Author Topic: Hexblade Luv  (Read 35092 times)

Offline bhu

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Re: Hexblade Luv
« Reply #20 on: March 02, 2013, 06:41:23 PM »
Got the crunch done on the hexblade initiator class too.

Offline bhu

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Re: Hexblade Luv
« Reply #21 on: April 09, 2013, 09:46:16 PM »
The Black Sword


Ambush Blade
The Black Sword (Strike)
Level: Hexblade 6
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this maneuver you make a melee Attack.  If your opponent is Flat-Footed or Denied his Dexterity Bonus to AC you are +4 to hit on the Attack Roll, and do +5d6 damage if you hit successfully.


Black Exorcism
The Black Sword (Strike)
Level: Hexblade 3
Prerequisite: One Black Sword Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

You make a melee attack as part of this Maneuver.  If that attack successfully damages  your opponent, he cannot threaten Critical hits for 1 minute.


Bleak Strike
The Black Sword (Strike)
Level: Hexblade 7
Prerequisite: 3 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver you make an Opposed Intimidate Check against an opponent in melee range and follow up with a single melee attack.  If you successfully Demoralize your opponent via the Intimidate Check, the follow up attack is considered a melee touch attack and does +6d6 damage.


Cowering Blow
The Black Sword (Strike)
Level: Hexblade 5
Prerequisite: 3 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Willpower Negates

To use this Maneuver you must make a melee attack.  If that attack hits your opponent must make a Willpower Save (DC is 15 plus your Charisma Modifier) or Cower until the end of your next turn.  He has a -2 Penalty on Saving Throws made during that time as well.


Cutting Stance
The Black Sword (Stance)
Level: Hexblade 1
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the Critical Threat Range of weapons associated with this school are increased by 1 (i.e. if it normally threatens a Critical on a 20, it now does so on a 19-20).


Despair
The Black Sword (Stance)
Level: Hexblade 3
Prerequisite: 1 Black Sword Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you gain a +10 Circumstance Bonus to Intimidate Checks.


Disabling Strike
The Black Sword (Strike)
Level: Hexblade 5
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver you must make a melee attack against an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC.  If it is successful they are Paralyzed for 1 Minute.


Disorienting Blow
The Black Sword (Strike)
Level: Hexblade 5
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw Willpower Negates

To use this Maneuver you must make a melee attack.  If it is successful, your opponent must make a Willpower Save (DC 15 plus Cha Modifier) or lose his Dexterity Bonus to AC until the end of your next turn.  Additionally, he has a -2 Penalty to attack and damage rolls in this time.


Doom
The Black Sword (Strike)
Level: Hexblade 9
Prerequisite: 4 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw Willpower Partial

To use this Maneuver you must make a melee attack.  If it is successful your opponent must make a Willpower Save (DC 19 plus Cha Modifier) or die.  If he succeeds in the saving throw, he is denied his Dex Bonus to AC for the remainder of the encounter.


Frightening Blow
The Black Sword (Strike)
Level: Hexblade 3
Prerequisite: 1 Black Sword Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver make a melee attack.  If it is successful do not roll damage.  Instead make an Intimidation Check, and the result is the damage done (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).


Gut Opponent
The Black Sword (Strike)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver make a melee attack.  If it is successful you automatically threaten a Critical.


Horror Blade
The Black Sword (Strike)
Level: Hexblade 8
Prerequisite: 3 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

You make an Intimidate Check as part of this Maneuver.  The target DC is equal to your opponents AC.  You then make a single attack against the same opponent, and if the Intimidate Check was successful your opponent is Shaken 1 round and takes 4 times the normal damage.  If the strike is a critical hit you stack the multipliers as normal.  If the Intimidate Check fails you are -2 to hit and have no additional damage/effect.


Improved Cutting Stance
The Black Sword (Stance)
Level: Hexblade 5
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the Critical Threat Range of weapons associated with this school are increased by 2 (i.e. if it normally threatens a Critical on a 20, it now does so on an 18-20).


Improved Frightening Blow
The Black Sword (Strike)
Level: Hexblade 6
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver make a melee attack.  If it is successful do not roll damage.  Instead make an Intimidation Check, and the (result x2) is the damage done (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).


Intimidating Blow
The Black Sword (Strike)
Level: Hexblade 2
Prerequisite: 2 Black Sword Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver you make an Opposed Intimidate Check against an opponent in melee range and follow up with a single melee attack.  If you successfully Demoralize your opponent via the Intimidate Check, the follow up attack does +2d6 damage, and Critical Confirmation rolls (if any) receive a +4 Bonus.


Make An Example
The Black Sword (Boost)
Level: Hexblade 4
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw Willpower Negates

If you have brought an opponent to 0 or less hp this round, or in some way rendered them incapacitated (helpless, Paralyzed, basically any condition that doesn't allow them to defend themselves) you may initiate this Maneuver.  All Allies of that opponent within 30' must make a Willpower Save (DC 14 plus your Cha Modifier) or be Shaken 1 round.


Nightmare Blade
The Black Sword (Strike)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver you make an Opposed Intimidate Check against an opponent in melee range and follow up with a single melee attack.  If you successfully Demoralize your opponent via the Intimidate Check, the follow up attack does +1d6 damage.


Oncoming Death
The Black Sword (Stance)
Level: Hexblade 3
Prerequisite: 1 Black Sword Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance, every time you roll to confirm a Critical, the Critical Threat range of your weapon increases by 1 to a maximum equal to your Charisma Modifier (i.e. if your charisma Modifier is +3, you can increase the Critical Threat Range by a maximum of 3).


Opportunistic Blade
The Black Sword (Strike)
Level: Hexblade 8
Prerequisite: 3 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver you must attack an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC.  If the attack is successful it is automatically considered a Critical Hit, and your opponent takes a -2 Circumstance Penalty to his AC until the beginning of your next turn.


Razor
The Black Sword (Strike)
Level: Hexblade 2
Prerequisite: 1 Black Sword Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this maneuver you must make a melee attack.  If it is successful it automatically threatens a Critical and does +2d6 damage.


Surprising Blow
The Black Sword (Strike)
Level: Hexblade 4
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver you must attack an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC.  If the attack is successful it does +4d6 damage.


Terror Blade
The Black Sword (Strike)
Level: Hexblade 4
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

Make an opposed Intimidate Check as part of a melee attack.  Use the higher result between your Attack Roll and Intimidate Check to see if you hit your opponent.  If the Check is also high enough to Demoralize your opponent he takes +2d6 damage in addition to being Shaken.


Totengeist
The Black Sword (Stance)
Level: Hexblade 8
Prerequisite: 3 Black Sword Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Willpower Negates

While in this Stance you gain the Frightful Presence Ability.  When you attack all Opponents within 30' must make a Willpower Save (DC 18 plus Charisma Modifier) or be Frightened 1d6 rounds.


Weakening Strike
The Black Sword (Strike)
Level: Hexblade 6
Prerequisite: 2 Black Sword Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration See text

To use this maneuver you must make a melee attack.  If it is successful your opponent takes a -6 Penalty on Willpower Saves for a number of rounds equal to your Charisma Modifier.
« Last Edit: July 07, 2017, 08:02:23 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #22 on: April 09, 2013, 10:00:59 PM »
The Hexblade's Curse

Curse of Belittlement
The Hexblade's Curse (Curse)
Level: Hexblade 8
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (DC 18 plus Cha Modifier) take 6 points of Ability damage to one Ability Score of your choice.


Curse of Confusion
The Hexblade's Curse (Curse)
Level: Hexblade 6
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (DC 16 plus Cha Modifier) or become Confused.


Curse of Cowardice
The Hexblade's Curse (Curse)
Level: Hexblade 5
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC 15 plus Cha Modifier) become Shaken.


Curse of Darkness
The Hexblade's Curse (Curse)
Level: Hexblade 5
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (DC 15 plus Cha Modifier) become Blinded.


Curse of Death
The Hexblade's Curse (Curse)
Level: Hexblade 9
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature

Opponents who fail a Will Save (Save DC 19 plus Cha Modifier) or die.  Opponents who make a successful Saving Throw still take 10d6 damage.


Curse of Denial
The Hexblade's Curse (Counter)
Level: Hexblade 7
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

When your opponent make an Attack against you, you may choose to Initiate this Maneuver to foil it.  If he fails a Willpower Save (Save DC is 17 plus Cha Modifier) or his turn ends and he may take no further Actions


Curse of Failure
The Hexblade's Curse (Curse)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC is 11 plus Cha Modifier)take a -2 Penalty to one Saving Throw of your choice.


Curse of Ignorance
The Hexblade's Curse (Curse)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC is 11 plus Cha Modifier) take a -2 Penalty to two Skills of your choice.


Curse of the Insensate
The Hexblade's Curse (Curse)
Level: Hexblade 5
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC 15 plus Cha Modifier) become Stunned.


Curse of Paranoia
The Hexblade's Curse (Curse)
Level: Hexblade 3
Prerequisite: 1 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (DC 13 plus Cha Modifier) are considered Flanked by any Allies adjacent to him.


Curse of Sloth
The Hexblade's Curse (Curse)
Level: Hexblade 3
Prerequisite: 1 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC is 13 plus Cha Modifier) reduce all of their movement speeds by -10 ft.


Curse of the Softened Blade
The Hexblade's Curse (Curse)
Level: Hexblade 4
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC is 14 plus Cha Modifier) take a -4 Penalty to Armor Class.


Curse of the Stricken
The Hexblade's Curse (Curse)
Level: Hexblade 4
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC is 14 plus Cha Modifier) take a -4 Penalty to all Damage rolls.


Curse of Weakening
The Hexblade's Curse (Curse)
Level: Hexblade 5
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC is 15 plus Cha Modifier) take 4 points of Constitution damage.


Empower
The Hexblade's Curse (Stance)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the Save DC of your Curse Maneuvers increase by +1.


Extend
The Hexblade's Curse (Stance)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the range of your Curse Maneuvers increase by +10 ft.


Foe of the Unlucky
The Hexblade's Curse (Counter)
Level: Hexblade 2
Prerequisite: None
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

When your opponent successfully confirms a Critical hit against you, you may choose to Initiate this Maneuver to foil it.  If your opponent fails a Willpower Save (Save DC is 12 plus Cha Modifier), he must re-roll the entire attack.


Improved Extend
The Hexblade's Curse (Stance)
Level: Hexblade 6
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the range of your Curse Maneuvers increase by +30'.


Improved Potency
The Hexblade's Curse (Stance)
Level: Hexblade 6
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the Penalty of some of your Curse Maneuvers increase by -2.  Obviously this only works on Curse Maneuvers that cause opponents a numerical penalty of some sort.


Improved Power
The Hexblade's Curse (Stance)
Level: Hexblade 6
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the Save DC of your Curse Maneuvers increase by +2.


Overpower
The Hexblade's Curse (Stance)
Level: Hexblade 8
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you do +2d6 damage when successfully attacking an opponent who is currently under the effects of any Curse Maneuver.


Potency
The Hexblade's Curse (Stance)
Level: Hexblade 3
Prerequisite: 1 Hexblade's Curse Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the Penalties of some of your Curse Maneuvers increase by -1.  Obviously this only works on Curse Maneuvers that cause opponents a numerical penalty of some sort.


Punishing Curse
The Hexblade's Curse (Curse)
Level: Hexblade 7
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: One creature
Duration A number of rounds equal to your Charisma Modifier

Opponents who fail a Will Save (Save DC is 17 plus Cha Modifier) take a -4 Penalty on Attack rolls, Ability Checks, and Skill Checks.


Quickness
The Hexblade's Curse (Stance)
Level: Hexblade 6
Prerequisite: 2 Hexblade's Curse Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the Action with which you initiate a Curse Maneuver goes to a quicker form (i.e from Standard Action to a Swift Action, Swift to Free, etc.).
« Last Edit: September 11, 2017, 09:06:35 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #23 on: April 09, 2013, 10:28:34 PM »
Blind Chance

Ally's Fortune
Blind Chance (Boost)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: You and Allies within 60 ft.
Duration: Instantaneous

If you activate this Maneuver after you succeed in making a Critical hit on an opponent, any of your Allies who successfully attack him immediately threaten a critical as well until the end of your next turn.  You cannot activate Ally's Fortune while under it's effects.


Ally's Opportunity
Blind Chance (Boost)
Level: Hexblade 2
Prerequisite: 1 Blind Chance Maneuver
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: Allies within 60 ft.
Duration: Instantaneous

When you Initiate this Maneuver, any Ally within 60' gains a +4 Bonus on Attacks of Opportunity until the end of your next turn.


Arcane Protection
Blind Chance (Boost)
Level: Hexblade 5
Prerequisite: 2 Blind Chance Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

When Initiating this Maneuver, 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.


Divine Misfortune
Blind Chance (Strike)
Level: Hexblade 7
Prerequisite: 3 Blind Chance Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this maneuver, you make a single melee attack. If it hits, your opponent takes a -8 Luck Penalty to AC until the beginning of your next turn.


Favored Stance
Blind Chance (Stance)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you gain a +2 Luck Bonus on Opposed Checks.


Fool's Stance
Blind Chance (Stance)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you gain a +2 Luck Bonus to AC.


Fortuitous Aura
Blind Chance (Stance)
Level: Hexblade 8
Prerequisite: 3 Blind Chance Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance the percentile miss chance of your Aura of Unluck raises to 50%.


Fortuitous Blow
Blind Chance (Strike)
Level: Hexblade 1
Prerequisite: None
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage.


Fortuitous Opportunity
Blind Chance (Boost)
Level: Hexblade 2
Prerequisite: 1 Blind Chance Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

When you Initiate this Maneuver, you gain a +4 Bonus on Attacks of Opportunity until the end of your next turn.


Fudge the Odds
Blind Chance (Boost)
Level: Hexblade 4
Prerequisite: 1 Blind Chance Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

You may Initiate this Maneuver when you miss an Attack Roll.  You may re-roll the Attack with a +4 Luck Bonus to the roll.


Lucky Break
Blind Chance (Boost)
Level: Hexblade 6
Prerequisite: 2 Blind Chance Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

When making a Saving Throw you may Initiate this Maneuver to automatically succeed instead of making the roll.


Lucky Dodge
Blind Chance (Boost)
Level: Hexblade 3
Prerequisite: 1 Blind Chance Maneuver
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: Allies within 60 ft.
Duration: Instantaneous

You may Initiate this Maneuver 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 Escape
Blind Chance (Boost)
Level: Hexblade 7
Prerequisite: 3 Blind Chance Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

When you Initiate this Maneuver, all your movement speeds increase to 120' for the remainder of the round.


Lucky Hit
Blind Chance (Boost)
Level: Hexblade 4
Prerequisite: 1 Blind Chance Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

If you successfully Attack an opponent, you may Initiate this maneuver to do maximum damage instead of making a roll.  This includes the attack and any extra dice such as weapon properties, Sneak Attack etc.


Lucky Move
Blind Chance (Stance)
Level: Hexblade 3
Prerequisite: 1 Blind Chance Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 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.


