Homebrew Update: Help me out with my Hexblade rough draft


Homebrew and House Rules


Flavor and flair aside, I want some help assessing the power balance and playability of this Pathfinder update I've written for the 3.5e (3.0e?) base class Hexblade.

I am not looking for spelling/grammar help, but specific corrections wording errors on abilities are welcome.

d10, Full BAB, Good saves: Fort Will, Number of spells per day as Paladin, Skills 4+int.
Spellcasting is Cha based and spontaneous.

Spells Known and Class abilities.
1: nothing, Detect Magic, Hexblade's Curse
2: nothing, Arcane Resistance, Fate's Path, First Misfortune
3: nothing, Mettle
4: 1-2, Shadow Companion, Fate Magic
5: 1-2, Second Misfortune
6: 1-3, Greater Hexblade's Curse
7: 1-3
8: 1-4 2-2, Nullify 1/day
9: 1-4 2-2, Third Misfortune
10: 1-4 2-3
11: 1-4 2-3 3-2, Siphon Weapon
12: 1-4 2-4 3-3, Nullify 2/day
13: 1-4 2-4 3-3, Fourth Misfortune
14: 1-4 2-4 3-4 4-2, Improves Siphon Weapon
15: 1-4 2-4 3-4 4-3, Dire Hexblade's Curse
16: 1-4 2-4 3-4 4-3, Nullify 3/day
17: 1-5 2-4 3-4 4-4, Fifth Misfortune
18: 1-5 2-5 3-4 4-4, Greater Siphon Weapon
19: 1-5 2-5 3-5 4-4, Master of Misfortune
20: 1-5 2-5 3-5 4-5, Final Misfortune, Nullify 4/day

-Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons and with light armor, and shields.

-Detect Magic (Sp)
At will, a hexblade can use detect magic, as the spell. A hexblade can, as a move action, concentrate on a single item or individual within 60 feet and determine the strength of the magical aura and the school of magic (with a successful Knowledge Arcane check), learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the hexblade does not detect magic in any other object or individual within range.

-Hexblade's Curse (Su)
Hexblades are skilled at disrupting the morale and luck of those around them. This ability manifests in one of two ways. A hexblade may, as a swift action, use this ability a number of times per day equal to ½ his hexblade level (minimum 1) plus his charisma bonus, and each effect lasts for 1 minute.
-Direct Curse - The hexblade targets one creature within 60 feet to receive a curse that gives a -2 morale penalty on all attack rolls, damage rolls, checks, and saves. Will negate DC 10 + ½ the hexblade's level + his Charisma modifier.
-Cursed Aura - The hexblade surrounds himself in a zone of misfortune. Any creature that comes within 5ft of the hexblade must make a will save DC 10 + ½ the hexblade's level + his Charisma modifier or is cursed and takes a -2 morale penalty on all attack rolls, damage rolls, checks, and saves for as long as they are within 5 feet of the hexblade, and for 1d4 rounds after leaving the affected area.
Any effect which removes or dispells a curse also removes the Hexblade's Curse.

-Arcane Resistance (Su)
At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

-Fate's Path
At 2nd level a hexblade has deepened their understanding of the ways fate twists and winds misfortune and poor luck into the world around them. A hexblade chooses one Fate's Path which continues to progress as the hexblade gains levels.
Rime – The hexblade arms himself with the hope-draining chill of winter and death.
Downfall – Enhances his curses to bring more crippling misfortune to bear.
Pandemic – This hexblade has become a carcinogen on the world around them.
Pyre – Fire and damnation fills this hexblade's heart.
Darkness – Shadows and silence become his ever present companion.
Holy – Uplifting hope spurs the hexblade to action.

-Mettle (Ex)
At 3rd level, when a hexblade makes a successful will or fortitude save against an effect that normal saves for half or partial, he instead completely negates the effect.

