Completed:
http://www.minmaxboards.com/index.php?topic=16809.0Hexblade base class
Yet another Hexblade remake.
Full BaB
d? HD
Good Will
? + Int skill points
1 Hexblade's Curse, Curse of Misfortune -2, Curse of Stupor
2 Arcane Resistance
3 Mettle
4 Siphon Misfortune +1
5 Chaotic Commands, Ill Tidings
6 Black Cloud 20 ft.
7 Curse of Misfortune -4
8 Chains of Adversity
9 Black Cloud 30 ft.
10 Double Hexblade's Curse
11 Mystic Contrariness
12 Black Cloud 40 ft., Siphon Misfortune +2
13 Curse of Misfortune -6
14 Dark Companion
15 Black Cloud 50 ft.
16 Aura of Unluck
17 The Same Doubled
18 Black Cloud 60 ft.
19 Curse of Misfortune -8
20 Karmic Imbalance, Siphon Misfortune +3, Triple Hexblade's Curse
Spellcasting: As Bard.
Note to self: Spell list must be expanded. See Sirpercival's house rules.
Hexblade's Curse (Su): Hexblades are known for their ability to curse their foes, stealing skill and fortune with a glance. You can attempt to curse any target within 60 feet. Unless otherwise stated, curses take a swift action to use and last 5 minutes unless removed earlier (you can dismiss any of your curses as a free action). If a curse allows a saving throw, the DC is equal to 10 + 1/2 your Hexblade level + your Charisma modifier. You can use your curses a total number of times per day equal to your Hexblade level plus your Charisma modifier (minimum 1/day). Some curses, particularly stronger ones, require multiple daily uses to effect.
Most curses normally only affect one or a few targets. However, beginning at 6th level, you gain the ability to bring your curses into effect as a black cloud of misfortune. Each curse that can be used this way indicates its effects when effected as a black cloud. Curses that do not indicate their black cloud effects cannot be used as a black cloud. The radius of your black cloud is 20 feet at 6th level, and increases by 10 feet every 3 levels thereafter, to a maximum of 60 feet at level 18. You can dismiss your curses from each subject of a black cloud individually, without affecting the other subjects or the cloud itself. A curse effected as a black cloud appears as a thin black mist that does not impede vision.
A given subject can only be affected by a single one of your Hexblade's Curses at once. Any creature only has a finite amount of luck to steal away. To apply new curses, you must first dismiss your older ones (a free action). As you gain levels, you learn to steal even more dregs of fortune from your victims. Starting at 10th level, you can affect your subjects with 2 curses at once, Increasing to 3 curses at level 20. This limit applies only to your own Hexblade's Curses. Hexblade's Curses from other Hexblades and curses from other sources and abilities (even your own) are not subject to this limit.
Curse of Misfortune: The simplest of all curses, the curse of misfortune steals a bit of the subject's luck away, impeding its abilities in a general, unfocused manner. Curse of misfortune targets a single creature. If the subject fails a Will save, it suffers a -2 luck penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while the curse remains. This improves to a -4 penalty at level 7, a -6 penalty at level 13, and a -8 penalty at level 19.
Black Cloud: As a black cloud, curse of misfortune becomes an emanation centered on a point in space. All opponents within the area must save against the normal curse of misfortune when the cloud comes into effect or when they first enter it. Subjects are affected by the curse only while they remain within the cloud, but are subject to the curse again if they enter once more.
Curse of Stupor: Another simple curse, the curse of stupor addles the mind and prevents the subject from focusing on the task at hand. Effecting curse of stupor is a standard action, and it targets a single creature. If the subject fails a Will save, it is dazed for 1 round and fascinated for the remainder of the curse's duration. As normal for the fascinated condition, any obvious threats allow the subject a new saving throw and can even break the effect entirely. Curse of stupor is a mind-affecting ability.
Black Cloud: As a black cloud, curse of stupor becomes a spread centered on a point in space. All opponents within the area must save against the curse or be fascinated for the curse's duration, although they are not dazed.
Chaotic Commands: Beginning at 5th level, you learn to curse the order and cohesion of fighting groups. Chaotic commands targets a single creature. The subject becomes unaffected by morale bonuses caused by creatures other than itself. It can neither use nor benefit from aid another attempts. It cannot voluntarily allow creatures to pass through its space, nor can it voluntarily give up its saving throw against effects caused by creatures other than itself. The subject always treats creatures other than itself as opponents, never as allies. This does not force the subject to attack its former allies, but this does influence how its abilities affect others.
Black Cloud: Chaotic commands cannot be used as a black cloud.
Ill Tidings: Beginning at 5th level, you learn to block the second sight that diviners rely on. Ill tidings targets a single creature. When you effect this curse, make a dispel check (1d20 + your Hexblade level) against each ongoing Divination spell or Clairsentience power affecting the subject (DC 11 + the effect's caster or manifester level). On a success that effect is dispelled. In addition, for 5 minutes, the subject must succeed on a Will save to successfully cast or manifest each Divination spell or Clairsentience power it attempts, and for 24 hours any such effects that have a percentage chance of giving meaningful or accurate results have a 50% chance of providing the least useful answer.
Black Cloud: As a black cloud, ill tidings becomes an emanation centered on a point in space. Divination spells and Clarisentience powers reveal no information about the area inside the cloud unless their users succeed on a caster or manifester level check opposed by your dispel check.