Lucky Opportunity
Blind Chance (Boost)
Level: Hexblade 3
Prerequisite: 1 Blind Chance Maneuver
Initiation Action: 1 Swift Action
Range: Melee
Target: You and one Ally adjacent to your Opponent
Duration: Instantaneous

If you successfully Attack an opponent, you may Initiate this maneuver to allow one Ally who threatens him to make an Attack Roll against them as well.  This is not considered an Attack of Opportunity.


Manipulate Reality
Blind Chance (Boost)
Level: Hexblade 9
Prerequisite: 4 Blind Chance Maneuvers
Initiation Action: 1 Swift Action
Range: 60 ft.
Target: You and Allies/Opponents within 60 ft.
Duration: 1 Round/Initiator Level

When you Initiate this Maneuver 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.


Misfortune
Blind Chance (Strike)
Level: Hexblade 6
Prerequisite: 2 Blind Chance Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this maneuver, you make a single melee attack. If it hits, your opponent takes a -8 Luck Penalty to all rolls until your next turn.


Stance of Misfavor
Blind Chance (Stance)
Level: Hexblade 8
Prerequisite: 3 Blind Chance Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 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 apply that Attack roll against the Ally.  If it would be successful he strikes his Ally instead.


Stance of Opportunity
Blind Chance (Stance)
Level: Hexblade 5
Prerequisite: 2 Blind Chance Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you gain a +5 Luck Bonus to any 1 roll each round.  You must announce you are using this Ability before making the roll.  Once used, it may not be used again until the beginning of your next turn.

« Last Edit: September 16, 2017, 03:20:39 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #24 on: April 30, 2013, 01:39:02 AM »
Black Sword is done and ready for review

Offline bhu

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Re: Hexblade Luv
« Reply #25 on: April 20, 2015, 08:22:31 PM »
STYGIAN BLADE


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

MAKING A STYGIAN BLADE
 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 Psychic Warrior.

Class Skills
 The Class Name's class skills (and the key ability for each skill) Autohypnosis (Wis), Bluff (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), Ride (Dex).
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. +1    +0     +0     +2    Stygian Curse
2. +2    +0     +0     +3    Stygian Curse, Psionic Resistance, Enhanced Fortitude
3. +3    +1     +1     +3    Mettle
4. +4    +1     +1     +4    Stygian Shadow
5. +5    +1     +1     +4    Stygian Curse, Bonus feat
6. +6    +2     +2     +5    Quick Manifest
7. +7    +2     +2     +5    Greater Stygian Curse
8. +8    +2     +2     +6    Stygian Curse, Quick Manifest, Enhanced Fortitude
9. +9    +3     +3     +6   
10.+10   +3     +3     +7    Bonus feat
11.+11   +3     +3     +7    Stygian Curse, Quick Manifest
12.+12   +4     +4     +8    Aura of unlucky 1/day
13.+13   +4     +4     +8   
14.+14   +4     +4     +9    Stygian Curse, Quick Manifest, Enhanced Fortitude
15.+15   +5     +5     +9    Bonus feat
16.+16   +5     +5     +10   Aura of unlucky 2/day
17.+17   +5     +5     +10    Stygian Curse
18.+18   +6     +6     +11    Quick Manifest
19.+19   +6     +6     +11    Dire Stygian Curse
20.+20   +6     +6     +12   Stygian Curse, Bonus feat, Aura of unlucky 3/day, Enhanced Fortitude

Code: [Select]
[b]   Powers Known   Max Power Level  Power Points/Day[/b]
1.     0             0                  0
2.     0             0                  0
3.     0             0                  0
4.     2             1                  1
5.     2             1                  3
6.     3             1                  5
7.     3             1                  7
8.     4             2                  11     
9.     6             2                  15     
10.    7             2                  19     
11.    9             3                  23     
12.    11            3                  27       
13.    11            3                  35     
14.    12            4                  43     
15.    15            4                  51   
16.    15            4                  59   
17.    17            4                  67
18.    18            4                  79
19.    19            4                  91
20.     20           4                  103

Weapon Proficiencies: Stygian Blades are proficient with Simple and Martial Weapons, and with all Armor and Shields (except Tower Shields).

Power Points/Day: A Stygian Blade’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is listed above. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points in Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level Stygian Blade gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can use them for any abilities requiring them (such as Feats).

Powers Known:  A Stygian Blade learns one Power at Level 4.

Choose the powers known from the Stygian Blade power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Stygian Blade to learn powers from the lists of other classes.) A Stygian Blade can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a Stygian Blade can manifest in a day is limited only by his daily power points.

A Stygian Blade simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Stygian Blade powers is 10 + the power’s level + the Stygian Blade’s Charisma modifier.

Maximum Level of Powers Known: A Stygian Blade begins to be able to Manifest powers at Level 4 if he has a high enough Charisma to have Bonus Power Points.  If not he can Manifest at 5th Level.  As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a Stygian Blade must have a Charisma score of at least 10 + the power’s level.  His Manifester level is equal to half his Stygian Blade Level.

Stygian Curse (Su): A number of times per day equal to (1 plus their Charisma Modifier, max of 3/day at 1st Level), as a free action, a Stygian Blade can unleash a curse upon a foe. The target must be visible to the Stygian Blade and within 60 feet. The target of a Stygian Blade'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 Stygian Blade's class level + Stygian Bladee's Cha modifier) negates the effect.

At Levels 2, 5, 8, 11, 14, 17 and 20 a Stygian Blade gains the ability to use his curse one additional time per day. Multiple Stygian Blade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Stygian Blade's curse for 24 hours.

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

A Stygian Blade can utter only one Stygian Blade's curse per round, even if he gets multiple curses per day.  Stygian Curse is identical to Hesblades Curse for the purposes of taking Curse Feats.

Psionic Resistance (Su): At 2nd level, a Stygian Blade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against Powers and Psi-like Abilities.

Enhanced Fortitude (Ex): Stygian Blades gain a +1 Bonus to Fortitude Saves at Level 2.  This increases to +2 at Level 8, +3 at Level 14 and +4 at Level 20.

Mettle (Ex): At 3rd level and higher, a Stygian Blade can resist psionic and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any power with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Stygian Blade does not gain the benefit of mettle.

Stygian Shadow (Su): Once per round as a Move Action the Stygian Blade may cast his shadow upon an adjacent foe, who temporarily gains 1 negative Level until the end of his next turn. 

Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a Stygian Blade gains a bonus feat, which must be a Curse, Psionic, or Metapsionic Feat they meet the requirements for.

Quick Manifest (Su): At 6th level, the Stygian Blade can Manifest one Power per day as a swift action, as long as its original mainfesting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

Greater Stygian Curse (Su): When a Stygian Blade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the Stygian Blade's curse becomes -4 instead of -2.

Aura of Unluck (Su): Once per day, a Stygian Blade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the Stygian Blade 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 Stygian Blade's Charisma bonus (if any).

At 16th level and higher, a Stygian Blade can use his aura of unluck twice per day. A 20th-level Stygian Blade can activate this aura three times per day.

Dire Stygian Curse (Su): When a Stygian Blade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the Stygian Blade's curse becomes -6 instead of -4.
 
PLAYING A STYGIAN BLADE
 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.

STYGIAN BLADES 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.

STYGIAN BLADES 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 STYGIAN BLADE

Hit Die: d10
Skills Points at Each  Level : 2 + int
Powers The Stygian Blade’s manifester level is equal to her class level. The Stygian Blade’s base power points do not increase after 20th level. The epic Stygian Blade gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on)
Stygian Curse Beginning at Level 21 and every 4 levels thereafter you gain an additional daily use of your Stygian Curse, and the Save DC of your Stygian 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.
Stygian Shadow At Level 22 your Stygian Shadow now imposes 2 negative Levels.
Bonus Feats: The Epic Stygian Blade gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: September 23, 2017, 09:28:44 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #26 on: April 20, 2015, 09:48:42 PM »
Stygian Blade Power List

1st:  Astral Construct, Burst, Catfall, Call Weaponry, Conceal Thoughts, Control Light, Deceleration, Defensive Precognition, Deflection Field*, Demoralize, Destiny Dissonance, Detect Psionics, Disable, Distract, Ecto Protection, Elfsight, Entangling Ectoplasm, Hungry Touch*, Metaphysical Weapon, Mind Thrust, Offensive Precognition, Offensive Prescience, Prevenom Weapon, Primal Fear*, Psionic Alarm+, Psionic Charm, Psionic Daze, Psionic Detect Undead+, Psionic Prestidigitation+, Psionic Protection from Chaos/Evil/Good/Law*, Sensory Gloom*, Spirit Mark+, Stygian Discernment*

2nd: Animal Affinity, Aversion, Biofeedback, Body Adjustment, Body Equilibrium, Brain Lock, Chameleon, Claws of Darkness*, Cloud Mind, Constrictor's Touch+, Damp Power*, Detect Hostile Intent, Dissolving Touch, Ego Whip, Feat Leech, Hustle, Id Insinuation, Induce Awe++, Inflict Pain, Mental Disruption, Psionic Death Knell*, Psionic Identify, Psionic See Invisibility*, Psionic Suggestion, Recall Agony, Share Pain, Specified Energy Adaptation, Strength of my Enemy, Stygian Ray*, Stygian Weapon*, Wall Walker

3rd: Cerebral Phantasm*, Contrarian Urge**, Dimension Twister*, Dismiss Ectoplasm, Dispel Psionics, Empathic Feedback, Energy Retort, Escape Detection, Evade Burst, Forced Share Pain, Hostile Empathic Transfer, Mental Barrier, Mental Rage***, Mental Turmoil*, Mindfire*, Mind Trap, Psionic Glyph of Warding*, Psionic Keen Edge, Psionic Speak with Dead*, Psychic Containment*, Touchsight, Vampiric Blade

4th: Control Body, Correspond, Death Urge, Detect Remote Viewing, Ectoplasmic Swarm*, False Sensory Input, Implanted Suggestion*, Mass Psionic Dream Lock+,  Metamorphosis, Mindwipe, Personality Parasite, Power Leech, Psionic Dimension Door, Psionic Divination, Psionic Dominate, Psionic Modify Memory, Psychic Vampire, Remote Viewing, Shadow Eft*, Stygian Ward *, Truevenom Weapon

* Found in Complete Psionic
** Found in Races of the Wild
*** Found in the Mind's Eye http://archive.wizards.com/default.asp?x=dnd/psm/20041029b
+Found in Secrets of Sarlona
++Found in Magic of Eberron


FEATS


Improved Stygian Ray
 Prerequisites: Must be able to Manifest Stygian Ray, 15th Level, Extend Power
 Benefits: You now gain some Augments with Stygian Ray.  By expending an additional 4 Power Points, if the negative Levels equal or exceed your opponent Hit Dice, he is dead instead of Stunned.  For each 2 additional Power Points the target gains an additional negative level (or heals an additional 5 hp if Undead).  For each 2 additional Power Points, the negative levels last twice as long (i.e. for 2p it lasts 2 rounds, for 4pp it lasts 4 rounds, for 6 pp it lasts 8 rounds, etc.).

Improved Stygian Weapon
 Prerequisites: Must be able to Manifest Stygian Weapon, 15th Level, Extend Power
 Benefits: You now gain some Augments with Stygian Weapon.  By expending an additional 4 Power Points, if the negative Levels equal or exceed your opponent Hit Dice, he is dead instead of Stunned.  For each 2 additional Power Points the target gains an additional negative level (or heals an additional 5 hp if Undead).  For each 2 additional Power Points, the negative levels last twice as long (i.e. for 2p it lasts 2 rounds, for 4pp it lasts 4 rounds, for 6 pp it lasts 8 rounds, etc.).

EPIC FEATS

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

Epic Stygian Ray (Epic)
 Prerequisites: Improved Stygian Ray
 Benefits: The negative levels gained by failing a Save against this power are not temporary.  They remain for 24 hours, after which the victim gains a Fortitude Save (DC is 10 plus 1/2 Stgian Blade Level plus Cha Modifier).

Epic Stygian Weapon (Epic)
 Prerequisites: Improved Stygian Weapon
 Benefits: The negative levels gained by failing a Save against this power are not temporary.  They remain for 24 hours, after which the victim gains a Fortitude Save (DC is 10 plus 1/2 Stgian Blade Level plus Cha Modifier).

Epic Swift Power  (Epic)
You can permanently manifest one power swiftly.
Prerequisites: Able to manifest a power from the Stygian Blade spell list as a Swift Action
Benefits: Choose one power you can manifest as a Swift Action.  You may now manifest that power as an Immediate Action once per day.  Each time you take this Feat choose a new power to apply it to.
« Last Edit: September 25, 2017, 06:16:15 PM by bhu »

Offline Psysama

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Re: Hexblade Luv
« Reply #27 on: April 22, 2015, 12:23:45 AM »
So far the Stygian Blade class has the feel of a caster-killer class (only focusing on psionic casters).  I like the feel of it so far and might even use it for a VERY powerful character in one of my campaigns, but I'd like to see more first of what you plan to do with it.
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Offline bhu

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Re: Hexblade Luv
« Reply #28 on: February 22, 2016, 02:46:52 AM »
HEXBLADE 5e  (much thanks to Tenacious J for his help on this one!)
 With darkness in his eyes an Elven killer steps into the streets, black smoke pouring from his unsheathed blade,

Singing his death song, a pale and sickly looking dwarf ensures he will be remembered by spreading his curse as much as he can before his foes take him,

Peasants make signs to ward off the evil eye as a cloaked man steps off the carriage into the noon day sun.

Hexblades are warriors not of skill, but the fell powers upon which tainted them before birth.  This power manifests in different ways, none of them without the taint of darkness.  Some Hexblades use this as a means for Good, intimidating those who have accepted Evil into doing the right thing.  Some try to deny their birthright, angrily lashing out at those who pester them to use their full potential.  Many simply murder others for gold, having no other talent, and not finding anyone willing to teach them one due to their frightening nature.

CREATING HEXBLADES
When making a Hexblade, think about the reason you inherited such dark power.  Perhaps a God or other powerful being cursed you for the sins of your parents.  Perhaps you come from a family that has always been tainted.  Maybe one of your parents made a pact for you to be granted power in order to avenge the death of their spouse.  Or maybe even a powerful Undead felt sympathy for you somehow and gave you a dark gift.

Quick Build
Charisma should be your highest ability score, with the three physical ability scores taking priority afterwards.  Choose the Accursed background.