-Shadow Companion (Su)
At 4th level, a hexblade can create an illusory companion spun from shadows and dark powers. Doing so takes 24 hours and 100g worth of magical materials. Once created your shadow companion stands with you in battle, hindering your enemies' defenses. The shadow companion can look like any medium sized creature, but the appearance is set on creation and cannot be changed.
Any enemy adjacent to the Shadow Companion has a -2 luck penalty to AC and saves. The hexblade's companion has the same speed and modes of movement as the hexblade, and acts during his turn each round. It follows his mental commands perfectly- in effect, it is merely an extension of his will.
The hexblade's shadow companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5 foot square. Creatures can enter the shadow companion's space without penalty, but it must occupy its own square in order to have any effect on enemies. It is immune to any damage, and is immune to effects that affect creatures, but it can be dispelled and suppressed just like a spell effect. His shadow companion is treated as a spell equal to ¼ of his hexblade level. If it is dispelled, it automatically reforms at the hexblade's side 24 hours later.
A shadow companion can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the hexblade at the start of his turn, it instantly reappears adjacent to him.

-Spells
Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from the hexblade spell list. A hexblade can cast any spell he knows without preparing ahead of time.
To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Hexblade indicates that the hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
A hexblade must spend 1 hour each day in meditation to align and organize the swirling dark powers within to regain his daily allotment of spells. The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing two 1st-level spells of the hexblade’s choice. At each new hexblade level, he gains one or more new spells, as indicated on Table: Hexblade Spells Known. (Unlike spells per day, the number of spells a hexblade knows is not affected by his Charisma score.
Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level – 3.

-Fate Magic
At each level the hexblade gains an additional spell level, he also learns an additional spell of that level based on his Fate's Path.

-Greater Hexblade's Curse (Su)
At 6th level the morale penalties bestowed by the Hexblade's Curse improve from -2 to -4.

-Nullify (Su)
At 8th level a hexblade becomes adept at not only twisting fate, but in also canceling out his foe's abilities as well. Once per day, and one additional time per day for every 4 levels after 8th, the hexblade may target a single opponent to temporarily remove one of their powerful defensive abilities, for a number of rounds equal to ¼ his hexblade level. Will save DC (10+ ½ Hexblade level+ Cha) negates. Only one Nullify effect can be active on a target at a given time. If Nullify is used again, even if used by another Hexblade, the new Nullify ability replaces the active one. Nullify may disable any one ability listed below per use:
Damage Reduction (1 per hexblade level)
Energy Resistance of one type (1 per hexblade level)
Natural Armor (1 per 2 hexblade levels)
Regeneration (1 per 2 hexblade levels, cannot go below 1)
Fast Healing (1 per 3 hexblade levels)
Spell Resistance (1 per 2 hexblade levels)
Concealment (Assuming the hexblade can pinpoint the creature, cannot affect environmental concealment such as from fog or dim light)
One spell/spell-like effect granting AC or enhancement bonuses
Special/Other (By DM approval)

-Siphon Weapon (Su)
At 11th level the hexblade may infuse their weapon with Siphon as a swift action once per day, and the enhancement lasts for a number of rounds equal to the hexblade's level.
Siphon: +1d4 negative energy damage, the wielder receives temporary hitpoints equal to the bonus damage done by this effect. These temporary hitpoints stack, to a maximum of 20 points.

-Improved Siphon Weapon (Su)
At 14th level the hexblade may infuse their weapon with Siphon twice per day and the bonus damage from Siphon Weapon improves to +2d4, in addition, three times per day, the hexblade may cause a spellcaster who is successfully hit by a siphon weapon to lose 1d4 spell levels they have prepared or available, targeting the highest level spells and slots first.

-Greater Siphon Weapon (Su)
At 18th level the hexblade may infuse their weapons with Siphon three times per day and the bonus damage from Siphon Weapon improves to +3d4, and the number of spell levels lost improves to 2d4.

-Master of Misfortune (Ex)
At 19th level the hexblade becomes the master of misfortune, becoming immune to all morale penalties.

