Hexblade Luv
« Reply #45 on: April 05, 2017, 06:59:45 PM »
BONUS EFFECTS (Transform Weapon)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

Armored The affected Weapons Hardness increases by (Caster Level divided by 4).

Shared A Shared Elicitation may be cast on your own weapon, or that of a willing Ally (range is touch).

Strengthened The affected Weapon gains an additional 2 hit points per Caster Level.




MODIFIERS

Align An elicitation you modify with this feat gains an Alignment descriptor of your choice (you are restricted to Alignment descriptors matching your own Alignment). Furthermore, if the elicitation deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, an Aligned Blast elicitation cast by a 16th-level warmage deals 16d6 points of damage, half of which is fire damage and half of which is sheer divine power. Thus, creatures immune to fire still take damage.  Using the Align Modifier reduces the elicitations effective caster level by 1.  You may only use Alignment descriptors that match your Alignment.  For example to add a Good descriptor, you must be Good.

Bent You reduce all benefits from cover for creatures affected by one of your elicitationss. Target creatures gain no cover bonuses to Armor Class against a bent elicitation, and any saving throws made by creatures in its area of effect gain no cover bonuses. This feat does not allow your elicitation to affect any target that would not normally be affected (for example, a target with total cover still cannot be affected.)  Using the Bent Modifier reduces the elicitations effective caster level by 1.

Chain (Prerequisites: Must know at least 1 other Modifier) Any elicitation that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained elicitation deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the elicitation allows the original target a save or not). For elicitations that don't deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level Warmage normally casts Blast at DC 14, a chained Blast could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10. Using the Chain Modifier reduces the elicitations effective caster level by 3.

Cooperation (Prerequisites: Must know at least 1 other Modifier) While the two of you are adjacent, you and another warmage with the Cooperation Modifier can simultaneously cast the same elicitation at the same time in the round. Add +2 to the save DC of cooperatively cast elicitations and +1 to caster level checks to beat the target's spell resistance (if any), using the higher base DC and level check of either warmage. For each additional warmage with this feat casting the same cooperative elicitation simultaneously, the spell's save DC and the bonus on the caster level check both increase by 1. When more than two warmages cooperatively cast an elicitation, each must be adjacent to at least two other warmages involved in the casting. For example, four warmages standing in a circle all have the Cooperation Modifier. The first three in the initiative order ready an action to cast Blast, casting the elicitation when the fourth does. The base DC of the elicitation's save is equal to the highest save DC among the cooperative warmages (as determined by relevant ability scores, other feats, special abilities, or items) +4 (+2 for the first cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster).

Deceptive A Deceptive elicitation appears to come from any direction you choose. For Instance a Blast might shoot down from a nearby doorway, or emerge from the floor. You cannot use this Modifier to gain a bonus to hit, to circumvent cover, or in any other way to gain a numerical or mechanical advantage on any attack rolls. It's purpose is to disguise the source of the elicitation, preventing anyone who did not actively observe you casting from recognizing you as the caster. You cannot use Deceptive on any elicitation with a Range of touch or personal, or a Target of you.  Optionally you may choose to render the elcitiation completely invisible (though it's effects can still be seen).  Those using Detect Magic, See Invisibility or True Seeing (or similar effects) can still see the elicitation normally in this case.  Using the Deceptice Modifier reduces the elicitations effective caster level by 1.

Delay (Prerequisites: Must know at least 1 other Modifier) When casting an elicitation, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the elicitation activates just before your turn on the round you designate. Only area, personal, and touch elicitations can be affected by this Modifier. Any decisions you would make about the elicitation (including attack rolls, designating targets, or determining or shaping an area) are decided when the elicitation is cast, with any of its effects (including damage and saving throws) decided when the elicitation triggers. If conditions change during the delay period in ways that would make the elicitation impossible to cast (the target you designate moves beyond the elicitation's range, for example), the elicitation fails. During the delay period, a delayed elicitation can be dispelled normally, and it can be detected in the area or on the target (as applicable).  Using the Delay Modifier reduces the elicitations effective caster level by 3.