Code: [Select]
[b]   Proficiency Bonus  Features[/b]
1. +2   Curse
2. +2   Mystic Defenses
3. +2   Dark Archetype
4. +2   Ability Score Improvement
5. +3   Extra Attack
6. +3   Curse
7. +3   Dark Archetype
8. +3   Ability Score Improvement
9. +4   Bleak Aura
10.+4   Dark Archetype
11.+4   Mystic  Defenses
12.+4   Ability Score Improvement
13.+5   Bleak Aura
14.+5   Curse
15.+5   Dark Archetype
16.+5   Ability Score Improvement
17.+6   Bleak Aura
18.+6   Dark Archetype
19.+6   Ability Score Improvement
20.+6   Curse

CLASS FEATURES
As a Hexblade you gain the following features:

HIT POINTS
Hit Dice: 1d10 per Hexblade Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution Modifier per Hexblade Level after 1st

PROFICIENCIES
Armor: Light and Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 Skills from: Animal Handling, Arcana, Deception, Intimidation, Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) A Chain Shirt and Shield or (b) A Chain Shirt and an Arcane FOcus
  • (a) A Greatsword or (b) a Longsword and a Light Crossbow with 20 bolts
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack


CURSE
Beginning at 1st Level you can Curse an opponent who is within 60 ft. as an Action.  It has Disadvantage on all Attack rolls for 1 Minute.  The DC to resist your Curse equals 8 + your Charisma modifier + your proficiency bonus.  The curse ends early if the target dies, you die, or you are incapacitated.  Your Curse may be used 1/short or rest.

Beginning at Level 6 you may use your Curse as a Bonus Action, and it can now be used 2/short or long rest.

Beginning at Level 14, instead of giving your opponent Disadvantage with his attack rolls, you may instead choose to give him Disadvantage with any one type of Saving Throw.  It can now be used 3/short or long rest.

Beginning at Level 20 you may use your Curse 4/short or long rest, and if your target dies you can move the curse to another target within 60 feet as a Reaction.

MYSTIC DEFENSES
Starting at 2nd Level you may re-roll any failed saving throw 1/long rest.  AT 11th Level you can use this 1/short rest.

DARK ARCHETYPE
At 3rd level, you choose an archetype that details what powers the curse grants you. Choose Dark Champion, Shadow Master, or Evil Eye, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

BLEAK AURA
Beginning at 9th Level you may cast Shadow of Moil without material components 1/long rest.  At 13th Level you may cast it 2/long rest, and the duration is now  set at 1 Minute, and doesn't require concentration.  At Level 17 you may cast it 3/long rest.


Dark Archetypes
Different Hexblades utilize their Curse in different ways.  The Dark Archetype you choose determines which of these paths you will follow.

Dark Champion
The Dark Champions focuses exclusively on the power of his Curse.  Those who model themselves on this Archetype try to make their Curse more flexible to use. At each of the appropriate Levels you gain a new effect you can choose to inflict on cursed opponents, but you may only use any one of them on a given opponent, and must decide which one when you attempt to curse him.

Curse of Distraction
At 3rd Level, you may now choose to give a Cursed opponent disadvantage with skill checks based on any one ability score instead of attack rolls.

Curse of Ignorance
Beginning at 7th Level, instead of Disadvantage on attack rolls, you can choose to have opponents you have Cursed become unable to cast spells that require Concentration.  If the opponent is currently concentrating on a spell already cast that spell ends immediately.

Curse of Sloth
At 10th Level you may now choose to make a cursed opponent affected as if they had failed a Saving Throw against a Slow spell as opposed to the Curses usual effects.

Curse of Weakness
At 15th Level you may choose to give an opponent disadvantage with damage rolls as well as attack rolls.

Curse of Failure
At 18th Level you may remove your cursed opponents proficiency bonus to one type of roll for the duration of the curse instead of the usual effects.


Evil Eye
The Evil Eye has mastered some occult power, learning spells from the Hexblade spell list.  They do not need a spellbook, committing a small number of spells to memory instead.

Code: [Select]
[b]   Cantrips Known  Spells Known 1st  2nd  3rd  4th[/b]
3.      2               3        2     -     -     -
4.      2               4        3     -     -     -
5.      2               4        3     -     -     -
6.      2               4        3     -     -     -
7.      2               5        4     2     -     -
8.      2               6        4     2     -     -
9.      2               6        4     2     -     -
10.     3               7        4     3     -     -
11.     3               8        4     3     -     -
12.     3               8        4     3     -     -
13.     3               9        4     3     2     -
14.     3              10        4     3     2     -
15.     3              10        4     3     2     -
16.     3              11        4     3     3     -
17.     3              11        4     3     3     -
18.     3              11        4     3     3     -
19.     3              12        4     3     3     1
20.     3              13        4     3     3     1

Spellcasting
You may cast spells beginning at 3rd Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for Hexblade spell list).
Cantrips. You learn two Cantrips of your choice, with an additional Cantrip at Level 10.
Spell Slots. The table above shows your spell slots of 1st Level or higher.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level Backlash and have a 1st-level and a 2nd-level spell slot available, you can cast Backlash using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Hexblade spells of your choice. The Spells Known column of the Hexblade Spellcasting table shows when you learn more Hexblade spells of 1st level or higher. Each of these spells  must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Hexblade spell list. The new spell must be of a level for which you have spell
slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Hexblade spells, since your spells rely upon force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hexblade spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spell List: Cantrips (0 Level): Blade Ward, Friends, Green-Flame Blade, Poison Spray, Prestidigitation, Sword Burst, Thaumaturgy, Toll the Dead.  1st Level: Alarm, Backlash*, Bane, Charm Person, Detect Magic, Disguise Self, Hex, Identify, Protection from Evil and Good, Shadow Double*, Tasha's Hideous Laughter, Unseen Servant.  2nd Level: Alter Self, Blindness/Deafness, Darkness, Enhance Ability, Enthrall, Invisibility, Magic Weapon, Mirror Image, Nystul's Magic Aura, See Invisibility, Spider Climb, Suggestion.  3rd Level: Bestow Curse, Counterspell, Dispel Magic, Fear, Magic Circle, Nondetection, Phantom Steed, Protection from Energy, Stinking Cloud, Vampiric Touch, Wind wall.  4th Level: Confusion, Cursed Sword*, Dimension Door, Greater Invisibility, Phantasmal Killer, Polymorph.

A * indicates new spells.

Smoking Sword
At 3rd Level you learn a one hour ritual you may use to enchant a weapon.  This ritual can be done during a short rest, and from now on if you successfully attack with your Smoking Sword you may  do 1d10 necrotic damage to it as a Bonus Action.  Your Smoking Sword is considered magic for purposes of overcoming damage resistance/immunity.  Successful critical hits with the Sword also do +1d10 Necrotic damage.

Black Cantrip
At 7th Level when an opponent casts a spell on you, you may Curse him as a Reaction.

Accursed Spells
At 10th Level when you Curse an opponent, he has disadvantage on Saving Throws made against your spells on your next turn.

Power of Darkness
At 15th Level when you Curse an opponent,  you may Curse any additional opponent within range (this does not count towards the number of Curse attempts you can make per rest).

Touch of Darkness
At 18th Level all opponents you have Cursed take 1d6 Necrotic damage each time they attack you or move closer to you.  They may only take this damage once per turn.



Shadow Master
Your shadow moves of it's own accord, and often makes demands of you for blood.  Those who choose this archetype have their own shadow aid them in battle at the cost of always fighting to appease it's bloodthirsty nature.

Dark Companion
When you choose this archetype at 3rd level, your shadow takes on a life of it's own, and helps you in combat with Supernatural Attacks that are fueled by special dice called superiority dice.
Supernatural Attacks. You learn three Supernatural Attacks of your choice, which are detailed under “Supernatural Attacks” below. Many Supernatural Attacks enhance an attack in some way. You can use only one Supernatural Attack per attack.  You learn two additional Supernatural Attacks of your choice at 7th, 10th, and 15th level. Each time you learn new Supernatural Attack, you can also replace one Supernatural Attack you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your Supernatural Attacks require your target to make a saving throw to resist the Supernatural Attacks effects. The saving throw DC is calculated as follows:

Supernatural Attack DC = 8 + your proficiency bonus + your Charisma modifier

Shadowsight
At 7th Level you gain Darkvision with a range of 60 ft., and magical darkness does not impede it.  IF you already have Darkvision, you gain Devil's Sight instead.

Dark Power
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into dl2s .

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Supernatural Attacks

Binding Shadow. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to restrain the target. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it is restrained until the end of your next turn.

Darkness. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is blinded until the end of your next turn.

Paralyzing Shadow. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to paralyze the target. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it is paralyzed until the end of your next turn.

Shadows Aid. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this Supernatural Attack before or after making the attack roll, but before any effects of the attack are applied.

Shadow Counter. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Shadow Defense. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Charisma modifier.

Shadow Disarm. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Shadow Distraction. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Shadow Feint. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

Shadow Step. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Shadow Strike. When striking an opponent, you may instead decide to attack his shadow.  Expend one superiority die, and if you successfully hit with the attack your hit is a critical hit.

Shadow Stun. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to stun the target. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.

Shadow Trip. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Shadowy Terror. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Shadow Unleashed. Your shadow attacks in your place.  Expend a superiority die, and your opponent takes 2d6 + your Charisma modifier necrotic damage, and has his Strength score reduced by 1d4 until he has a short or long rest.  If repeated use of this attack reduces your opponents Str score to 0, he dies.

Toxic Shadow. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to poison the target. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it is poisoned until the end of your next turn.
« Last Edit: December 07, 2022, 12:11:19 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #29 on: May 02, 2016, 08:35:48 PM »
Accursed
You are a solitary figure, never fitting in well with society or even outlaws.  Everyone knows you're either cursed, are hated by the Gods, or have some other unique supernatural problem that means being in your vicinity is dangerous.  In short no one really knows you, and no one wants to.

Skill Proficiencies: Athletics, Stealth
Languages: Two of your choice
Equipment: Map case with a map of your choice, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Feature: Frequent Traveler
Being forced to constantly be on the run means you gain a certain knowledge.  You know who the secret movers and shakers are in specific cities or countries, and which ones to avoid.  You know where to find places you can gain food and lodging without anyone knowing of your presence.

Suggested Characteristics
You are shaped by whatever event gave you your powers, as well as whoever wants to (mis)use them.  Much of your life has spent spent wandering in order to avoid capture, persecution, or the fallout from your own actions.  On the plus side your troubles tend to make you more accepting of the odd things in life, which will make you somewhat better be prepared for the life of an adventurer.

d8     Personality Trait
  • 1 I try to plan ahead after a lifetime of things always going belly up.
  • 2 I try to remain calm, but I inevitably lose my temper and reinforce my bad reputation.
  • 3 I see trouble everywhere.  Is that hooded man at the bar a mere traveler, or the latest in a long line of hired killers?
  • 4 Being constantly a step away from death has made me too willing to embrace risk.
  • 5 I compulsively lie about nearly everything, just in case.
  • 6 I am intolerant of religions.  As the creators of this world the Gods are responsible for all ills within it.
  • 7 I have become emotionally numb, and I am callous to the trail of destruction I leave in my path.
  • 8 I've spent so long on the run my social skills are underdeveloped.

d6     Ideal
  • 1 Independence. I always try to ensure I am self-sufficient and don't need to rely on anyone (Chaotic).
  • 2 Freedom. Tyrants and bullies are meant to be deposed and buried, it's what they're there for (Chaotic).
  • 3 Loyalty. Never betray an ally, they're to rare to toss aside (Good).
  • 4 Pragmatism. I may kill a lot of people, but they're all deserving, and their death makes the world a better place to live in (Neutral).
  • 5 Might. If ever I get the opportunity to be the man in charge, then all of my enemies go in the ground (Evil).
  • 6 Misanthropy. After decades of being beaten down you want revenge on existence itself (Evil).

d6     Bond
  • 1 A moment of indiscretion on my part caused the deaths of many, and I have been fleeing the repercussions ever since.
  • 2 I will someday get revenge on the long list of people I consider responsible for my own personal hell on earth.
  • 3 I don't know how I came by my powers, or who keeps tying to enslave me because of them, but I damn sure intend to find out.
  • 4 I want enough power that I am no longer required to be on the run.
  • 5 I am in hiding from my family who bargained for the power I possess in order to use me as a weapon.
  • 6 I'm told I may one day be responsible for the destruction of the world.  I'm honestly not sure how I feel about that.

d6     Flaw
  • 1 My default assumption is that people I meet mean me harm.
  • 2 I have no conversational filter, and speak in an insulting manner without realizing it.
  • 3 I will do whatever is necessary to end my misfortune, even if it includes wholesale slaughter.
  • 4 Revenge is mandatory.
  • 5 I support pre-emptively killing enemies before they get the chance to harm me, and I try never to leave an enemy alive.
  • 6 My default plan for when things go bad is to just disappear.

Offline bhu

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Re: Hexblade Luv
« Reply #30 on: May 02, 2016, 09:19:57 PM »
Backlash
1st-Levle Abjuration)
Casting Time: 1 Action
Range: Self
Components: V, S, M (a small silver armor)
Duration: Concentration, up to 1 Minute

Until the spell ends, any creature targeting you with an attack or spell must first make a Wisdom saving throw.  If he fails he is Stunned until the end of your next turn.  If he succeeds your spell ends.

At Higher Levels: When cast from a 2nd level spell slot or higher, the spell does not end when the target succeeds on its saving throw.

Cursed Sword
4th-Level Necromancy
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and soul, and the attack deals an extra 4d6 necrotic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.


Shadow Double
1st-Level Illusion
Casting Time: 1 Action
Range: 30 ft.
Components: V, S
Duration: Concentration, up to 1 Minute

You can create an illusory double of yourself within the spells range.  On your turn you can choose to move and attack, or choose to move the double and attack with it (it's attacks are identical to yours).  You cannot cast spells through the double.  After it first attacks, the opponent can make a Wisdom Save to disbelieve it's existence, and if he succeeds the spell ends.  The double can only move within the range of the spell or attack, it takes no other Actions.  If the double is attacked, the attacker can make a Wisdom saving throw to disbelieve, and the spell ends.


Empowered Curse
Your Curse is more powerful than usual (or you gain the ability to use Curse).
  • You learn one cantrip from the Hexblade spell list.  Charisma is your spellcasting modifier for the cantrip.
  • You gain the Curse ability of the Hexblade class.  You may use it once per long rest (this use is added to any other uses of the Curse ability you have).
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to Curse the creature, rather than making an opportunity attack.
« Last Edit: May 04, 2016, 02:19:51 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #31 on: May 08, 2016, 01:39:34 AM »
HEXBLADE 13th Age
Hexblades are, at their core, truly the worst of victims.  A Hexblade is a living weapon of revenge crafted by pacts with dark powers or magical experimentation.  Either a cult sells their children into slavery as a monster they can use to torment or murder enemies, or a parent makes a hard choice in order to give her child the power to avenge her later in life.  Hexblades are walking tragedies, and they bring nothing but decay and despair with them, no matter how well meaning they may be.  Many civilized societies forbid this practice, or at least shun those performing it.