---Paths of Fate---

Rime
Fate Magic: 1st – Icicle Dagger
2nd – Chill Metal
3rd – Fire Shield (Chill Shield only)
4th – Cone of Cold
First Misfortune: Chill of Winter (Su) – Creatures affected by the hexblade's curse take an additional -2 penalty on dexterity based skill checks and take a -10ft morale penalty on all forms of movement, to a minimum of 5ft.

Second Misfortune: Doombite (Su) – As a standard action the hexblade may spend one use of his hexblade's curse to afflict a creature with new curse, Doombite. On a failed save the afflicted creature takes 2d8 points of cold damage each round for a number of rounds equal to ½ of the hexblade's level. On a successful save, the subject only takes 1d8 points of cold damage for one round. Will DC 10+ ½ of the hexblade's level + his Charisma modifier negates.

Third Misfortune: Phantom of Ice (Su) – The hexblade's Shadow Companion may leave a trail of ice as it moves, covering each 5 foot square of its movement with a thin sheet of ice. This ice follows all rules for environmental ice hazards, and for each full round a creature (besides the hexblade) spends on this ice, they take cold damage equal to your hexblade level. The ice from this effect lasts for a number of rounds equal to your hexblade level. Any fire, as well as environments above 110º causes the newly formed ice to melt immediately.

Fourth Misfortune: Vengeful Fog (Su) – The hexblade is constantly under the effect of Wind Walk and may bestow curses even while in gaseous form.

Fifth Misfortune: Freeze Over (Sp) - As a standard action, the hexblade may target a creature suffering from his Hexblade's Curse or Doombite that is standing on ice. That creature is affected by the Icy Prison spell as though they failed their save. This ability can be used Charisma mod number of times per day (minimum 1).

Final Misfortune: Chill of Winter – The -2 penalty on dex based skill checks becomes a -4 penalty on dexterity. Doombite – The duration of Doombite doubles. Phantom of Ice – The ground becomes frozen, filling the Shadow Companion's square as well as each square adjacent to it. Vengeful Fog – The save DC of spells and curses made by the hexblade increase by +2 while in gaseous form, and the base speed goes from 10ft (Perfect) to 30ft (Perfect). Freeze Over – Fort save DC 10+ ½ hexblade level+ Charisma mod or die instantly from the cold. Creatures immune to cold damage are immune to this effect. The hexblade also gains the Greater Path feat if he does not already have it.

Downfall
Fate Magic: 1st – Ray of Enfeeblement
2nd – Create Pit
3rd – Ray of Exhaustion
4th – Bestow Curse

First Misfortune: Stumbling Luck (Su) - Creatures affected by his Hexblade's Curse have a 25% chance at the beginning of their turn to fall prone, creatures knocked prone by this effect take 1d6 falling damage. Creatures immune to trip attacks are not affected by this ability.

Second Misfortune: Faulty Gear (Su) – When the hexblade initially afflicts a creature with a hexblade's direct curse, any one piece of equipment worn by the creature gains the broken condition. Magical items get a will save DC equal to the curse DC to negate this effect. If the creature has no equipment, then Faulty Gear instead does 1d8 points of damage.

Third Misfortune: Shadow Clumsiness (Su) - Opponents adjacent to the hexblade's Shadow Companion also receive a -2 penalty on their CMB and CMD. Additionally, up to three times per day as an immediate action, when an opponent adjacent to the hexblade's Shadow Companion is about to make a d20 roll, the opponent instead rolls twice and takes the lower result.

Fourth Misfortune: Greater Misfortune – The hexblade's Cursed Aura now effects all creatures within 10ft, and the hexblade's Direct Curse also effects each opponent within 15ft of the target, receiving will saves as is normal for the Hexblade's Curse.

Fifth Misfortune: Steal Luck (Su) – When an opponent suffering from the hexblade's curse threatens a critical hit, or makes a critical save, the hexblade may, as an immediate action, cause that roll to instead become a 10, and the hexblade gains a luck charge. The next time the hexblade make a save or an attack roll, they may have their roll be treated as though they rolled the stolen number, but if not they lose their luck charge. This ability can be used a number of times per day equal to the hexblade's charisma mod (minimum 1).