Empower All variable, numeric effects of an empowered elicitation are increased by one-half. An empowered elicitation deals half again as much damage as normal, affects half again as many targets, and so forth, as appropriate. For example, an empowered Blast deals 1-1/2 times its normal damage (roll the appropriate amount of d6 and multiply the result by 1-1/2). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are elicitations without random variables.  Using the Empower Modifier reduces the elicitations effective caster level by 2.

Enlarge You can alter an elicitation with a range of close, medium, or long to increase its range by 100%. An enlarged elicitation with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range elicitations have a range of 200 ft. + 20 ft./level and long-range elicitations have a range of 800 ft. + 80 ft./level. Using the Enlarge Modifier reduces the elicitations effective caster level by 1. Elicitations whose ranges are not defined by distance, as well as elicitations whose ranges are not close, medium, or long, do not have increased ranges.

Exotic Damage Your Elicitations that do damage (usually Shroud) now have more damage type options.  This may be taken multiple times.  The first time it is taken the Elicitation may now deal Dessication, Force, Positive, or Negative Energy damage.  The second time allows you to do Untyped damage (Prerequisite: You may not take this a second time until 18th Level.

Extend An extended elicitation lasts twice as long as normal. An elicitation with a duration of concentration, instantaneous, or permanent is not affected by this feat. Using the Extend Modifier reduces the elicitations effective caster level by 1.

Ghost Touch Ghost Touch elicitations affect incorporeal creatures normally.  Using the Extend Modifier reduces the elicitations effective caster level by 1.

Guided (Prerequisite must know Touch) Only those elicitations delivered by a ranged touch attack can be guided. Choose a target within range before casting a Guided elicitation. A Guided elicitation ignores anything up to total cover and full concealment as it moves over, under, or around barriers, seeking that target. You do not check for miss chance due to concealment, and your foe does not gain an AC bonus due to cover. If a Guided elicitation misses on its initial attack, it persists for a number of rounds equal to 1/3 your level (rounded down), making another ranged touch attack on your turn each round against that target until it hits or the Guided duration ends. If the target or you move out of the range of the elicitation, if the target gains total cover or concealment from your position, or if the line of effect for the spell is blocked, the Guided elicitation immediately ends. You do not need to concentrate on a Guided elicitation while it is attacking.  Using the Extend Modifier reduces the elicitations effective caster level by 2, and unlike most Modifiers may be used with another Modifier (specifically Touch).  If used with the Touch Modifier it reduces the elicitations effective caster level by 3.

Heighten You can weaken your Elicitation in various ways to increase it's effective caster Level.  Adding Verbal, Somatic, or Material components add +1 each to the elicitation's effective caster Level.  You may also slow the casting time to increase caster Level by 1 (Swift to Standard, Standard to Full Round).  Reducing an area of effect elcitiation to targeting a single opponent increases it's caster level by 2.

Maximize All variable, numeric effects of an elicitation modified by this feat are maximized. A maximized elicitation deals maximum damage, affects the maximum number of targets, etc., as appropriate. An empowered, maximized elicitation gains the separate benefits of each feat.  Using the Maximize Modifier reduces the elicitations effective caster level by 3.

Mixture (Prerequisites: Must know at least 2 other Modifiers)Choose one type of energy (acid, cold, electricity, or fire). You can then modify any elicitation with an energy descriptor by adding an equal amount of the chosen type of energy to the elicitation's normal effects. The altered elicitation works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the elicitation's damage cap. Thus, a fire Blast cast at 6th level deals 6d6 points of firedamage and 6d6 points of acid damage (rolled separately), while the same Blast cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of acid damage. Even opposed types of energy (such as fireand cold) can be combined using this Modifier.  As well, the elicitation's descriptor changes to include both energy types present in the spell—for example, the Blast described above is an [acid, fire] elicitation.  Using the Mixture Modifier reduces the elicitations effective caster level by 4.