OVERVIEW
Play Style: You have various options as a Hexblade (one of which is usually traditionally the Evil Eye).  You can be a warrior with dark magic, a terrifying spellcaster, or a madman haunted by a shadow that requires you to make sacrifices to appease it.  Much like the Druid  you have three talents, but have the ability to double up on one.  This can make the class a little complex for beginning players.
Ability Scores: Charisma is important for most of your spellcasting. For melee combat you can use either Strength or Dexterity, your choice.
Hexblades gain a +2 bonus to Strength, Dexterity, or Charisma, as long as it isn’t the same ability you increase with your +2 racial bonus.
Races: Humans, Half-Orcs, and some Elves seem to be the primary choosers of this path, usually for their own children.  Hexblades are designed to be living weapons of vengeance, so it usually falls to the races who hold grudges or are quicker to fight to be drafted into this role.
Backgrounds: Some sample Hexblade backgrounds include evil eye, surviving diabolical sacrifice, cultist, serial killer, madman, magical experiment, mystic assassin, outlaw, living weapon, avenger of the dead, dabbler in the forbidden, refugee, cursed victim, former undead, former possessee.
Icons: Most Hexblades have ties of some sort to the Archmage, the Diabolist, the Lich King, the Prince of Shadows or The Three.  Only they toy with the forces necessary for creating a Hexblade.

GEAR
At 1st level hexblades start with a melee weapon, light armor, perhaps a ranged weapon, and incidental minor possessions appropriate for your background(s).  You begin with 25 gp (1d6x10 gp if you're willing to take the risk).

Armor
Hexblades prefer light armor that doesn't restrict movement, usually reinforced leather or a simple chain shirt.  They generally eschew shields.

Class Name Armor and AC
         
Type
Base AC
Attack Penalty
None10
Light10
Heavy14-2
Shield+0-2


Weapons
Hexblades who aren't avengers prefer single handed weapons, and prefer their powers to ranged weapons (though some will use simple thrown items).  True to their name they prefer knives, swords, etc.

Hexblade Melee Weapons
      
One-Handed
Two-Handed
Small 1d4 dagger1d6 club
Light or Single 1d6 shortsword1d8 spear
Heavy or Martial1d8 longsword (-2)1d10 greatsword (-2)

Hexblade Ranged Weapons
      
Thrown
Crossbow
Small 1d4 dagger1d4 hand crossbow (-2)
Light or Single 1d6 javelin1d6 light crossbow (-2)
Heavy or Martial1d8 heavy crossbow (-2)

BASIC ATTACKS

MELEE ATTACK
At-Will
Target: One Enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level

RANGED ATTACK
At-Will
Target: One Enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level

HEXBLADE LEVEL PROGRESSION

                  
Hexblade Level
Total Hit Points
Total Feats
Class Talents
Level Up Ability Bonuses
Damage Bonus from Ability Score
1(6 + CON mod) x 31 Adventurer3ability modifier
2(6 + CON mod) x 42 Adventurer3ability modifier
3(6 + CON mod) x 53 Adventurer3ability modifier
4(6 + CON mod) x 64 Adventurer3+1 to 3 abilitiesability modifier
5(6 + CON mod) x 74 Adventurer, 1 Champion32 x ability modifier
6(6 + CON mod) x 104 Adventurer, 2 Champion32 x ability modifier
7(6 + CON mod) x 124 Adventurer, 3 Champion3+1 to 3 abilities2 x ability modifier
8(6 + CON mod) x 164 Adventurer, 3 Champion, 1 Epic33 x ability modifier
9(6 + CON mod) x 204 Adventurer, 3 Champion, 2 Epic33 x ability modifier
10(6 + CON mod) x 244 Adventurer, 3 Champion, 3 Epic3+1 to 3 abilities3 x ability modifier


HEXBLADE STATS
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus          +2 Strength, Dexterity, or Charisma (different from racial bonus)
Initiative                 Dex mod + Level
Armor Class            (light armor) 11 + middle mod of Con/Dex/Wis + Level
Physical Defense      10 + middle mod of Str/Con/Dex + Level
Mental Defense        11 + middle mod of Int/Wis/Cha + Level
Hit Points                 (6 + Con mod) x Level modifier (see level progression chart)
Recoveries               (probably) 8
Recovery Dice          (1d6 x Level) + Con mod
Backgrounds           8 points, max 5 in any one background
Icon Relationships   3 points
Talents 3                 (see level progression chart)
Feats                       1 per Level


CLASS FEATURES
All Hexblades share the following class features:

Arcane Implements
Regardless of the origin of your powers you can use magical implements meant for arcane magic users.

Necromantic Summoning
The Necromantic Caster talent provides access to necromantic summoning spells.  Use the standard summoning rules presented on page 11 of 13 True Ways for your summoning spells. You may also take the Summoning Feats listed under the Necromanccer Class Feature on page 82.

Initiate or Adept?
Like many classes, you’ll have three class talents to choose as a Hexblade. Unlike most other classes, you must decide whether you’ll choose three separate talents, gaining initiate status in each one.  Or whether you’ll choose two talents, investing two of those talents into a single option and gaining adept status in it (and being an initiate in the remaining talent). For example, if you choose to invest two talents into Necromantic Caster and one talent into Survivor, you would be a Necromantic Caster adept and a Survivor initiate. Specializing as an adept with one of your talents generally provides more power at a cost of more limited options. Spreading out your choices with three initiations provides more options and flexibility, but each talent is more limited in power.

Melee Attack: Strength or Speed
You choose whether you want to use Strength or Dexterity as the ability score you will use to determine attack and damage for
your basic attacks.
    Strength is strong: Choosing Strength as your melee attack
ability score provides one significant benefit: your recovery dice
become d10s instead of the d6s used by other hexblades.
     Dexterity pays its own way: Choosing Dexterity as your melee
attack ability score works well because Dexterity already boosts
your initiative and ranged weapon attacks and might help your AC.

Speaking with the Dead Hexblades can speak with those who have passed on, or more accurately the dead tend to speak to them at inopportune moments.  Something in the nature of the dark power that gives the Hexblades their abilities gives the dead a voice.  And since a great deal of them are upset about something they use that voice, possibly giving the GM a way to introduce plots or clues.  The Hexblade can experience these whispering voices twice per day for a short time (1-3 rounds if in battle). 

The dead are fairly focused, and getting them of topic to discuss something you want requires an appropriate background check with a Hard DC.  A Hexblade gets a +1 bonus to the rill for each talent spent on the Avenger or Necromantic Caster talent.  Generally the dead only speak about what they want the Hexblade to do for them (generally revenge).  On a ridiculously hard DC, even mindless undead will temporarily stop to chat before resuming their attack.
Adventurer Feat: The dead speak to you as often as they like, and you get a +5 bonus to any skill checks involved.

Removed from Nature
You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or
drinking, but only a couple days longer.  On the downside you freak animals out usually.


HEXBLADE TALENTS
Each of your talents unlocks pools of spells and powers that are not available to characters who lack the talent. Hexblades who choose to be an adept with a talent gain additional benefits and powers. Capsule descriptions of each of the talents follow. Given the talents’ diversity and how they change when you choose to double-up on one of them, these capsule descriptions aren’t meant to cover everything. The talents offer a wide range of powers. Some affect your character all the time, while others function once or twice a day, and some provide access to spell lists. The short talent summaries that follow outline the core powers for each talent.
Avenger: You were created to be a warrior in more of the traditional sense, and gain greater skill with weapons and armor, as well as flexible attacks resembling those of the Fighters.
Dark Companion: Your shadow has become a hungry, living thing that demands sacrifices in exchange for it's protection.  If you are an adept you gain a far more dangerous protector.
Evil Eye: You gain a powerful Curse used to overwhelm enemies.  Adepts find more versatile uses for it than simply using it as a bludgeon.
Necromantic Caster: You gain access to Necromancy, as obviously the pact made to barter your soul for power was made with the Lich King.  Or perhaps you've always been able to chat with the Dead, and act to gain justice for the wrongfully murdered.  Adepts can learn to summon the undead as well.
Sorcerous Caster: Your pact was made with an icon other than the Lich King, and you gain access to some sorcery (more than some if you're an adept).
Survivor:  You've been through hell, and yet somehow managed to survive.  You have access to defensive powers.

AVENGER
Choose this talent if you want to fight well in melee with your normal weapons and armor.
Avenger initiate:Spending a single talent on Avenger lets you choose one of the three following benefits:
• Your AC in light armor is 12 instead of 10 like most other Hexblades.
• You don’t take opportunity attacks from enemies engaged with you when you cast ranged Hexblade spells.
• Your base hit points are 7 + CON mod instead of 6 + CON mod.
Avenger adept: If you use two talents to become a Avenger adept, choose three of the following benefits:
• Your AC in light armor is 12 instead of 10 like most other Hexblades.
• You don’t take opportunity attacks from enemies engaged with you when you cast ranged Hexblade spells.
• Your base hit points are 7 + CON mod instead of 6 + CON mod.
• You can use martial weapons without taking the –2 attack penalty that other Hexblades suffer.
• You can use Heavy Armor without taking an attack penalty like other Hexbladess.
Adventurer Feat: Choose another Avenger benefit you weren’t able to start with. Whether you’re an initiate or an adept, you can take this feat twice to gain the two Avenger benefits you are missing.

Flexible attacks: Like the fighter class, you gain access to flexible attacks when you make basic melee attacks during your turn. Roll your attack, then choose one of the flexible attacks you know that can be triggered by your natural attack roll.
Unlike the fighter, you can use each of your flexible attacks only once per battle*. You’re drawing on Hexblade battle magic instead of the fighter’s practiced skill. The trade-off is that some of your flexible attacks accomplish magical effects the fighter
can’t accomplish through skill.  Note that unlike the fighter, some Hexblade flexible attacks are triggered on an opponents attack roll instead.  *There’s a path around the once-per-battle limit: using the dark power flexible attack lets you regain all your expended flexible attacks, including dark power!

AVENGER INITIATE LEVEL PROGRESSION
      
Hexblade Level
Flexible Attacks
11
22
32
42
53
63
73
84
94
104

AVENGER ADEPT LEVEL PROGRESSION
      
Hexblade Level
Flexible Attacks
12
23
34
44
54
65
75
86
96
106

AVENGER'S FLEXIBLE ATTACKS
You must choose which flexible attacks you know. If you like, you can change the flexible attacks you know when you gain a level. You can select any of the following flexible attacks beginning at 1st level. As you’ll see, some of the attacks are capable of
synergizing with other Hexblade talents, assuming you also chose that talent.

BLEAK AURA
Flexible once-per battle melee attack
Triggering Roll: Natural 18+ by your opponent
Effect: You gain a +4 bonus to AC until an attack against AC misses you.
Adventurer Feat: If your attacker is under an ongoing save ends effect, this flexible attack instead triggers on a natural 16+.
Champion Feat: The bonus now also applies to PD (and attacks against PD that miss).
Epic Feat: You now gain a +6 AC bonus instead of +4.

DARK POWER
Flexible once-per battle melee attack
Triggering Roll: Natural odd roll
Effect: Add damage to the attack equal to your Charisma modifier, hit or miss. (Double your Charisma modifier at 5th level; triple it at 8th level.) If you are an Avenger adept and you use dark power, you also regain all the once-per-battle
flexible attacks you have expended this battle.
Adventurer Feat: The attack may do psychic or negative energy damage instead of weapon damage.
Champion Feat: When you use this flexible attack, you can roll a save against a save ends effect.

ELDRITCH REVENGE
Flexible once-per battle melee attack
Triggering Roll: Natural 19+ (18+ if you are an Evil Eye adept) made by your opponent
Effect: You may choose to inflict one of the following to the triggering opponent: -2 to any 1 defense or -2 to attack rolls. This lasts until the end of battle.
Champion Feat: The penalty increases to -4.

HELL'S FURY
Flexible once-per battle melee attack
Triggering Roll: Natural 2-5 rolled by your opponent
Effect: You get an opportunity attack against the opponent who triggered this attack.
Adventurer Feat: You get a +4 Bonus on the Opportunity attack.
Champion Feat: The flexible attack now also triggers on a natural odd miss.

METTLE
Flexible once-per battle melee attack
Triggering Roll: Natural 1-5 made by your opponent
Effect: Your PD and MD increase by +1, until two attacks that target PD or MD are successful.
Adventurer Feat: Your PD and MD increase by +2.
Champion Feat: Your Bonus to PD and MD now lasts for the battle.
Epic Feat: You take no damage from attacks that miss if they target PD or MD.

NECROMANTIC PIVOT
Flexible once-per battle melee attack
Triggering Roll: Natural 18+
Effect: During your next turn, you can cast an at-will Necromancer spell of your choice from pages 85 of 13 True Ways once as a quick action, even if you don’t normally know that spell.
Adventurer Feat: If you also have the Necromantic Caster talent, you gain a +2 attack bonus with that spell.
Champion Feat: Any other Necromantic Caster spell you cast during your next turn also gains a +2 attack bonus.

OH DEATH
Flexible once-per battle melee attack
Triggering Roll: Natural 5, 10, 15 or 20
Effect: Roll a d3. Deal negative energy damage equal to five times the number you rolled to one nearby enemy other than the target of the triggering attack.
Adventurer Feat: Roll a d4 instead of a d3.
Champion Feat: Roll a d6 instead of a d4 and use whichever is higher, the escalation die or your d6 roll.
Epic Feat: Add the escalation die and your d6 roll together, then multiply by five for the damage you deal.

SHADOW CLAW
Flexible once-per battle melee attack
Triggering Roll: Natural odd hit or miss
Effect: Until the end of the battle, your dark companion gains a +1 damage bonus. If you use this flexible attack multiple times in the battle, the bonuses are cumulative
Adventurer Feat: The Bonus now also applies to your Dark Companions attack rolls.
Champion Feat: The Bonus is now +2, instead of +1.
Epic Feat: When you use this flexible attack, your dark companion also heals hit points equal to triple your Charisma modifier

SMOKING SWORD
Flexible once-per battle melee attack
Triggering Roll: Natural 13
Effect: If the target isn’t staggered after the attack, the attack is a critical hit. If the target is staggered after the attack, he cannot regain hit points until the beginning of your next turn, and all spells or class powers used to heal him in this time fail.
Adventurer Feat: This flexible attack now also triggers on a natural 3.
Champion Feat: The non-healing effect is now save ends.
Epic Feat: This flexible attack now also triggers on a natural 17.

SORCEROUS PIVOT
Flexible once-per battle melee attack
Triggering Roll: Natural 18+
Effect: During your next turn, you can cast a Sorcerous Caster at will feat spell of your choice from below once as a
quick action, even if you don’t normally know that spell. The spell must match an Icon you have a positive relationship with.
Adventurer Feat: If you also have the Sorcerous Caster talent, you gain a +2 attack bonus with that spell.
Champion Feat: Any other Sorcerous Caster spell you cast during your next turn also gains a +2 attack bonus.

SURVIVAL AT ANY COST
Flexible once-per battle melee attack
Triggering Roll: Natural 16+ made by your opponent
Effect: You may use one of your Recoveries as a Free Action.
Adventurer Feat: The Recovery you gain from this flexible attack is free.
Champion Feat: This flexible attack now also triggers on any natural even miss.
Epic Feat: You heal the maximum amount from the free recovery gained by this flexible attack.

UNNATURAL STRENGTH
Flexible once-per battle melee attack
Triggering Roll: Natural even roll made by your opponent
Effect: Your next attack against this opponent receives a +4 bonus.