Final Misfortune: Stumbling Luck – The chance of falling increases to 50% and the subsequent falling damage improves by +1d6. Fault Gear – Mundane gear is destroyed instead of broken, the save DC for magic items increases by 2, and the damage to creatures without equipment becomes 2d8. Shadow Clumisness – The penalty to CMB and CMD becomes -4, and when a creature is forced to roll twice by this ability, they instead roll 3 times and take the lowest result.
Greater Misfortune – In addition to the normal effects, the duration for a Direct Curse changes to Permanent, requiring a successful casting of Remove Curse or similar abilities. Steal Luck – Luck charges can be held until used, to a maximum of 24 hours, and the maximum number of luck charges becomes 3. The hexblade also gains the Greater Path feat if he does not already have it.

Pandemic
Fate Magic: 1st – Ray of Sickening
2nd – Ghoul Touch
3rd – Contagion
4th – Filth Fever
First Misfortune: Gut Wrenching Curse (Su) – A Direct Curse can instead sicken the target as a disease effect instead of a curse effect. Whenever the Hexblade attacks a target with the Gut Wrenching Curse and deals damage, the target must make a fort save DC 10+ ½ of the hexblade's level + his Charisma modifier to avoid becoming staggered for 1 round.

Second Misfortune: Plague Spreader (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's curse in order to use Contagion as a spell-like ability.

Third Misfortune: Shadow Fester (Su) - The hexblade's shadow companion may forgo it's penalties to AC and saves for one turn to instead force a diseased creature to save against their disease for normal damage dictated by the disease, this new save does not count toward the number of saves required for the disease to be cured.
Creatures may only be affected by this ability once every 24 hours.

Fourth Misfortune: Scourge Possession (Su) – Once per day as a standard action, the hexblade's shadow companion may possess a corpse. This ability functions as Create Undead with a caster level equal to your hexblade level. The created undead is an extension of your will in the exact same way as your shadow companion. This undead remains animated and under your control until destroyed or dismissed, and is not subject to control or turning as a normal undead. Your shadow companion cannot leave the corpse unless it is destroyed or dismissed, and in either case your shadow companion is considered dismissed and does not return for another 24 hours.

Fifth Misfortune: Breath of the Wretched (Su) – As a standard action, the hexblade may make a 30 foot cone attack that afflicts all within the area with Hexplague.

Hexplague—Inhaled; save Fort DC (See text); frequency 1/round for 6 rounds; effect 1d6 damage; cure 1 save. Fort save DC (10+½hexblade level+charisma mod). Each round the creature fails a save against Hexplague, they are forced to make a new save against the effect of each active disease, this new save does not count toward the number of saves required for the disease to be cured.
This ability can be used Charisma mod number of times per day (minimum 1).

Final Misfortune: Gut Wrenching Curse – On a failed save Gut Wrenching Curse nauseates the target instead of sickens it for the effect of the curse and onn a successful save, the target becomes sickened for 1 round. Plague Spreader – The hexblade may use Greater Contagion instead of Contagion with this ability. Shadow Fester – The same creature can be affected by this ability a maximum of 3 times in the same 24 hour period. Scourge Possession – The maximum number of times per day this ability can be used becomes 3 per day, and you man eject your Shadow Companion from a possessed corpse as a standard action, destroying the undead creature. Breath of the Wretched – Hexplague improves to 3d6 damage on a failed save, and the cure becomes 3 saves. The hexblade also gains the Greater Path feat if he does not already have it.

Pyre
Fate Magic: 1st – Burning Hands
2nd – Scorching Ray
3rd – Fireball
4th – Volcanic Storm
First Misfortune: Hot Luck (Su) – Any creature suffering from the Hexblade's Curse who attacks the hexblade takes fire damage equal to ½ the hexblade's level.