Persistent (Prerequisites: Must know the Extend Modifier) Elicitations with a fixed or personal range can have their duration increased to 24 hours. Elicitations of instantaneous duration cannot be affected by this feat, nor can elicitations whose effects are discharged. Using the Persistent Modifier reduces the elicitations effective caster level by 6.

Quicken Casting a quickened elicitation is a free action. You can perform another action, even casting another elicitation, in the same round as you cast a quickened elicitation. You may cast only one quickened elicitation per round. An elicitation whose casting time is more than 1 full-round action cannot be quickened.  Casting a quickened elicitation doesn't provoke an attack of opportunity. Using the Quicken Modifier reduces the elicitations effective caster level by 4.

Reaper (Prerequisites: Must know the Curse elicitation and must be Evil) A Raise Dead, Reincarnate, or Resurrection spell cannot return to life a creature killed by a Reaper, and a True Resurrection spell has only a 50% chance of succeeding. A Reaper elicitation that fails to kill the target has no additional effect.  Using the Reaper Modifier reduces the elicitations effective caster level by 3.

Retribution When you cast an elicitation with this modifier, the elicitation has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours, you can choose to cast the elicitation on that attacker (or yourself) as an immediate action. Once activated, a Retribution elicitation disappears (assuming it has an instantaneous duration). You can apply this Modifier only to an elicitation that targets a creature or yourself. A Retribution elicitation can target only the attacker that triggered it, even if the elicitation would normally allow you to target multiple creatures (the exception being Transform Self or Transform Weapon). You can have only one Retribution elicitation cast at a time. Casting a second Retribution elicitation cancels the first (eliminating it with no effect).  Using the Retribution Modifier reduces the elicitations effective caster level by 1.

Sculpt (Prerequisites: Must know at least 1 other Modifier) You can modify an area effect elicitation by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted elicitation works normally in all respects except for its shape. Optionally you can use this to change an elicitation that is a ranged attack to one of the areas of effect listed above.  Using the Sculpt Modifier reduces the elicitations effective caster level by 1.

Selective (Prerequisites: Must know at least 1 other Modifier) You can modify an area of effect elicitation so that it does not affect Allies within it's area. All other creatures in the elicitation's area are affected normally.  Using the Selective Modifier reduces the elicitations effective caster level by 1, and unlike most Modifiers may be used with another Modifier (specifically Sculpt or Widen).  If used with the Sculpt or Widen Modifiers it reduces the elicitations effective caster level by an additional 1.

Touch (Prerequisites: Must know at least 1 other Modifier) This may only be applied to elicitations that require an attack roll.  The attack roll becomes a touch attack for the round this Modifier is applied.  Using the Touch Modifier reduces the elicitations effective caster level by 1.

Transdimensional A transdimensional elicitation has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the elicitation's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket (see page 106). You must be able to perceive a creature to target it with a transdimensional elicitation, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.  Using the Transdimensional Modifier reduces the elicitations effective caster level by 1.

Twin (Prerequisites: Must know at least 1 other Modifier) Casting a twinned elicitation causes the elicitation to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both elicitations, with affected creatures receiving all the effects of each elicitation individually (including getting two saving throws if applicable). An elicitation whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned (see Combining Magical Effects, page 171 of the Player's Handbook).  Using the Twin Modifier reduces the elicitations effective caster level by 4.

Unhealing Unhealing may only be applied to Elicitations that do damage.  Damage done by this Elicitation can only be healed by magic spells.  Using the Unhealing Modifier reduces the elicitations effective caster level by 2.

Widen You can alter a burst, emanation, line, or spread shaped elicitation to increase its area. Any numeric measurements of the elicitation's area increase by 100%. For example, an elicitation which normally produces a 20-foot-radius spread that is widened now fills a 40-foot radius spread.  Elicitations that do not have an area of one of these four sorts are not affected by this feat.  Using the Widen Modifier reduces the elicitations effective caster level by 3.