VILE BLESSING
Flexible once-per battle melee attack
Triggering Roll: Any natural even roll made by your opponent
Effect: You regain one use of a per battle or daily class power or spell you have already used (the Merge spell is an exception, it cannot be regained).
Adventurer Feat: If this power or spell is used the next turn it receives a +4 bonus to the attack roll.
Champion Feat: If this power or spell is used on the triggering opponent, it is stunned until the beginning of your next turn.
Epic Feat: The stun is now a save ends effect.


DARK COMPANION
First, add an extra recovery to your total recoveries. Since you’ll be healing for two, you might need it. You have a devoted shadow companion who fights alongside you like a member of your adventuring party . . . and by “member of your adventuring party” we mean a horrifying creature of darkness who demands you feed it the lives of others in exchange for it's protection.  It accompanies you every other battle.  You choose to call it when you roll initiative. If you don’t include your companion in a battle and later wish to do so, you can call your companion with a quick action.  At the start of your next turn, your companion either turns up at your side, or runs in from some offstage angle if you have a convincing story for why it wasn’t alongside you to begin with.  Once you’ve called your dark companion to fight alongside you in a battle, it’s not available for the next battle after that. Unlike most all our other powers, this limitation applies between full heal-ups, between adventures, and even between gaining levels. Consequently, it’s entirely possible that you may decide to have your dark companion miss two battles in a row. That may sound crazy, but if there’s an easy-looking battle and you have reason to believe the next battle will be extremely tough, you might keep your dark companion in reserve, hoping to be able to call on it when you really need it, in the big battle that appears to be coming.  Additionally it will make demands in terms of sacrifice.  One enemy it fights must be left whole and untouched for it to devour, whether or not that enemy is dead at the end of the fight.  If you do not, it will not reappear until you purposefully sacrifice a living being to it.

ACTIONS
Your dark companion acts on your initiative turn. Each type of dark companion specifies whether it acts before you or after
you on your turn; we’re cutting down on the amount of time you spend figuring out your turn by cutting out the choice of when to use your companion’s turn. Your dark companion moves and attacks like a PC: it gets a move action and a standard action. For everyone’s sanity, you should generally avoid giving the shadow a quick action. If you have powers that care about the first time you attack an enemy, an attack by your dark companion counts as your attack.

COMPANION HARM
Your dark companion can be healed like an ally. If it gets healed without you being healed, it uses one of your recoveries.
The better option is to use a recovery to heal yourself: when you use a recovery while next to your dark companion (including
being engaged with the same enemy), your dark companion can also heal using a free recovery. Instead of dying like a monster or NPC at 0 hp, your dark companion follows PC rules for falling unconscious at 0 hp and 'dying' after four failed death saves or when its negative hit points equal half its normal hit points. In reality it's not dead so much as discorporated and sent back where it came from.  If your dark companion 'dies', you can summon another one at the next battle, but it will be one level lower than a dark companion would normally be until the end of that battle.

STATS & LEVELS
For simplicity’s sake, we play that each dark companion has roughly the same stats as listed below. As you’ll see, there’s a
touch of customization possible in the defenses for each stat block, but if that’s not enough for you, tinker it up.
Your fark companion is always one level lower than you. As a 1st level Hexblade, you’ll have a level 0 dark companion. Once you gain a level, your dark companion rises to 1st level. A kind GM might allow you to raise your dark companion’s level early
by using an incremental advance. On top of the base stats, each type of animal has a supernaturally appropriate power or advantage.

COMPANION BONUSES
Each type of dark companion is a little different.

Dark Shadow
Acts: before hexblade
Advantage: Iff the dark companion hits on a natural 18+, it becomes invisible until it's next attack.

Grasping Shadow
Acts: after hexblade
Advantage: On a natural even hit, your dark companions target is grabbed.

Growing Shadow
Acts: after hexblade
Advantage: The companion gains temporary hit points equal to its level each time it hits with an attack.
Champion Feat: The temporary hit points increase to double its level.

Spectral Shadow
Acts: after hexblade
Advantage: The companion also deals ongoing negative energy damage equal to twice your level on a natural attack roll of 18+.
Champion Feat: The ongoing damage is three times your level instead.
Epic Feat: The ongoing damage is four times your level instead.

Swift Shadow
Acts: before hexblade
Advantage: The companion’s crit range expands by 2 against enemies with lower initiative.

Untethered Shadow
Acts: before hexblade
Advantage: It flies. So drop its melee damage die by one size (d6 at level 0).


BASELINE STATS
Use the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you.
Generally your companion’s Physical Defense should be higher than its Mental Defense, but you could flip that if you have a
good explanation (it is supernatural after all).

Level 0 Dark Companion
Attack +5 vs. AC
Damage d8
AC 16
PD (or MD) 14
MD (or PD) 10
HP 20 (10)

Level 1 Dark Companion
Attack +6 vs. AC
Damage d10
AC 17
PD (or MD) 15
MD (or PD) 11
HP 27 (13)

Level 2 Dark Companion
Attack +7 vs. AC
Damage 2d6
AC 18
PD (or MD) 16
MD (or PD) 12
HP 36 (18)

Level 3 Dark Companion
Attack +9 vs. AC
Damage 3d6
AC 19
PD (or MD) 17
MD (or PD) 13
HP 45 (22)

Level 4 Dark Companion
Attack +10 vs. AC
Damage 4d6
AC 21
PD (or MD) 19
MD (or PD) 15
HP 54 (27)
 
Level 5 Dark Companion
Attack +11 vs. AC
Damage 5d6
AC 22
PD (or MD) 20
MD (or PD) 16
HP 72 (36)

Level 6 Dark Companion
Attack +13 vs. AC
Damage 6d6
AC 23
PD (or MD) 21
MD (or PD) 17
HP 90 (45)

Level 7 Dark Companion
Attack +14 vs. AC
Damage 7d6
AC 25
PD (or MD) 23
MD (or PD) 19
HP 108 (54)

Level 8 Dark Companion
Attack +15 vs. AC
Damage 8d6
AC 26
PD (or MD) 24
MD (or PD) 20
HP 144 (72)

Level 9 Dark Companion
Attack +17 vs. AC
Damage 9d6
AC 27
PD (or MD) 25
MD (or PD) 21
HP 180 (90)

Level 10 Dark Companion
Attack +18 vs. AC
Damage 10d6
AC 28
PD (or MD) 26
MD (or PD) 22
HP 216 (108)

DARK COMPANION FEATS
Hexblade dark companion feats are designed so that they do not build on each other. Unlike other feats, you don’t have to take
dark companion feats progressively, one after the other as long as you qualify for the correct tier.
Adventurer Feat: Once per day on a Natural Even Hit, the companions target is vulnerable (attacks vs. it have
crit range expanded by 2) to attacks made on it until the end of your next turn.
Adventurer Feat: Your dark companion heals hit points equal to your Charisma modifier on a natural 18+.
Adventurer Feat: Once per day, your dark companion can attack twice in a round with a standard action.
Adventurer Feat: Your dark companion adds the escalation die to its attacks.
Champion Feat: Once per day on a Natural Even Hit,  unless the companion is staggered, the attack also deals 8 ongoing negative energy damage.
Champion Feat: If the companion rolls a natural 16+, the target is also weakened until the end of its next turn.
Champion Feat: Increase your dark companion’s Physical Defense and Mental Defense by +1.
Epic Feat: Increase your dark companion's level by 1 (yes this is how you get it to 10).
Epic Feat: You may now choose to make your dark companions attacks effect either PD or MD (choose 1 when taking this feat) instead of AC.

DARK COMPANION ADEPT
As an Adept your Dark Companion gains spells it may use to boost itself as a Quick Action.

DARK COMPANION ADEPT LEVEL PROGRESSION
         
Hexblade Level
Daily Spells
Caster Level
111st Level
221st Level
323rd Level
423rd Level
535th Level
635th Level
737th Level
847th Level
949th Level
1049th Level
 

DARK COMPANION SPELLS
You don’t have to choose the spells your companion knows ahead of time. It can cast any spell of it's level or lower, limited only by the number of daily spells it gets. See the level progression chart for the level at which it casts spells. Spells get better when it casts them at higher levels, but some spells lack upgrades at specific levels. Once it casts a particular daily spell, no matter its level, it can’t cast it again until you take your next full heal-up.

BOOST (1st LEVEL)
Close-quarters spell*Quick Action to Cast*Daily
Target: Yourself
Effect:  Until the end of the battle, when you attack an enemy that is engaged with you, increase your melee attack damage dice for that attack by one size, up to a maximum of d12.
5th Level Spell: Your basic melee attacks now deal half damage on a natural even miss.
7th Level Spell: Your basic melee attacks now deal half damage on any miss.

EXTEND POWER (1st LEVEL)
Close-quarters spell*Quick Action to Cast*Daily
Target: Yourself
Effect: You gain 7 temporary hit points.
3rd Level Spell: You now gain 12 temporary hit points.
5th Level Spell: You now gain 20 temporary hit points.
7th Level Spell: You now gain 35 temporary hit points.
9th Level Spell: You now gain 60 temporary hit points.

CLAWS OF DARKNESS (3rd LEVEL)
Close-quarters spell*Quick Action to Cast*Daily
Target: Yourself
Effect: You gain a +2 attack bonus until the end of the battle.
5th Level Spell: Your crit range expands by 2.
9th Level Spell: Your crit range expands by a total of 4.

DARK REVENGE (5th LEVEL)
Close-quarters spell*Quick Action to Cast*Daily
Target: one nearby opponent who has just attacked you or your dark companion
Attack: Charisma + Level vs, MD
Effect: Attacks against your opponent have their crit range expanded by 2.
7th Level Spell: Attacks against your opponent also receive a +4 Bonus.
9th Level Spell: Attacks against your opponent have their crit range expanded by a total of 4.

Power Drain (7th LEVEL)
Close-quarters spell*Quick Action to Cast*Daily
Target: Yourself
Effect: The next target to attack you is hampered until the end of battle.
9th Level Spell: When making saves to end ongoing effects you may roll 2d20 and take the best result.

MERGE (9th LEVEL)
Close-quarters spell*Quick Action to Cast*Daily
Target: Yourself
Effect: For the rest of the battle you lose your dark companion, but gain the following benefits: +6 to all defenses, increase the damage die of your base attacks by one (i.e. a d6 becomes a d8), and resist damage 16+.  When this spell is cast all ongoing effects on your person end as if you had made a successful save. 
« Last Edit: September 25, 2017, 10:41:47 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #32 on: May 09, 2016, 01:50:13 AM »
EVIL EYE
You gain a powerful Curse you can unleash upon opponents you can see. 

EVIL EYE INITIATE LEVEL PROGRESSION
         
Hexblade Level
Daily Cursess
Curse Variants Known
11x
21x
311
411
521
621
721
822
922
1022

EVIL EYE ADEPT LEVEL PROGRESSION
         
Hexblade Level
Daily Curses
Curse Variants Known
1At-will1
2At-will2
3At-will3
4At-will3
5At-will4
6At-will4
7At-will4
8At-will5
9At-will5
10At-will5

HEXBLADE'S CURSE
Ranged Attack*Daily for Evil Eye initiates (1 or 2 uses), At-Will for Evil Eye adepts
Target: One Enemy
Attack: Charisma + Level vs. AC
Hit: 1d8 damage per level + Charisma negative energy damage
Miss: Damage equal to your level
Adventurer Feat: For Initiates and Adepts your Curse now does damage equal to your Level on a miss.  If you are an Adept, you may now use two Curse Variants at once
Champion Feat: If you are an Adept, you can now use three Curse Variants at once.
Epic Feat: Your Curse now does ongoing damage equal to your Level.

CURSE VARIANTS
Curse variants are additional effects that add on to your curse attack.  When you roll initiative for combat decide which Curse Variant you will use for the duration of that battle.  You may normally only use one Variant per Curse attack, but Feats can change that.  You may select any of the following Variants at first level, and choose which ones you know at every full heal-up.

CURSE OF DISEASE
Daily, or Recharge 16+ for Adepts
Initiate Effect: If your curse targets a mook, all members of the mook mob have a -2 penalty to attack rolls and damage for the rest of the battle. 
Adept Effect: Once per turn as a Quick Action you may "spread" the curse, inflicting it's penalty on a nearby non-mook enemy.  You can only do this if you have first successfully cursed a mook mob.
Adventurer Feat: The penalty is now -4.
Champion Feat: The mook mobs AC is now lowered by 2.
Epic Feat: Until the first time it recharges each day, curse of disease is recharge 11+ instead of recharge 16+ for adepts.

CURSE OF FUTILITY
Daily, or Recharge 16+ for Adepts
Initiate Effect: Until the end of battle, the targets AC and PD is lowered by 2.
Adept Effect: As the Initiate Effect, plus whenever an opponent you have successfully used this curse on attacks you he must roll 2d20 and take the lesser of the two rolls.
Adventurer Feat: Once per battle when an opponent you have successfully used this curse on attacks you and misses you may use a recovery.
Champion Feat: The penalty is now -3.
Epic Feat: The recovery you gain via the adventurer feat is now free.

CURSE OF IMPAIRMENT
Daily, or Recharge 16+ for Adepts
Initiate Effect: Until the end of the battle the target of your curse reduces the crit range of his attacks by 2, to a minimum of 0 (i.e. he can't perform crits at all).
Adept Effect: As the initiate effect, plus he takes a -2 penalty to AC and PD.
Adventurer Feat: If anything attacks the target of your curse he takes a -1 penalty to attack rolls for the duration of the battle.
Champion Feat: If anything successfully critically hits the target of your curse, he is hampered for the rest of the battle.
Epic Feat: Until the first time it recharges each day, curse of impairment is recharge 11+ instead of recharge 16+ for adepts.

CURSE OF MISFORTUNE
Daily, or Recharge 16+ for Adepts
Initiate Effect: Until the end of battle, if your cursed opponent rolls a 19+, it must reroll the attack, and the crit range of attacks is reduced by 2.
Adept Effect:As the Initiate effects, but the damage of your curse increases to 1d10 per level.
Adventurer Feat: The target also gains a -2 to all attack rolls.
Champion Feat: If your target disengages from you and moves to attack another target, it must reroll it's first successful attack.

CURSE OF PARALYSIS
Daily, or Recharge 16+ for Adepts
Initiate Effect: Until the end of the battle, when your target fails a disengage check, you or a nearby ally can make an opportunity attack against it. In addition, your natural even curse attack rolls that would normally deal damage equal
to your level deal half damage instead.
Adept Effect: As the initiate effect, but the target also gains a -2 penalty to PD and MD.
Adventurer Feat: If the target tries to disengage from you it takes a penalty to the roll equal to your Charisma modifier.
Champion Feat: The penalty to PD and MD is now -3.
Epic Feat: Until the first time it recharges each day, curse of paralysis is recharge 11+ instead of recharge 16+ for adepts.

CURSE OF SLOTH
Daily, or Recharge 16+ for Adepts
Initiate Effect: Until the end of the battle, when the target misses you or an ally with a melee attack and rolls a natural 1–4, you (or the ally) can make an opportunity attack against them.
Adept Effect: As the initiate effect, plus you gain a +5 Bonus to disengage from your cursed foe, as well as on saving throws made by his attacks.