Second Misfortune: Cursed Fire (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's Curse to deal 2d6+1 per hexblade level fire damage as a ray attack with a range of 60 feet.

Third Misfortune: Ghost Bomb (Su) – As a free action the hexblade's Shadow Companion can be dismissed as though dispelled (cannot return for 24 hours) in order to explode, dealing 1d6 damage per hexblade level in a 10 foot radius, half of this damage is fire and half is negative energy. Reflex save half, DC= 10 + ½ hexblade level + cha mod.

Fourth Misfortune: Cauterize (Su) – As a standard action the hexblade may use the power of flame to heal his wounds. He can use this ability to heal a number of hitpoints per day equal to twice his hexblade level, and can spread this healing over multiple uses. Any amount of healing by this ability ends all active bleed effects.

Fifth Misfortune: Foeruption (Su) – As a standard action, the hexblade may cause their curse to explode. The duration of the hexblade's curse ends and the creature catches fire and takes 4d6 fire damage on a failed save, and on a successful save, only takes 2d6 fire damage and does not catch fire. Additionally, on a failed save, the flames erupt from the target, doing 2d6 points of fire damage in a 10ft radius burst, save DC= 10 + ½ hexblade level + cha mod for half damage. This ability can be used Charisma mod number of times per day, minimum 1.

Final Misfortune: Hot Luck – Creatures who take damage from the effect of Hot Luck must make a DC 10+ ½ hexblade level+ cha mod or catch fire. Cursed Fire – The ray's damage becomes 1d6 per 2 hexblade levels, and the range increases to 120 feet. Ghost Bomb – The explosion deals 50% more damage and the radius improves to 20ft. Cauterize – The amount of healing per day granted by this ability doubles, and can be used even while unconscious. Foeruption – The curse explodes in a 20ft radius burst, dealing 4d6 fire damage, even on a successful save. The hexblade also gains the Greater Path feat if he does not already have it.

Darkness
Fate Magic: 1st – Vanish
2nd – Blacklight
3rd – Major Image
4th – Shadow Step
First Misfortune: Shroud of Shadows (Sp) – The Hexblade may spend one daily use of his Hexblade's Curse as a swift action to benefit from Vanish as a spell-like ability, using his hexblade level as his caster level.

Second Misfortune: Darkening World (Su) – Creatures affected by the Hexblade's curse must make a second save or also be blind in addition to the morale penalties for the duration of the curse.

Third Misfortune: One with Darkness (Su) – The hexblade becomes covered in his Shadow Companion, appearing to be a sillouette of darkness. While sharing space with his Shadow Companion, the hexblade gains a fly speed of 5ft per hexblade level (average maneuverability) and is under the effect of Blur (20% miss chance).

Fourth Misfortune: Shadow Leap (Sp) – The hexblade may use Shadow Step twice per day. The hexblade may also spend both uses of this ability to Dimension Door but the beginning and end of the movement must still be areas of dim light or less. Caster level of both spells is equal to hexblade level.

Fifth Misfortune: Shadow Stalker (Sp) – At will: Darkness. Charisma modifier(min 1)/day: Phantasmal Killer. The Phantasmal Killer spell-like ability can only be used on creatures affected by the hexblade's curse who are in an area of dim or less light. Save DC= 10 + ½ hexblade level + cha mod.

Final Misfortune: Shroud of Shadows – The hexblade benefits from Invisibility instead of Vanish. Darkening World – Creatures no longer get a second save against the blinding effect, instead, on a second failed save, the creature falls into magical sleep for the duration of the curse. One with Darkness – The miss chance improves to 50% and the maneuverability becomes perfect. Shadow Leap – Shadow Step at will, Dimension Door twice per day as long as the start and finish of the movement are in areas of dim or less light, or both uses can be expended to use Teleport as long as the start and finish of the movement are in areas of dim or less light. Shadow Stalker – Blacklight is added to the list of at will spell-like abilities, and when a creature passes their save(s) against Fantasmal Killer from this ability, they are panicked for a number of rounds equal to ½ hexblade level. The hexblade also gains the Greater Path feat if he does not already have it.