EPIC MODIFIERS

Enhanced (Prerequisite: Maximize) Enhanced Elicitations no longer have a damage cap, but their effective Caster Level is reduced by 4. 

Intense (Prerequisites: Empower, Maximize, Spellcraft 30 ranks, Must know 5 Elicitations) All variable, numeric effects of an intensified Elicitation are maximized, then doubled. An intensified Elicitation deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified Elicitation reduces the Elicitations effective caster level by seven. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of an Elicitation.

Tenacious (Prerequisite: Spellcraft 15 ranks) Choose one Elicitation you know. Whenever the chosen Elicitation would otherwise end due to a dispel effect, the Elicitation is instead only suppressed for 1d4 rounds. The Elicitation still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own Elicitation (if dismissible) normally.



EPIC MODIFIERS  

Intense (Prerequisites: Empower, Maximize, Spellcraft 30 ranks, Must know 5 Elicitations) All variable, numeric effects of an intensified Elicitation are maximized, then doubled. An intensified Elicitation deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified Elicitation reduces the Elicitations effective caster level by seven. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of an Elicitation.

Tenacious (Prerequisite: Spellcraft 15 ranks) Choose one Elicitation you know. Whenever the chosen Elicitation would otherwise end due to a dispel effect, the Elicitation is instead only suppressed for 1d4 rounds. The Elicitation still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own Elicitation (if dismissible) normally.
« Last Edit: July 07, 2017, 07:44:35 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #46 on: April 06, 2017, 12:55:08 AM »
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: What alignment they are allowed to be.
 Starting Gold: How much gold they start with. Pretty explanatory.
 Starting Age: Starting age of the race, just state "As Another Class" as it's better then creating your own chart.

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), Jump (Str), Knowledge (arcana) (Int),  Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Curse 1/day, Invocation (Least)
2. +1    +0     +0     +3    A Dark Pall
3. +1    +1     +1     +3    Curse 2/day, Mettle +1
4. +2    +1     +1     +4    Deceive Item
5. +2    +1     +1     +4    Curse 3/day
6. +3    +2     +2     +5    Invocation (Lesser)
7. +3    +2     +2     +5    Curse 4/day, Mettle +2
8. +4    +2     +2     +6    Enhance Curse 1/day
9. +4    +3     +3     +6    Curse 5/day
10.+5    +3     +3     +7    Aura of Unluck
11.+5    +3     +3     +7    Curse 6/day, Invocation (Greater), Mettle +3
12.+6    +4     +4     +8    Imbue Item
13.+6    +4     +4     +8    Enhance Curse 2/day
14.+7    +4     +4     +9    Curse 7/day
15.+7    +5     +5     +9    Mettle +4
16.+8    +5     +5     +10   Invocation (Dark)
17.+8    +5     +5     +10    Curse 8/day
18.+9    +6     +6     +11    Enhance Curse 3/day
19.+9    +6     +6     +11    Mettle +5
20.+10   +6     +6     +12   Curse 9/day, Aura of Unluck

Weapon Proficiencies: Hexblades are proficient with all simple weapons. They are proficient with light armor but not with shields.

Invocations: A Hexblade does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A Hexblade can use any invocation he knows at will, with the following qualifications:

A Hexblade's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Hexblade is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Hexblade's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Hexblade's caster level with his invocations is equal to his warlock level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Hexblade's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Hexblade begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels. A list of available invocations can be found following this class description.

At any level when a Hexblade learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Hexblade can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Hexblade can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hexblades can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18 of Complete Arcane, for details.

Curse (Su): Once per day, as a free 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 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect.

A hexblade gains the ability to use his curse one additional time per day at levels 3, 5, 7, 9, 11, 14, 17 and 20. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again 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.

A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.