Chains of Adversity: Beginning at 8th level, you learn to link the misfortune of two creatures together. Chains of adversity targets two creatures. While the curse remains, if either creature fails a saving throw against a non-harmless effect, both creatures are subject to the full effects of the failed save, even if the other creature succeeded on the saving throw or wasn't targeted at all. If the curse ends for one subject, it is also ended for the other. Effecting chains of adversity costs 2 daily uses of Hexblade's Curse.
Black Cloud: As a black cloud, chains of adversity becomes a spread centered on a point in space. All opponents within the area that fail a Will save are linked as per the normal version of this curse. If the curse ends for all but one subject, it is also ended for the last one. Effecting chains of adversity as a black cloud costs 5 daily uses of Hexblade's Curse.
Mystic Contrariness: Starting at 11th level, you can curse the mystic energies in enchanted items. Mystic contrariness targets a single object. The subject's magical properties are suppressed while the curse remains. Further, if the subject is a weapon, a suit of armor, or a shield, it acts as through it had a -2 enhancement penalty (reducing attack and damage rolls or the bonus it grants to armor class). If the subject is a tool, it applies a -4 circumstance penalty on all skill checks made involving it. Intelligent items are allowed a Will save against this effect, but not other magic items. Objects without magical properties still apply an appropriate penalty.
Black Cloud: As a black cloud, mystic contrariness becomes a spread centered on a point in space. All unattended magic items (including magical traps) and one random magic item attended by each opponent in the area (select which one as if the opponent failed a saving throw on a natural 1) have their magical properties suppressed if they fail a Will save. Unlike the normal form of this curse, affected objects do not apply further penalties when used. Effecting mystic contrariness as a black cloud costs 2 daily uses of Hexblade's Curse.
Dark Companion: Starting at 14th level, you can call on a capricious or vengeful spirit to haunt your enemies. Dark companion targets a single creature or object. The subject's suffers a -2 penalty on all saving throws and you can always pinpoint its location while the curse remains. Further, you can channel your spells and curses through the spirit into the subject. While the curse remains, you always treat yourself as having line of sight and line of effect to the subject and the space it occupies (although not other creatures or objects in that space) for the purpose of spells and curses, and you can cast any spell or effect any curse with a range of touch or greater targeting the subject or the space it occupies regardless of range. This does not allow the effects or your spells and curses to ignore the normal rules of range and line of effect, just the initial targeting. Effecting dark companion costs only 1 daily uses of Hexblade's Curse, as normal, but each additional curse you effect or spell you cast through the dark companion's link costs an extra daily use.
Black Cloud: As a black cloud, dark companion becomes an emanation centered on a point in space. All creatures other than yourself and objects other than those in your possession within the cloud are considered subject to the normal effects of the dark companion curse while they remain there. Effecting dark companion as a black cloud costs 3 daily uses of Hexblade's Curse.
The Same Doubled: You learn to turn the pain others can inflict back on them at 17th level. The same doubled targets a single creature. Whenever the subject deals damage to a creature other than itself, it must make a Will save or deal twice that much damage to itself. This retributive damage is considered to be from the same attack as the original damage, but is untyped damage that cannot be prevented by resistances or immunities, rather than the original damage type. Effecting the same doubled costs 2 daily uses of Hexblade's Curse.
Black Cloud: As a black cloud, the same doubled becomes a spread centered on a point in space, affecting every opponent within it. Whenever a subject deals damage to a creature other than itself, it must make a Will save or deal half as much damage to itself. This retributive damage is considered to be from the same attack as the original damage, but is untyped damage that cannot be prevented by resistances or immunities, rather than the original damage type. Effecting the same doubled as a black cloud costs 3 daily uses of Hexblade's Curse.
Karmic Imbalance: The ultimate curse, karmic imbalance at first appears to be a blessing instead. Beginning at 20th level, you can fill a creature with the luck of the gods, far more than a mortal creature can tolerate. Karmic imbalance targets a single creature. Whenever the subject would make a d20 roll, it instead rolls twice and takes the higher result. However, whenever the subject rolls a natural 20, it must make a Will save, rolling only once (not twice), or die immediately after resolving the action the roll was involved in, and the curse ends. A natural 20 on this Will save in turn prompts another such saving throw to resist death. Karmic imbalance is a death effect. Effecting karmic imbalance costs 5 daily uses of Hexblade's Curse.
Black Cloud: Karmic imbalance cannot be used as a black cloud.
Arcane Resistance (Su): 2nd; Cha to saves vs. spells.
Mettle (Ex): 3rd; No partial effect on successful Fort or Will save.
Siphon Misfortune (Su): When you steal away the luck of others, it need not go to waste. Starting at 4th level, you gain a +1 luck bonus on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round after effecting a curse. This improves to +2 at level 12 and +3 at level 20.
Aura of Unluck (Su): Even when you aren't actively willing it, luck just isn't with your enemies. Beginning at 16th level, all melee and ranged attacks directed against you, except those that you specifically allow through, have a 20% chance of missing entirely. This stacks with (and is checked separately from) other miss chances, such as those from concealment and incorporeality.
Feats
Silver Lining
Prerequisites: Black Cloud, Siphon Misfortune +1
Benefits: Allies within your black cloud gain the same Siphon Misfortune bonus as you do.