Holy
Fate Magic: 1st – Lesser Restoraton
2nd – Cure Moderate Wounds
3rd – Daylight
4th – Restoration
First Misfortune: Hexblade's Blessing (Su) – If the hexblade uses a Direct Curse on an ally, that ally may instead gains the Hexblade's Blessing, and gains a morale bonus equal to ½ of the Hexblade's Curse morale penalty.

Second Misfortune: Eldritch Rejuvenation (Su) – As a standard action a hexblade may spend one daily use of his Hexblade's Curse to heal 1d6 points of damage for every two hexblade levels he possesses. With a successful touch attack this ability can be used to deal positive energy damage to creatures vulnerable to positive energy.

Third Misfortune: Guardian Spirit (Su) – Whenever the hexblade's Shadow Companion is sharing a square with the hexblade or an ally of the hexblade, that creature benefits from Protection from Evil. This ability only grants one additional save against the same spell effect even if the Shadow Companion leaves their square and returns later on.

Fourth Misfortune: Wolf of Freedom (Sp) – The hexblade may use Ghost Wolf as a spell-like ability, CL equal to his hexblade level, once per day for every 5 hexblade levels he possesses. When using this spell-like ability, the hexblade may choose to have the wolf made of roiling white mist instead of black smoke.

Fifth Misfortune: Arcane Smite (Su) – The hexblade may Smite Evil as a paladin with an effective paladin level equal to his hexblade level a number of times per day equal to his Charisma modifier.

Final Misfortune: Hexblade's Blessing – The morale bonus from Hexblade's Blessing is now equal to the morale penalty of the Hexblade's Curse. Eldritch Rejuvination – Each use of Eldritch Rejuvination also acts as a Remove Curse spell, or a Dispel Magic spell, with a CL equal to the hexblade's level. Guardian Spirit – The creature affected by the Guardian Spirit ability benefits from Holy Aura instead of Protection from Evil. Wolf of Freedom – The hexblade man now use Wolf of Freedom at will. Arcane Smite – During a use of Arcane Smite, the hexblade's weapons are counted as good and the hexblade becomes immune to mind altering effects made by the target of the smite. The hexblade also gains the Greater Path feat if he does not already have it.

---Hexblade Spells---
1st Level: Arcane Mark, Alarm, Cause Fear, Charm Person, Detect Magic, Disguise Self, Expeditious Retreat, Identify, Light, Magic Weapon, Mount, Magic Aura, Prestidigitation, Protection from (Alignment), Phantom Threat, Sleep, Read Magic, Hideous Laughter, Unseen Servant.
2nd Level: Alter Self, Blindness/Deafness, Bull's Strength, Darkness, Eagle's Splendor, False Life, Glitterdust, Invisibility, Mirror Image, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy.
3rd Level: Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Invisibility Sphere, Greater Magic Weapon, Nondetection, Phantom Steed, Protection from Energy, Slow, Stinking Cloud, Vampiric Touch, Wind Wall
4th Level: Baleful Polymorph, Break Enchantment, Contact Other Plane, Cursed Blade, Detect Scying, Dimension Door, Dominate Person, Enervate, Fear, Greater Invisibility, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog

---Hexblade Feats---
Greater Path
Requirements: Path of Fate class feature.
Benefit: Gain a defensive ability based on your selected Path of Fate.
Rime: Cold resistance equal to hexblade class level.
Downfall: +1 Luck bonus to initiative, and an additional +1 for every 4 hexbalde levels.
Pandemic: +1 bonus vs disease and poison, and an additional +1 for every 4 hexblade levels.
Pyre: Fire resistance equal to hexblade class level.
Darkness: Darkvision 60ft. If you already have darkvision, the range improves to 90ft.
Holy: +1 to saves versus death effects, and an additional +1 for every 4 hexblade levels.
Path of Vengeance
Requirements: Path of Fate class feature.
Benefit: Gain a combat advantage against creatures related to your path.
Rime: +1 to hit and +2 to damage against creatures with the Cold subtype.
Downfall: +1 to hit and +2 to damage against creatures with the Law subtype.
Pandemic: +1 to hit and +2 to damage against Undead.
Pyre: +1 to hit and +2 to damage against creatures with the Fire subtype.
Darkness: +1 to hit and +2 to damage against creatures native to the plane of shadows.
Holy: +1 to hit and +2 to damage against creatures with the Evil subtype.
Extra Curse
Requirements: Hexblade's Curse class feature.
Benefit: Increase the maximum number of daily uses of Hexblade's Curse by 2.