A Dark Pall (Su): As a Free Action once per round, you can choose one opponent within 60 feet.  That opponent loses his Dexterity Bonus to Armor Class until the beginning of your next turn.

Mettle (Ex): At 3rd Level the Hexblade gains a +1 Bonus on Saving Throws against Spells and Spell-like Abilities and effects.  his increases to +2 at Level 7, +3 at Level 11, +4 at Level 15, and +5 at Level 19.

Deceive Item (Ex): At 4th level and higher, a Hexblade has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Enhance Curse (Su): Once per day, a hexblade of 8th Level or higher can cripple an opponent they have successfully Cursed as a Swift Action.  The opponent must make a second Save vs the Hexblades Curse or become Exhausted.  The Hexblade gains an additional daily use of this ability at Levels 13 and 18.

Aura of Unluck (Su): Once per day, a hexblade of 10th 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).  At 20th Level he can use this ability 3/day.

Imbue Item (Su): A Hexblade of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.

If the check succeeds, the Hexblade can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
 
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: d8
Skills Points at Each  Level : 2 + int
Invocations The epic Hexblade's caster level is equal to his class level. He does not learn additional invocations.
Curse An epic Hexblade's Curse damage increases by 1d6 at every even-numbered level higher than 20th (10d6 at 22nd, 11d6 at 24th, and so on).
Mettle The epic Hexblade's bonus to Saves increases by +1 at 23rd level and by an additional +1 for every four levels thereafter (+7 at 27th, +8 at 31st, and so on).
Bonus Feats: The Epic Hexblade gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 23, 2017, 10:19:10 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #47 on: April 07, 2017, 12:30:53 AM »
ELDRITCH ESSENCE INVOCATIONS

Least
Retains the following from Warlock: Beguiling Influence, Dark One's Own Luck, Darkness, Entropic Warding, Miasmic Cloud, See the Unseen, Spiderwalk, Summon Swarm.

False Face
Least; 1st; Eldritch Essence
This is identical to the Disguise Self spell.

Shutter
Least; 2nd; Eldritch Essence
This is identical to the Blindness/Deafness spell.

Smite Mind
Least; 2nd; Eldritch Essence
This is identical to the Touch of Idiocy spell.

Dark Knowledge
Least; 2nd; Eldritch Essence
This is identical to the Identify spell, but casting time is a Full Round Action.

False Movement
Least; 2nd; Eldritch Essence
This is identical to the Mirror Image spell.


Lesser
Retains the following from Warlock: Charm, Curse of Despair, Flee the Scene, Voracious Dispelling, Walk Unseen, Wall of Gloom

Fell Steed
Lesser; 3rd; Eldritch Essence
This is identical to the Phantom Steed spell.

Fell Hound
Lesser; 3rd; Eldritch Essence
This is identical to the Phantom Hound spell.

Blur Reality
Lesser; 3rd; Eldritch Essence
This is identical to the Slow spell.

Black Dream
Lesser; 4th; Eldritch Essence
This is identical to the Phantasmal Killer spell.

Smoking Blade
Lesser; 4th; Eldritch Essence
This is identical to the Cursed Blade spell.


Greater
Retains the following from Warlock: Devour Magic, Enervating Shadow, Tenacious Plague

Black Whisper
Greater; 5th; Eldritch Essence
This is identical to the Wail of Doom spell.

Piercing Eye
Greater; 5th; Eldritch Essence
This is identical to the True Sight spell.

Fell Servants
Greater; 5th; Eldritch Essence
This is identical to the Shadow Guardians spell.


Dark
Retains the following from Warlock: Retributive Invisibility, Word of Changing

Pulse of Hate
Dark; 6th; Eldritch Essence
This is identical to the Circle of Death spell, but it can affect creatures up to 12 HD.

Creeping Terror
Dark; 8th; Eldritch Essence
This is identical to the Creeping Doom spell, but you Summon 2 Swarms per every three caster levels.