CURSE OF WEAKNESS
Daily, or Recharge 16+ for Adepts
Initiate Effect: Until the end of battle, your cursed opponent rolls one die less when rolling for damage (mooks have their damage halved) against you.
Adept Effect: As the Initiate effect, plus the target of your curse gains a -2 on all attack rolls against you.
Adventurer Feat: Your opponent now rolls 2 less dice on damage rolls (always does a minimum of 1 point of damage).  Mooks have their damage quartered.
Champion Feat: Your opponent now rolls 3 less dice on damage rolls (always does a minimum of 1 point of damage).  Mooks now do 1 point per hit.
Epic Feat: Until the first time it recharges each day, Curse of Weakness is recharge 11+ instead of recharge 16+ for adepts.


NECROMANTIC CASTER
If you want to summon undead and cast other spells that draw on the raw magic of death, this talent provides many powerful daily spells and access to at-will spells through feats. Other than a few at-will spells gained through taking necromantic mastery feats, all of the Necromantic Caster spells are daily spells.  You may choose any Daily spells listed for the Necromancer (see 13 True Ways, starting at page 85).  As you’ll see from the level progression chart, you gain daily spells as you rise in level. Like a wizard or cleric, you choose the Necromantic Caster spells you will be able to cast after
each full heal-up.  Unlike the Necromancer your spells are based on Charisma instead of intelligence.
   Necromantic mastery feats: You can choose any of the feats listed below as well as the Feats listed by each Necromancer spell in 13 True Ways. The adventurer-tier feats for the Necromantic mastery provide access to at-will attack spells. You cast these at-will spells at your current level or one level below (when you’re at even levels). The champion-tier feats provide benefits that apply to all undead you summon. The epic-tier feats turn the first daily spell you cast
into a recharge 16+ after battle spell.
     Single talent initiate vs. double-talent adept: Necromantic Caster initiates are limited in two ways compared to Necromantic Caster adepts. First, as shown by the level progression chart, an initiate casts fewer daily spells. Second, Necromantic Caster initiates can only use a single summon undead spell each day. Necromantic Caster adepts can use two different summon undead spells each day. Otherwise, Necromantic Caster initiates and adepts play by the same rules, including being able to take the Necromantic Mastery feats that provide at-will spell attacks and other benefits.
Adventurer Feat: You gain the Death's Gauntlet spell listed on page 85 of 13 True Ways.
Champion Feat: You may add your Charisma Modifier to the damage done by Undead you summon.
Epic Feat: The first daily Necromancy spell you cast each day is now a recharge 16+ after battle spell for the rest of the day.

NECROMANTIC CASTER INITIATE LEVEL PROGRESSION
                  
Hexblade Level
1st Level
3rd Level
5th Level
7th Level
9th Level
11xxxx
21xxxx
3x1xxx
411xxx
5x11xx
6xx2xx
7xx11x
8xx12x
9xxx21
10xxx12

NECROMANTIC CASTER ADEPT LEVEL PROGRESSION
                  
Hexblade Level
1st Level
3rd Level
5th Level
7th Level
9th Level
11xxxx
22xxxx
312xxx
4x3xxx
5x22xx
6x13xx
7xx32x
8xx14x
9xxx33
10xxx23


SORCEROUS CASTER
This is the talent for Hexbladess who want to play up their attunement with a specific Icon.
     The five Icons: There are five different Icons you may choose to ally yourself with: the Archmage, the Diabolist, the Lich King, the Prince of Shadows or The Three.  Those allied to the Lich King choose the Necromantic Caster Talent, while the others choose this one.  You may must choose Icons you have a positive connection to, and they cannot be Icons opposed to one another.
     Sorcerous caster mechanics: At-will or once-per-battle spells provided by sorcerous caster adventurer feats are like other at-will spells or once-per-battle spells. You cast these at-will spells at your current level or one level below (when you’re at even levels). As indicated in the Sorcerous Caster Progression chart, at any given level you can also cast a certain number of daily spells. You don’t have to choose them or memorize them like wizard spells, cleric spells, or the spells from other Hexblade talents. You always cast these spells at your current level (for example, a 5th level caster casts their spells at 5th level). The not-as-good news is that these spells are daily spells.  You use Charisma for your spellcasting regardless of which spell list your spells come from.

SORCEROUS CASTER INITIATE LEVEL PROGRESSION
         
Hexblade Level
Daily Spells
Caster Level
111st Level
211st Level
323rd Level
423rd Level
525th Level
635th Level
737th Level
837th Level
939th Level
1039th Level

SORCEROUS CASTER ADEPT LEVEL PROGRESSION
         
Hexblade Level
Daily Spells
Caster Level
111st Level
221st Level
333rd Level
443rd Level
555th Level
655th Level
767th Level
867th Level
979th Level
1079th Level

THE ARCHMAGE
You can cast the following spells listed under Sorcerer or Wizard in the 13th Age core book: 1st Level: Charm Person, 3rd Level: Teleport Shield, 5th Level: Dimension Door, 7th Level: Transfer Enchantment.
Adventurer Feat: You gain the Shield spell listed on page 154 of the 13th Age core book.
Champion Feat: Once per day you gain a Bonus Action after casting Dimension Door.
Epic Feat: You can now cast one bonus daily Archmage spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

THE DIABOLIST
You can cast the following spells listed under Cleric, Sorcerer or Wizard in the 13th Age core book: 1st Level: Trace of Corruption (see Chaos Mage in 13 True Ways), 3rd Level: Cause Fear, 5th Level: Denial, 7th Level: Touch of Evil.
Adventurer Feat: You gain the Burning Hands spell listed on page 139 of the 13th Age core book.
Champion Feat: Once per battle, you can include one enemy engaged with you as an additional target of any attack spell you cast that targets other enemies.
Epic Feat: You can now cast one bonus daily Diabolist spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

THE PRINCE OF SHADOWS
You can cast the following spells listed under Sorcerer or Wizard in the 13th Age core book: 1st Level: Blur, 3rd Level: Confusion, 5th Level: Invisibility, 7th Level: Stolen Faces.
Adventurer Feat: You gain the Scorching Ray spell listed on page 139 of the 13th Age core book.
Champion Feat: Once per day after you have cast Invisibility, you can make one attack.  If that attack is successful, your Invisibility spell doesn't end,
Epic Feat: You can now cast one bonus daily Prince of Shadows spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

THE THREE
You can cast the following spells listed under Sorcerer in the 13th Age core book: 1st Level: Breath of the White, 3rd Level: Breath of the Green, 5th Level: Breath of the Black, 7th Level: Breath of the Blue.  Like the Sorcerer you can only use 1 breath weapon at a time.
Adventurer Feat: You gain the Twisted Beam spell listed on page 28 of the 13 True Ways book.
Champion Feat: Once per day, turn a failed breath weapon re-use roll into a success.
Epic Feat: You can now cast one bonus daily The Three spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.


SURVIVOR
Hexblades with the Survivor Talent gain the same benefits, Adepts can just use them more often (and get a few more benefits). 
Adventurer Feat: If you’re a Survivor initiate, you gain a daily use of the second chance spell. If you’re a Survivor adept, you instead gain a once-per-battle use of the second chance spell.
Champion Feat: You gain an additional daily use of Aura.
Epic Feat: Once per day whenever you cast Second Chance, and succeed on the roll, you may use a free recovery.

SURVIVOR INITIATE LEVEL PROGRESSION
            
Hexblade Level
Per Battle Aura Spells
Per Day Aura Spells
Daily Second Chance Spells
111x
211x
311x
411x
5111
6111
7121
8121
9122
10122


SURVIVOR ADEPT LEVEL PROGRESSION
            
Hexblade Level
Per Battle Aura Spells
Per Day Aura Spells
Daily Second Chance Spells
1111
2111
3211
4211
5221
6221
7222
8222
9232
10233

AURA
Close-quarters spell*Quick Action to Cast*Special: See Level Progression chart for usage per battle/day
Target: Yourself
Effect: You gain resist damage 12+, until two attacks have had their damage halved by this effect.
Champion Feat: Your damage resistance increases to 14+.
Epic Feat: Your damage resistance increases to 16+.
Special: You can only have one Aura spell cast on yourself at a time.  A second spell cast cancels the first.

SECOND CHANCE
Close-quarters spell*Quick Action to Cast*Special: See Level Progression chart for number of uses
Target: Yourself
Effect: Reroll any failed saving throw or death save with a +4 Bonus to the roll.
« Last Edit: May 24, 2016, 02:05:52 AM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #33 on: March 27, 2017, 01:26:49 AM »
VINDICATOR


   
"Hello John.  You don't know me, but I was hired by someone to have a word with you.  You killed a young girl a few towns back after ... doing things to her.  Her ghost found me John, and I am bound to her service to avenge her losses.  No sense in asking for mercy or screaming for help.  There was none for her, and the Dead will ensure there is none for you.  You made this choice John.  I'm just here to ensure you pay for it."

 Vindicators are an odd offshoot of the Hexblade.  They are still accursed by dark powers, but in this case that power is Death itself.  When the Vindicator approaches the resting place of a dead being who needs revenge, their spirit will approach him and demand satisfaction.  In most cases the Vindicator is compelled to accept. 

MAKING A VINDICATOR
 In many ways you may actually be a liability to a party if you're honest about what you are.  Make sure you're able to fast talk or fight your way out of tough spots.  Try not to alienate the party though.  Marked individuals often hire bodyguards who aren't marked, and you aren't quite as devastating to them.
 Abilities: You're fairly free as none of your abilities require a specific ability modifier, so it's best to load up on physical scores so as to be ready for all the fighting you inevitably do.  Wis may come in handy if you want to resist pleas for help, and Cha may be necessary to talk your way out of trouble.
 Races: Races with a strong tendency towards neutrality often produce Vindicators.  There seem to be an unusual number of them present among humans as well.
 Alignment: Almost all Vindicators are Neutral, and few are Chaotic.  They aren't often Good due to the things life requires of them, but they aren't wholly Evil either, as their position requires some sympathy for the victims of the world.
 Starting Gold: Same as Paladin
 Starting Age: Same as Paladin

Class Skills
 The Vindicator's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (local) (Int), Knowledge (religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Vindicator's Quest
2. +1    +3     +0     +3    Strength of Spirit
3. +2    +3     +1     +3    Mettle
4. +3    +4     +1     +4    Diplomacy of the Dead
5. +3    +4     +1     +4    Vindicator's Quest, Bonus Feat
6. +4    +5     +2     +5    Otherworldly Cohort
7. +5    +5     +2     +5    Death Proof
8. +6    +6     +2     +6   
9. +6    +6     +3     +6    Vindicator's Quest
10.+7    +7     +3     +7    Bonus Feat
11.+8    +7     +3     +7   
12.+9    +8     +4     +8    Aura of Terror
13.+9    +8     +4     +8    Vindicator's Quest
14.+10   +9     +4     +9   
15.+11   +9     +5     +9    Bonus Feat
16.+12   +10    +5     +10   Aura of Terror
17.+12   +10    +5     +10    Vindicator's Quest
18.+13   +11    +6     +11   
19.+14   +11    +6     +11    Death Proof
20.+15   +12    +6     +12   Vindicator's Quest, Bonus Feat, Aura of Terror

Weapon Proficiencies: Vindicators are proficient with Simple and Martial Weapons, and with all Armor and Shields (except Tower Shields.

Vindicator's Quest (Su): At 1st Level, you are bound to the Dead.  When you approached the resting place or murder site of an individual who has been greatly wronged, they will manifest and demand justice.  Examples of greatly wronged are murder, beaten and left for dead, torture, execution for a crime they weren't guilty of, etc.  If you accept their plea, you effectively are under a form of Lesser Geas to track down and do to their murderer what he did to them (or at least kill him if circumstances prevent that).  Forces preventing you from performing your quest do not bring penalties, but actively ignoring it still does.  You can be bound to as many Dead as one fifth your Vindicator Level at any given time, and so long as you are pursuing one of their murderers you take no penalties.  Some quests can be complicated.  For example if the Dead client was murdered by an individual, that individuals murder settles the score.  If it's discovered there was a conspiracy, then all the conspirators must be rooted out and put paid to.

To make this easier, the Dead Mark your target.  It's not visible per se, you just "know" this individual is your target, and if he is not present, then you always know what direction he/they are in.  Until you kill him he effectively has a -1 penalty on attack rolls, saves, ability checks, and skill checks.  This is an untyped penalty that does not stack with itself, but does with other penalties.  A Vindicator can refuse a plea for help from the Dead, but he must make a Check (1d20 plus your Vindicator Level plus your Wis Modifier) with a DC of 20 to do so.  The Save DC increases by  +1 for each time you succeed, resetting when you finally fail.  Effectively you can only ignore the pleas of the Dead for so long.  Once a Vindicator has accepted a Quest, the Dead will not plead their case to another unless he fails.  Thus the target does not gain cumulative Marks.

Beginning at 5th Level, the Penalty Marked opponents suffer increases to -2, and now applies to Initiative Checks as well.

Beginning at 9th Level the Dead whisper to you.  You may now roll a Check with any Skill, even untrained.  You gain a +1 Bonus to Skill Checks as well.

Beginning at 13th, the Penalty Marked opponents suffer increases to -4, and now applies to damage rolls as well.

Beginning at 17th the Bonus you receive to Skill Checks improves to +2.

Beginning at 20th the Penalty Marked opponents receive now also applies to the Save DC's of their spells or abilities.  For example if they have an ability requiring a DC 20 Save, it's only DC 16 once they've been marked.

Strength of Spirit (Su): At 2nd Level and higher, the Vindicator gains a +2 Resistance Bonus on all Saving Throws.

Mettle (Ex): At 3rd level and higher, a Vindicator can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Vindicator does not gain the benefit of mettle.

Diplomacy of the Dead (Ex): Beginning at 4th Level, the Undead are automatically Friendly towards you, so long as you or your companions do not insult or attack them.  Even Mindless Undead will not attack you.  In fact some approach you for aid with some task that prevents them from moving on.  Normally they ignore you but if you can succeed on an opposed level check (1d20+ 1/2 Hit Dice plus Cha Modifier) Mindless Undead will temporarily be re-animated by their ghosts.  They will answer questions for 1 minute, but are not necessarily loyal to you, though they will not attack you unless forced out of respect for your position.  If they have a task to move on to the afterlife, and you can accomplish that task, or help them gain revenge their spirit will finally depart for the afterlife.  Unlike Speak with the Dead this actually lets you speak to the deceased themselves, and you don't need a physical body.  You will possibly have to use Bluff or Diplomacy to get answers though.

Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a Vindicator gains a bonus feat, which must be selected from the following list:

Otherworldly Cohort: At 6th Level the Vindicator gains a limited version of the Leadership Feat.  His only follower however is an Undead cohort.  This is generally a Ghost whose CR equals the maximum cohort level.

Death Proof (Ex): At 7th Level you are immune to Ability Drain and Damage.  At 19th Level you are immune to Energy Drain and Death Effects.