Dotted.

MA


Still workin on this. Anyone have any feedback?


How about working the witches hexes into the class? Always wanted to see a full BaB (not the hex rafter magus) that works with them as a main class feature. Maybe a progression like paladin's smite giving you a total of 7 hexes at lvl 20?


@Byrdy: I specifically wanted to have this use the Hexblade's Curse from 3.5 since it's an update, and not mooch off of the Witch's Hex mechanic.
I just don't feel like it would be much of an update if the core class mechanic was snatched from another core class.
Your idea might be cool for an archetype or an MCA however. But before I get into archetypes I want to get some feedback on the actual class.


Pretty cool Iorthol, though I'm completely unfamiliar with the Hexblade. As I said in the MCA thread, the spell siphon is very similar to the Direlock's Ravening Strike ability.

Also, the Direlock has a constant dire zone that affects foes (constant penalty against fear saves, other penalties depending on which inimica is in effect) to 10' (increasing to 15' at 7th and more) superficially similar to your Cursed Aura.

* This also is reminiscent of the Hellion (Super Genius Games) and the Malefactor (Total Party Kill games) that uses Maledictions. I think this base class is in good company.

* The only thing that really bothers me is the Full BAB and d10HD - I know the Paladin and Ranger (or more to the point, Antipaladin) are mechanically similar (full BAB, d10HD and 4th lvl casting) I don't get that martial enough feel from the flavor or abilities as written to justify the BAB/HD. I completely understand if you disagree - I'm not sure it's OP in the suite of powers all up, I just don't see this guy standing shoulder to shoulder with an Antipaladin, Paladin or Ranger.

* The shadow companion is cool, and reminiscent of the Antipaladin's Fiendish Boon.

* I love the Paths of Fate - are they yours or is this a conversion?

* I second Byrd's comment on using hexes - regardless of your reticence, being a Hexblade kinda begs for hexes. Still, you are right in that an archetype can easily fulfill that.

Generally I think it's pretty cool and nicely tied together. Although similar in some ways to some previously mentioned classes I think it stands on its own. Nice one Iorthol!
(I'm working on another Base class currently unimaginatively called the Witchsoldier that is basically a better BAB and HD witch with no spells or familiar but eldritch combat techniques learned in between each hex gain.)


@OSW: The entire Paths of Fate mechanic is something I wrote in for this update. It was supposed to be my version of Rage Powers and Bloodlines.
I wanted to make this more Bloodline oriented, where you make a major choice once and then just run with it, though I probably could expand this for more customization.
Most of the class abilities come straight from the Hexblade from 3.5, which can be found here HEXBLADE PDF

I added the Fate's Path, Nullify, Siphon, and Master of Misfortune abilities, and upgraded the Hexblade's Curse, to fill in dead levels and to bring it up to better par with pathfinder power level. Even in 3.5 Hexblade was thematically strong but mechanically weak.

Any comment you could make on power scaling would be helpful. This is meant to be a full BAB d10 class, an arcane companion to the ranger and paladin, so the extra powers would be the things to get nerfed, not the base qualities.


Ok, good to know!

Well alright, two things stand out straight away as OP to me -

* Mettle - getting this at 3rd level is pretty strong - seeing as Fort and Will are strong saves he's pretty much guaranteed shrugging off a *lot* of stuff. From 3rd level.