Fluid Form
Dark; 9th; Eldritch Essence
This is identical to the Shapechange spell.


CURSE INVOCATIONS

Least

Touch Curse
Least; 1st; Curse
You can Curse opponents as part of a melee attack.  If your melee attack succeeds you may curse that opponent as a Swift Action.  The daily use of your Curse is expended only if the accompanying attack hits.

Extended Curse
Least; 2nd; Curse
The range of your Curse extends to 250 feet.

Curse of Sloth
Least; 2nd; Curse
Opponents who fail their Saving Throw against your Curse also have all their  movement speeds halved  (round down) for 1 Minute.

Curse of the Stricken
Least; 2nd; Curse
Opponents subjected to your hexblade's curse have their Armor Class reduced by 2 for 1 Minute.


Lesser

Curse of Distraction
Lesser; 3rd; Curse
Opponents you successfully Curse are also Fascinated for 1 round.

Curse of Confusion
Lesser; 4th; Curse
Opponents you successfully Curse are also Confused for 1 Round.

Chain Curse
Lesser; 4th; Curse
If you successfully Curse an opponent, you can try to pass the Curse to one additional target per 5 Hexblade Levels.  Each target must be within 30 feet of the original target, and each target past the first gets a cumulative +1 Bonus on their save against the Curse.   Once an opponent has successfully saved, the chain stops there and you cannot curse any more opponents.

Curse of the Softened Blade
Lesser; 4th; Curse
Opponents you successfully Curse have their penalty to damage rolls increased an additional -2.


Greater

Empowered Curse
Greater; 4th; Curse
If successful, the Penalty your Curse inflicts is now -4.

Wave Curse
Greater; 5th; Curse
Your Curse affects all opponents within a 30 foot cone.

Plague Curse
Greater; 6th; Curse
If you successfully Curse an opponent, they are also Nauseated for 1 Minute.

Curse of Failure
Greater; 6th; Curse
Opponents you successfully Curse have their penalty to saving throws increased an additional -2.

Curse of Devouring
Greater; 6th; Curse
Opponents you successfully Curse take 2d6 negative energy damage, plus another 2d6 damage per round for (Hexblade Level divided by 5) rounds.


Dark

Pulse Curse
Dark; 8th; Curse
Your Curse now affects all opponents within 20 feet.

Deadly Curse
Dark; 8th; Curse
The Penalty of your successful Curse increases to -6.
« Last Edit: April 07, 2017, 09:10:02 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #48 on: April 08, 2017, 01:08:13 AM »
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: What alignment they are allowed to be.
 Starting Gold: How much gold they start with. Pretty explanatory.
 Starting Age: Starting age of the race, just state "As Another Class" as it's better then creating your own chart.

Class Skills
 The Hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Aura of Unluck
2. +1    +3     +0     +3    Aura of Unluck -1, Aura Boost
3. +2    +3     +1     +3   
4. +3    +4     +1     +4    Hexblade's Curse 1/day, Aura Boost
5. +3    +4     +1     +4    Cripple Foe
6. +4    +5     +2     +5    Aura Boost
7. +5    +5     +2     +5    Aura of Unluck -2
8. +6    +6     +2     +6    Hexblade's Curse 2/day, Aura Boost
9. +6    +6     +3     +6   
10.+7    +7     +3     +7    Cripple Foe
11.+8    +7     +3     +7    Aura Boost
12.+9    +8     +4     +8    Hexblade's Curse 3/day
13.+9    +8     +4     +8   
14.+10   +9     +4     +9    Aura of Unluck -3, Aura Boost
15.+11   +9     +5     +9    Cripple Foe
16.+12   +10    +5     +10   Hexblade's Curse 4/day
17.+12   +10    +5     +10   
18.+13   +11    +6     +11    Aura Boost
19.+14   +11    +6     +11   
20.+15   +12    +6     +12   Hexblade's Curse 5/day, Aura of Unluck -4, Aura Boost

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
Aura of Unluck (Su): Beginning at 1st Level the Hexblade emits a baleful aura that manipulates probabilities for the worse within a 30 foot emanation centered on the Hexblade.  All attacks made on the Hexblade within that area have a 20% miss chance. 