Aura of Terror (Su): Beginning at 12th Level, waves of fear seem to roll off of you, and there is something manifestly supernatural about you.  All opponents adjacent to you take a -1 Penalty on all attack and damage rolls, Saving Throws, Skill Checks or Opposed Checks.  This Penalty increases to -2 at Level 16, and -4 at Level 20.  Range of the Aura becomes 10 feet at Level 16, and 30 feet at Level 20.This is a Mind-Affecting Fear Effect, and does not stack with Vindicator's Quest.
 
PLAYING A VINDICATOR
 The Dead deserve justice as much as the living, and you are the embodiment of their will.  Some hail you as a hero, as you have laid many Undead to rest by destroying the people responsible for their torment, or accomplish whatever task requires them to refrain from moving on.  On the other hand, you are a mass murderer, and not everyone believes your 'victims' deserved what they had coming.
 Religion: Vindicators are surprisingly cynical apatheists given their knowledge of the afterlife.  Unlike most, however, they have a better and more comprehensive view of just how much damage religious and political differences can do.  If you do worship a deity, they tend to favor either revenge, justice or redemption.  Mostly revenge.  You've done some pretty bad things in your time in the name of 'clients', so you can't afford Gods who are picky. 
 Other Classes: Oppressed or unliked classes such as Archivists, Dread Necromancers, Rogues, Binders, etc., are more likely to understand or accept you.  Paladins understand your drive for justice, but are horrified by your methods.  Classes with high ethical or moral standards, or that enjoy life and laughter tend to regard you with horror.
 Combat: The murderer of your client is always magically "marked", and they are always a priority unless they have powerful allies you need to put down to get to them.  The rest of the party is there to deal with everything else that crops up, and you act as a backup Fighter for them when not on assignment.
 Advancement: Advancement for you depends on your needs at the time.  Maybe you need to gain a certain ability to defeat a foe to finish a quest.  Maybe you need stealth to hide from your newfound enemies after killing a local Lord.

VINDICATORS IN THE WORLD
"Old Tom walks with ghosts boy.  Keep a distance from him, or you may wind up a Ghost yourself."
 Everyone, no matter how good, assumes you're bad news.  Not everyone thinks you can speak to the Dead.  Many think you're crazy, or are attempting to justify your murders.  Of those who do believe you can speak to the Dead, many of them assume the Dead hate the living, or aren't necessarily truthful with you.  Plus, once it's revealed who you're there to kill, there are the inevitable hurt feelings.  People don't want their loved ones to suffer, even if maybe they are monsters.  Many refuse to believe the person they know could be such a monster.  Then there are the religious, bureaucratic or political problems or power vacuums you may leave behind.  Your appearance always means death and destruction, because both follow you like a flock of crows.  That doesn't earn you any friends.
 Daily Life: If you're on a quest, you're probably doing whatever is necessary to see it through.  If you've finished one, you're probably fleeing the aftermath.
 Notables:
 Organizations: Vindicators often band together in covens for mutual protection, and to exchange news and knowledge.  It's rare that any other organization hires you, because most of them have had to hide bodies at some point. 

NPC Reaction
 You scare the bejesus out of people if they realize what you are.  Your presence promises violence, and also implies there is a killer or worse among them as well.  Even if you're between quests, everyone is glad to see the back of you.  The friends and families of your targets also have a tendency to hunt you down, and while you may obey a higher power, secular law still frowns on what you do.

VINDICATORS IN THE GAME
 This class ties into beliefs about death and morality, which may be uncomfortable to some.  The Vindicators habits of sending targets to the afterlife just as brutally as their victims were sent off really skeeve a lot of people out.  If you aren't a sociopath, years of this life may twist you into one.  Also, the Vindicator may inevitably be roped into pursing a party member depending on how the other PC's behave, or earn them new enemies even if they don't.
 Adaptation: While it can be adapted to fit various campaigns, the Vindicator is meant for a fairly bleak, cynical campaign.  The Vindicator is not necessarily a good guy, and his victims very much aren't.
 Encounters: Vindicators are almost always encountered while on a quest for vengeance.  Sometimes you're encountered in prisons, or on the run from allies of one of your targets.



EPIC VINDICATOR

Hit Die: d8
Skills Points at Each  Level : 4 + int
Vindicator's Quest Beginning at Level 21 and every 4 levels thereafter, the Penalty Marked individuals receive increases by -1.
Aura of Terror Beginning at Level 24 and every 4 levels thereafter, the Penalty from your Aura of Terror increases by -1.
Death Proof Beginning at Level 27, you become Immune to the following: Poison, Paralysis, Disease, Sleep effects, Fatigue/Exhaustion, and Stunning.
Bonus Feats: The Epic Vindicator gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: October 01, 2017, 05:10:04 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #34 on: March 27, 2017, 06:59:19 PM »
VINDICATOR FEATS

Double Tap
There are benefits to both you and your ghostly friend tearing into the same opponent.
Prerequisites: Otherwordly Cohort
Benefits: If both you and your Otherworldly Cohort attack the same opponent in the same round, you gain your Wisdom Modifier as a Bonus on attack and damage rolls, while your Cohort's attacks see their Save DC increase by +2.

Avenging Berserker
The Dead deliberately fuel your anger.
Prerequisites: Vindicator's Quest, Rage
Benefits: Your Vindicator and Barbarian Levels stack for determining the number of times per day you may use your Rage and for determining the abilities gained via your Vindicator's Quest.

Avenging Blade
You have dedicated your sword to vengeance.
Prerequisites: Vindicator's Quest, Insightful Strike
Benefits: Your Vindicator and Swashbuckler Levels stack for determining the abilities gained using your Vindicator's Quest.  The Bonus from your Insightful Strike Class feature is doubled against opponents who are currently Marked by the Dead.

Avenging Partisan
Like most Crusaders, you have a cause.
Prerequisites: Vindicator's Quest, Zealous Surge
Benefits: Your Vindicator and Crusader Levels stack for purposes of determining your Initiator Level and the abilities gained via your Vindicator's Quest.  They also stack for purposes of how much damage you can have in your Steely Resolve pool.

Avenging Reave
You were a simple forest ranger, until the Dead called to you.
Prerequisites: Vindicator's Quest, Favored Enemy
Benefits: Your Vindicator and Ranger Levels stack for determining the abilities you gain via your Vindicator's Quest, and for purposes of determining your Favored Enemies.

Greater Avenging Berserker
The Dead deliberately fuel your anger.
Prerequisites: Vindicator's Quest, Rage
Benefits: Your DR from your Barbarian Levels increases by +5 against Marked opponents.  For example if you were DR 1/-, you are now DR 6/-.  If you do not have DR yet, you gain DR 5/-.

Greater Avenging Blade
You have dedicated your sword to vengeance.
Prerequisites: Vindicator's Quest, Insightful Strike
Benefits: If you successfully confirm a critical hit on a Marked opponent, you do mass damage and he takes one point of temporary Str damage instead of the usual damage.

Greater Avenging Partisan
Like most Crusaders, you have a cause.
Prerequisites: Vindicator's Quest, Zealous Surge
Benefits: When you successfully use a Maneuver that requires a Saving Throw on a Marked Opponent, the Save DC of the Maneuver by +2 (this stacks with Feats that also increase the Save DC of Maneuvers).

Greater Avenging Reave
You were a simple forest ranger, until the Dead called to you.
Prerequisites: Vindicator's Quest, Favored Enemy
Benefits: If your opponent is either a Favored Enemy or Marked, the Critical Threat Range increases by 1 (i.e. if it normally threatened a critical on a 20, it now does so on a 19-20).  If the opponent is both, the Critical Threat Range increases by 2.

Greater Diplomacy of the Dead
Prerequisites: Improved Diplomacy of the Dead.
Benefits: You may cast Commune 1/day as a Spell-Like Ability.

Greater Quest
Prerequisites: Improved Quest
Benefits: You may now forego your Skill Bonus from Vindicator's Quest for 24 hours and replace it with any Exceptional Class Ability from any Class.  This must be an ability available to a sample of that class equal to half your Vindicator Level.  For example, if you are a 12th Level Vindicator, you could pick any ability of 6th Level or below from another class.  You cannot use this to gain Maneuvers, cast spells or manifest powers.

Greater Whispers of the Dead
Prerequisites: Improved Whispers of the Dead
Benefits: The Bonus to Skill, Ability and Initiative Checks now increases by +2.

Improved Diplomacy of the Dead
Prerequisites: Vindicator Level 6
Benefits: You may cast Speak With Dead 1/day as a Spell-Like Ability.  Not all the Dead have reasons to rise up and speak to you, and this can be a helpful source of information.

Improved Quest
Prerequisites: Vindicator, 9th Level
Benefits: The Dead can now give more than advice.  Instead of using the Bonus to Skill Checks you gain from Vindicator's Quest, you may switch it to any other type of roll once per round as a Swift Action.

Improved Whispers of the Dead
Prerequisites: Vindicator, 9th Level
Benefits: The Bonus you gain to Skill Checks from Vindicator's Quest now also can be used for ability and Initiative Checks.

Smite Mark
Prerequisites: Vindicator, 6th Level
Benefits: When successfully attacking a Marked opponent you do +1d6 damage.  This can be taken multiple times, increasing the damage by 1d6 each time.

Smite the Terrified
Prerequisites: Smite Mark, Aura of Terror
Benefits: When successfully attacking an opponent subjected to your Aura of Terror you do +1d6 damage.  This can be taken multiple times, increasing the damage by 1d6 each time.

EPIC VINDICATOR FEATS

Epic Aura of Terror
Prerequisites: Aura of Terror (-4)
Benefits: Unless they have Divine Rank or an Epic Level ability that makes them immune to Mind-Affecting Effects or Fear Effects, opponents suffer the penalties from your Aura of Terror even if they would normally be immune.

Epic Strength of Spirit
Prerequisites: Strength of Spirit, Mettle
Benefits: Your Bonus on Saving Throws increases to +4.
« Last Edit: October 01, 2017, 05:14:41 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #35 on: April 05, 2017, 06:24:34 PM »
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), Knowledge (Arcana) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Spellcraft (Int) and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Elicitations, Bonus Effect
2. +1    +0     +0     +3    Modifier
3. +2    +1     +1     +3    Bonus Effect
4. +3    +1     +1     +4    Modifier
5. +3    +1     +1     +4    Elicitations
6. +4    +2     +2     +5    Bonus Effect
7. +5    +2     +2     +5    Modifier
8. +6    +2     +2     +6    Bonus Effect
9. +6    +3     +3     +6    Modifier
10.+7    +3     +3     +7    Elicitations
11.+8    +3     +3     +7    Bonus Effect
12.+9    +4     +4     +8    Modifier
13.+9    +4     +4     +8    Bonus Effect
14.+10   +4     +4     +9    Modifier
15.+11   +5     +5     +9    Elicitations
16.+12   +5     +5     +10   Bonus Effect
17.+12   +5     +5     +10    Modifier
18.+13   +6     +6     +11    Bonus Effect
19.+14   +6     +6     +11    Modifier
20.+15   +6     +6     +12   Elicitations

Weapon Proficiencies: Hexblades are proficient with Simple and Martial Weapons and Light and Medium Armor.
 
Elicitations (Sp): Elicitations are Spell-Like Abilities the Hexblade has practiced daily, to the point he can cast them at will.  He begins with the Curse Elicitation, and gains another one at Levels 5, 10, 15, and 20.  The Effective Spell Level of an Elicitation depends on the characters Level.  From 1st-3rd Level Elicitations are the equivalent of a 1st Level spell.  From 4th-5th Level they are the equivalent of a 2nd Level Spell.  From 6th-7th Level they are the equivalent of a 3rd Level Spell.  From 8th-9th Level they are the equivalent of a 4th Level Spell.  From 10th-11th Level they are the equivalent of a 5th Level Spell.  From 12th-13th Level they are the equivalent of a 6th Level Spell.  From 14th-15th Level they are the equivalent of a 7th Level Spell.  From 16th-17th Level they are the equivalent of a 8th Level Spell.  From 18th-20th Level they are the equivalent of a 9th Level Spell.  The Save DC if required is 10 plus the equivalent spell Level plus your Charisma Modifier.  Note that though they are Spell-Like Abilities, Elicitations do not qualify for Feats that affect SLA's, such as Maximize Spell-Like Ability.

Bonus Effect (Su): At Levels 1, 3, 6, 8, 11, 13, 16, and 18 the Hexblade may choose a new Bonus Effect whose prerequisites he meets.  Each time he uses an Elicitation he may choose to add a Bonus Effect.  If the opponent fails the Save (if any) against the Elicitation he suffers an additional effect specified in the Bonus effect.  Only one Bonus effect may be applied to an Elicitation per round.  If the Elicitation does not require a Save then the opponent must make a Saving Throw against the Bonus Effect if one is required.  The Save DC is 10 plus the equivalent spell Level of your Elicitation plus your Charisma Modifier.  The amount of time the Bonus Effect lasts depends on the Elicitations effective caster level: 1st-5th: 1 round, 6th-10th: 1d4 rounds, 11th-15th: 2d4 rounds, 16-20th: lasts the duration of the encounter.

Modifier (Su): At Levels 2, 4, 7, 9, 12, 14, 17, and 19 the Hexblade  may choose a new Modifier whose prerequisites he meets.   Modifiers for Elicitations are similar to Metamagic Feats for Spells.  They modify the Elicitation in some way.  Only one Modifier may be applied to an Elicitation per round.
 
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 : 4 + int
Elicitations At Level 25 and every 5 Levels thereafter the Hexblade gains a new Elicitation.
Bonus Effects At Level 22 and every 2 Levels thereafter the Hexblade gains a new Bonus Effect.
Modifiers At Level 23 and every 2 Levels thereafter the Hexblade gains a new Modifier.
Bonus Feats: The Epic Hexblade gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: April 05, 2017, 06:38:22 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #36 on: April 05, 2017, 06:42:55 PM »
ELICITATIONS

Please note that all Elicitations are Spell-Like Abilities.  They do not have components


Barrier
Abjuration
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level

Barrier can be used to create a variety of effects, and you can have a maximum number of Barrier elicitations cast upon yourself at any one time equal to your Charisma Modifier (each must be used for a different effect, this Elicitation does not stack with itself).  At 1st Level you can choose one of the following:

Gain a +2 Deflection Bonus to AC
Attacks against you have a 10% miss chance
Either Melee OR Ranged attacks against you suffer a 20% miss chance
+2 Resistance Bonus on all Saving Throws
Spell Resistance 11

At 4th Level you can choose from the following: Spell Resistance 14

At 6th Level you can choose from the following: Gain a +4 Deflection Bonus to AC
Attacks against you have a 15% miss chance
Either Melee OR Ranged attacks against you suffer a 30% miss chance
+3 Resistance Bonus on all Saving Throws
Spell Resistance 16

At 8th Level you can choose from the following: Spell Resistance 18

At 10th Level you can choose from the following: Gain a +6 Deflection Bonus to AC
Attacks against you have a 20% miss chance
Either Melee OR Ranged attacks against you suffer a 40% miss chance
+4 Resistance Bonus on all Saving Throws
Spell Resistance 20

At 12th Level you can choose from the following: Spell Resistance 22

At 14th Level you can choose from the following: Gain a +8 Deflection Bonus to AC
Attacks against you have a 25% miss chance
Either Melee OR Ranged attacks against you suffer a 50% miss chance
+5 Resistance Bonus on all Saving Throws
Spell Resistance 24

At 16th Level you can choose from the following: Spell Resistance 26

At 18th Level you can choose from the following: Gain a +10 Deflection Bonus to AC
Attacks against you have a 30% miss chance
Either Melee OR Ranged attacks against you suffer a 60% miss chance
+4 Resistance Bonus on all Saving Throws
Spell Resistance 28

At 20th Level you can choose from the following: Spell Resistance 30

At 20th Level duration lasts for 1 Minute.