At 2nd Level the Hexblades Aura widens, and all opponents within 60 feet of him gain a -1 Penalty to all Saving Throws in addition to the 20% miss chance.  This increases to -2 at Level 7, -3 at Level 14, and -4 at Level 20.

Hexblade's Curse (Su): Once per day, as a free 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 1d6 untyped damage per round he remains within the Hexblades Aura of Unluck.

A hexblade gains the ability to use his curse one additional time per day at levels 8, 12, 16 and 20. Multiple hexblade's curses don't stack.

Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.

Cripple Foe (Su): Beginning at 5th Level the Hexblade can

Aura Boost: At Levels 2, 4, 6, 8, 11, 14, 18, and 20 the penalty from your Aura of Unluck expands to one additional choice from the list below:
Melee attack rolls
Ranged Attack Rolls
Armor Class
Skill and Ability Checks
Save DC's of Extraordinary Abilities
Save DC's of Spell-Like Abilities
Save DC's of Supernatural Abilities
Damage Rolls

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 : 2 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Hexblade gains a Bonus Feat every x levels higher than 20th
« Last Edit: January 01, 2018, 11:10:07 PM by bhu »

Offline Nanshork

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Re: Hexblade Luv
« Reply #49 on: June 02, 2017, 09:08:06 PM »
Without looking up the spells for spell-like abilities page 1 seems fine.  I also am assuming the disciplines have been gone over and don't have the motivation to look at them right now.

That's a lot of hexblade stuff....

Exception!

The hexblade rewrite has a class feature called Black Magic.  You can pick spells, but it doesn't say what you can do with the spells that you pick.

Offline bhu

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Re: Hexblade Luv
« Reply #50 on: June 03, 2017, 08:26:13 PM »
It's explained under Negation above it, I may need to rewrite that since it's confusing.

Haven't had much feed back on the maneuvers at all, but they're on page 2.

Offline Nanshork

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Re: Hexblade Luv
« Reply #51 on: June 04, 2017, 07:02:32 PM »
Just write "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."

Offline bhu

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Re: Hexblade Luv
« Reply #52 on: June 05, 2017, 06:46:11 PM »
done!

Offline Nanshork

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Re: Hexblade Luv
« Reply #53 on: June 08, 2017, 06:29:46 PM »
Looks good.


Page 2 (The Black Sword)

Cowering Blow and Disabling Blow are both Hexblade 5 manuevers but Disabling Blow is massively better.

Disabling Blow is better than Disorienting Blow also.

Frightening Blow should say (effects that normally modify your damage such as Strength, magical bonuses, etc do not increase this damage result but effects that increase your Intimidation Checks apply as normal).  Same for Improved Frightening Blow.


Offline bhu

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Re: Hexblade Luv
« Reply #54 on: June 08, 2017, 07:51:50 PM »
How about if i increase duration?

Offline Nanshork

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Re: Hexblade Luv
« Reply #55 on: July 01, 2017, 01:35:38 PM »
Increase duration on Cowering Blow?

Offline bhu

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Re: Hexblade Luv
« Reply #56 on: July 01, 2017, 07:51:02 PM »
yup

Offline Nanshork

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Re: Hexblade Luv
« Reply #57 on: July 01, 2017, 08:31:58 PM »
That might do it, I'm not sure.

Offline bhu

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Re: Hexblade Luv
« Reply #58 on: July 01, 2017, 08:32:54 PM »
lemme think on it whilst i back my stuff up

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Re: Hexblade Luv
« Reply #59 on: July 07, 2017, 08:04:31 PM »
Switched cowering blow and disorienting blow duration to 'end of next turn' , and added additional penalties for that duration.