Cloud
Evocation or Conjuration (see text)
Casting Time: 1 Standard Acton
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level (D)
Saving Throw: Choose one Saving Throw (Fort, Ref, or Will) when you gain this Elicitation, opponents are allowed that Save to negate
Spell Resistance: Yes

A bank of fog/smoke billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The elicitation does not function underwater.  Beginning at 4th Level the Cloud Elicitations range extends to Medium (100 ft. + 10 ft./level).  Bonus Effects applied to a Cloud Elicitation last for as long as an opponent remains within the cloud.  At 4th Level it also lasts for 1 round after they exit the Cloud (this increases to 1d4 rounds at Level 8).


Curse
Necromancy
Casting Time: 1 Standard Acton
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Choose one Saving Throw (Fort, Ref, or Will) when you gain this Elicitation, opponents are allowed that Save for partial effect
Spell Resistance: Yes

When you touch an opponent he takes 1d6 negative energy damage per caster level (Max d6 is equal to caster level), and select Bonus Effects are more powerful when used with this elicitation (See Bonus Effects below).


Enthrall
Enchantment (also gains the descriptors of any spell it mimics)
Casting Time: 1 Standard Acton (but see text)
Range: Close (25 ft. + 5 ft./2 levels) (but see text)
Target: 1 Creature (but see text)
Duration: Instantaneous (but see text)
Saving Throw: Will Negates (but see text)
Spell Resistance: Yes (but see text)

At first Level the effects of this Elicitation are the same as the Charm Person spell.

At 4th Level you may instead duplicate the effects of a Suggestion spell.

At 6th Level you may instead duplicate the effects of a Charm Monster spell.

At 8th Level you may instead duplicate the effects of a Dominate Person spell.

At 10th Level you may instead duplicate the effects of a Hold Monster spell.

At 12th Level you may instead duplicate the effects of a Geas/Quest spell.

At 16th Level you may instead duplicate the effects of a Demand spell.

At 18th Level you may instead duplicate the effects of a Dominate Monster spell.


Obfuscate
Illusion (Glamer)
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level

At first Level the effects of this Elicitation are the same as the Disguise Self spell.

At 4th Level you may instead duplicate the effects of a Invisibility spell.

At 6th Level you may instead duplicate the effects of a Misdirection spell.

At 8th Level you may instead duplicate the effects of a Greater Invisibility spell.

At 18th Level you may instead duplicate the effects of a Superior Invisibility spell.

Phantasm
Illusion (Phantasm)(Mind-Affecting)
Casting Time: 1 Standard Acton (but see text)
Range: Close (25 ft. + 5 ft./2 levels) (but see text)
Target: 1 Creature (but see text)
Duration: Instantaneous (but see text)
Saving Throw: Will Negates (but see text)
Spell Resistance: Yes (but see text)

At first Level the effects of this Elicitation are the same as the Phantom Threat spell.

At 4th Level you may instead duplicate the effects of a Phantom Foe spell.

At 6th Level you may instead duplicate the effects of a Phantasmal Strangler spell.

At 8th Level you may instead duplicate the effects of a Phantasmal Killer spell.

At 18th Level you may instead duplicate the effects of a Weird spell.


Shroud (Prerequisite: Must be 8th Level Warmage)
Evocation (see text)
Casting Time: 1 Standard Acton
Range: Personal
Target: You
Duration: 1 round/level (D)

A Shroud covers the Warmage in a field of energy or debris, and any opponent attacking him in melee takes 1d6 damage plus 1 per Caster Level (Maximum is +20).  If the attacker has Spell Resistance it applies to this effect.  The Warmage may choose Acid, Bludgeoning, Cold, Fire, Electricity, Non-lethal, Piercing, Slashing or Sonic damage initially.  Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.  In addition you only take half damage from attacks doing the same type of damage your Shroud does.

At 10th Level duration increases to 1 Minute per Level, and it now effects anyone adjacent to you. (Adjacent opponents now get a Save for half damage.  Choose which Save they will use when making this Elicitation). 

At 12th Level the area is a 20 foot emanation centered on you.  Damage increases to 1d6 per caster level (maximum of 15d6).  It also provides Cover for attacks made through it.


Transform Self
Transmutation
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level

Transform Self can be used to create a variety of effects, and you can have a maximum number of Transform Self elicitatios cast upon yourself at any one time equal to your Charisma Modifier (each must be used for a different effect, this Elicitation does not stack with itself).  At 1st Level you can choose one of the following:

Increase your Natural Armor Bonus by +2
Increase/Decrease your Size Category by 1
+4 Enhancement Bonus on any 1 Str or Dex based Skill
+1 Enhancement Bonus on Attack and Damage rolls

At 4th Level you can choose from the following: +4 Enhancement Bonus to either Str, Dex or Con

At 6th Level you can choose from the following: Increase your Natural Armor Bonus by +4
+8 Enhancement Bonus on any 1 Str or Dex based Skill
+4 Enhancement Bonus on any 2 Str or Dex based Skills
+2 Enhancement Bonus on Attack and Damage rolls
Energy Resistance 5 (any one type)
DR 2/Adamantine

At 8th Level you can choose from the following: Increase/Decrease your Size Category by 2
+8 Enhancement Bonus to either Str, Dex or Con
+4 Enhancement Bonus to either Str, Dex or Con (choose two)
Energy Resistance 5 (any two types)
DR 4/Adamantine

At 10th Level you can choose from the following: Increase your Natural Armor Bonus by +8
+12 Enhancement Bonus on any 1 Str or Dex based Skill
+6 Enhancement Bonus on any 2 Str or Dex based Skills
+4 Enhancement Bonus to Str, Dex and Con
DR 6/Adamantine
+4 Enhancement Bonus to Dex, +4 Dodge  Bonus to AC, +4 Enhancement Bonus to Reflex Saves
+4 Enhancement Bonus to Con, +4 Natural Bonus to AC, +4 Enhancement Bonus to Fortitude Saves

At 12th Level you can choose from the following: +3 Enhancement Bonus on Attack and Damage rolls
+12 Enhancement Bonus to either Str, Dex or Con
+6 Enhancement Bonus to either Str, Dex or Con (choose two)
Energy Resistance 10 (any one type)
DR 8/Adamantine

At 14th Level you can choose from the following: Increase your Natural Armor Bonus by +12
+16 Enhancement Bonus on any 1 Str or Dex based Skill
+8 Enhancement Bonus on any 2 Str or Dex based Skills
Increase/Decrease your Size Category by 3
+16 Enhancement Bonus to either Str, Dex or Con
+8 Enhancement Bonus to either Str, Dex or Con (choose two)
+6 Enhancement Bonus to Str, Dex and Con
Energy Resistance 10 (any two types)
DR 10/Adamantine
+6 Enhancement Bonus to Dex, +6 Dodge  Bonus to AC, +6 Enhancement Bonus to Reflex Saves
+6 Enhancement Bonus to Con, +6 Natural Bonus to AC, +6 Enhancement Bonus to Fortitude Saves

At 16th Level you can choose from the following: +4 Enhancement Bonus on Attack and Damage rolls
+8 Enhancement Bonus to Str, Dex and Con
DR 12/Adamantine
+4 Enhancement Bonus to Str, Dex, and Con, a +4 Natural Armor bonus to AC, a +4 Enhancement bonus on Fortitude saves

At 18th Level you can choose from the following: Increase your Natural Armor Bonus by +16
+20 Enhancement Bonus on any 1 Str or Dex based Skill
+10 Enhancement Bonus on any 2 Str or Dex based Skills
+4 Enhancement Bonus on Attack and Damage rolls
+20 Enhancement Bonus to either Str, Dex or Con
+10 Enhancement Bonus to either Str, Dex or Con (choose two)
Energy Resistance 20 (any one type)
DR 14/Adamantine

At 20th Level you can choose from the following: Increase/Decrease your Size Category by 4
+5 Enhancement Bonus on Attack and Damage rolls
+10 Enhancement Bonus to Str, Dex and Con
Energy Resistance 20 (any two types)
DR 16/Adamantine
+10 Enhancement Bonus to Dex, +10 Dodge  Bonus to AC, +10 Enhancement Bonus to Reflex Saves
+10 Enhancement Bonus to Con, +10 Natural Bonus to AC, +10 Enhancement Bonus to Fortitude Saves
+6 Enhancement Bonus to Str, Dex, and Con, a +6 Natural Armor bonus to AC, a +6 Enhancement bonus on Fortitude saves

At 20th Level duration lasts for 1 Minute/Level.


Transform Weapon
Transmutation
Casting Time: 1 Standard Action
Range: Touch
Target: One weapon/level touched
Duration: 1 round/level
Saving Throw: Choose one Saving Throw to negate (harmless, object)
Spell Resistance: Yes (harmless, object)

Transform Weapon temporarily imbues a weapon with magical power.  The options available to you depend on what equivalent spell level the elicitation is, and you may only choose 1 each time you use this elicitation.  When this elicitation is the equivalent of a 1st Level spell you may choose one of the following effects: It becomes a magic weapon with a Bonus Level equal to your (Warmage Level divided by 5, round up), it can become a specific material for purposes of overcoming damage reduction, or you can change it to any weapon of another type.

At 4th Level you gain the following options: it can become a specific Alignment for purposes of overcoming damage reduction, or you can temporarily give it any special ability equivalent to a market price of a +1 weapon or 10,000 GP.
At 8th Level you gain the following options: you can temporarily give it any special ability equivalent to a market price of a +3 weapon or 70,000 GP.

At 5th Level the duration of this elicitation increases to 1 Minute/Level.

At 12th Level you gain the following options: you can temporarily give it any special ability equivalent to a market price of a +5 weapon or 200,000 GP.

Transform Weapon does not stack with itself
« Last Edit: April 05, 2017, 08:16:08 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #37 on: April 05, 2017, 06:55:22 PM »
BONUS EFFECTS (Barrier)

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.
« Last Edit: April 05, 2017, 08:18:21 PM by bhu »

Offline bhu

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Re: Hexblade Luv
« Reply #38 on: April 05, 2017, 06:55:47 PM »
BONUS EFFECTS (Cloud)

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.

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

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

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. 

Entangled If the victim fails a Reflex Save he is Entangled.

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.
 
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.  Prerequisites:

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

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. 
 
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.

Offline bhu

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Re: Hexblade Luv
« Reply #39 on: April 05, 2017, 06:56:11 PM »
BONUS EFFECTS (Curse)

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 If the victim fails a Willpower Save he takes 3 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.  This does 5 points of Ability damage at 10th Level and higher.

(Ability) Drain (Prerequisite: Must know Ability Damage) If the victim fails a Willpower Save he takes 33 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.  This does 5 points of Ability Drain at 10th Level and higher.

Animating Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice, when slain outright by an Animating elicitation, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single elicitation, you can't create more Hit Dice of undead than twice your Warmage level. The standard rules for controlling undead (see animate dead, page 198 of the Player's Handbook) apply to newly created undead gained through this Bonus Effect.  Note that an Elicitation with the Animation effect qualifies as a Necromancy spell for purposes of Corpsecrafter and similar Feats.

Blinded (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Blinded for 1 Minute.  At 10th Level this Bonus Effect lasts for 1 Hour.

Dazed (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Dazed.  At 10th Level this Bonus Effect lasts for 1 additional round.

Deafened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Deafened for 1 Minute.  At 10th Level this Bonus Effect lasts for 1 Hour.

Debilitating (Prerequisite: Must know the Curse Elicitation) If the victim fails a Willpower Save he takes a -3 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.  At 10th Level this Bonus Effect lasts for 1 Minute.

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.  At 10th Level this Bonus Effect lasts for 1 additional round.

Disruption  If the victim fails a Willpower Save the Save DC of one of his Abilities is reduced by 3 (you may choose from Exceptional, Spell-Like or Supernatural Abilities).  This Bonus Effect may be chosen multiple times, once for each type of Ability.  At 10th Level this Bonus Effect lasts for 1 Minute.

Energy Drained (Prerequisite: Must know Ability Drain) If the victim fails a Willpower Save he gains 1 Negative Level.  At 10th Level this Bonus Effect lasts for 1 Minute.

Exhausted (Prerequisite: Must know Fatigued) If the victim fails a Fortitude Save he is Exhausted.  At 10th Level this Bonus Effect lasts for 1 Minute.

Fatigued (Prerequisite: Must know Ability Damage) If the victim fails a Fortitude Save he is Fatigued.  At 10th Level this Bonus Effect lasts for 1 Minute.

Flat-Footed (Prerequisite: Must know Immobilized) If the victim fails a Reflex Save he is Flat-footed.  At 10th Level this Bonus Effect lasts for 1 additional round.
 
Frightened (Prerequisite: Must know Shaken) If the victim fails a Willpower Save he is Frightened.  At 10th Level this Bonus Effect lasts for 1 Minute.

Immobilized (Prerequisite: Must know Entangled) If the victim fails a Fortitude Save he is Immobilized.  At 10th Level this Bonus Effect lasts for 1 Minute.
 
Lingering If the victim is damaged this round, he takes an additional 2d6 damage of the same type next round.

Nauseated (Prerequisite: Must know Sickened) If the victim fails a Fortitude Save he is Nauseated.  At 10th Level this Bonus Effect lasts for 1 additional round.

Panicked (Prerequisite: Must know Frightened) If the victim fails a Willpower Save he is Panicked.  At 10th Level this Bonus Effect lasts for 1 Minute.

Paralyzed (Prerequisite: Must know Immobilized) If the victim fails a Willpower Save he is Paralyzed.  At 10th Level this Bonus Effect lasts for 1 Minute.

Shaken If the victim fails a Willpower Save he is Shaken.  At 10th Level this Bonus Effect lasts for 1 Minute.

Sickened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Sickened.  At 10th Level this Bonus Effect lasts for 1 Minute.

Stunned (Prerequisite: Must know Dazed) If the victim fails a Fortitude Save he is Stunned.  At 10th Level this Bonus Effect lasts for 1 additional round.

Turned 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.  At 10th Level this Bonus Effect lasts for 1 Minute.

Weakening If the victim fails a Reflex Save he takes a -3 Penalty to one of the following: Attack rolls, Damage rolls, or Armor Class.  This Bonus Effect can be chosen multiple times.  At 10th Level this Bonus Effect lasts for 1 Minute.

Wounding If damaged by a Wounding elicitation, on each subsequent round, the victim loses 2 hit points 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.