* Greater Hexblade's Curse improves both the direct and the aura options to -4 at 6th level? The problem for me is more the aura, seeing as even if foes move away they still feel the effects for 1d4 rounds.

Then:

* Dire Hexblade's Curse seems to have disappeared?!?

Generally I don't think the chassis is crazy and is on par with an Antipaladin, but there are a few moving parts I identified that worry me.


Osw: I get your concern with Mettle, but frankly it's something Wizards gave me to work with so I'll be leaving it alone.

Ok, would it be more balanced to you if the curse penalty only lasted for 1 round after leaving the area? I want at least 1 round so that it prevents someone from disengaging and firing an arrow or using a reach weapon without penalty right away.

Dire Hexblade's Curse isn't disappeared I just forgot to write it in ;-;
It's a -6.


Updated Version:
d10, Full BAB, Good saves: Fort Will, Number of spells per day as Paladin, Skills 4+int.
Spellcasting is Cha based and spontaneous.

Spells Known (Spell level - Number Known) and Class abilities.
1: 0-0, Detect Magic, Hexblade's Curse
2: 0-0, Arcane Resistance, Fate's Path, First Misfortune
3: 0-0, Mettle
4: 1-2, Shadow Companion, Fate Magic
5: 1-2, Second Misfortune
6: 1-3, Greater Hexblade's Curse
7: 1-3 Siphon Weapon
8: 1-4 2-2, Nullify 1/day
9: 1-4 2-2, Third Misfortune
10: 1-4 2-3 Denying Blood
11: 1-4 2-3 3-2, Improved Siphon Weapon
12: 1-4 2-4 3-3, Nullify 2/day
13: 1-4 2-4 3-3, Fourth Misfortune
14: 1-4 2-4 3-4 4-2 Aura of Paranoia
15: 1-4 2-4 3-4 4-3, Dire Hexblade's Curse
16: 1-4 2-4 3-4 4-3, Nullify 3/day
17: 1-5 2-4 3-4 4-4, Fifth Misfortune
18: 1-5 2-5 3-4 4-4, Greater Siphon Weapon
19: 1-5 2-5 3-5 4-4, Master of Misfortune
20: 1-5 2-5 3-5 4-5, Final Misfortune, Nullify 4/day

-Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons and with light armor, and shields, but not

tower shields.

-Detect Magic (Sp)
At will, a hexblade can use detect magic, as the spell. A hexblade can, as a move action, concentrate on a single item or individual within

60 feet and determine the strength of the magical aura and the school of magic (with a successful Knowledge Arcane check), learning the

strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the hexblade does not detect magic in

any other object or individual within range.

-Hexblade's Curse (Su)
Hexblades are skilled at disrupting the morale and luck of those around them. This ability manifests in one of two ways. A hexblade may,

as a move action, use this ability a number of times per day equal to ½ his hexblade level (minimum 1) plus his charisma bonus, and each

effect lasts for 1 minute.
-Direct Curse - The hexblade targets one creature within 60 feet to receive a curse that gives a -2 morale penalty on all attack rolls,

damage rolls, checks, and saves. Will negate DC 10 + ½ the hexblade's level + his Charisma modifier.
-Cursed Aura - The hexblade surrounds himself in a zone of misfortune. Any creature that comes within 5ft of the hexblade must make a

will save DC 10 + ½ the hexblade's level + his Charisma modifier or is cursed and takes a -2 morale penalty on all attack rolls, damage

rolls, checks, and saves for as long as they are within 5 feet of the hexblade, and for 1d4 rounds after leaving the affected area.
Any effect which removes or dispells a curse also removes the Hexblade's Curse.

-Arcane Resistance (Su)
At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

-Fate's Path
At 2nd level a hexblade has deepened their understanding of the ways fate twists and winds misfortune and poor luck into the world

around them. A hexblade chooses one Fate's Path which continues to progress as the hexblade gains levels.
Rime – The hexblade's cold outlook chills his foes to the bone.
Downfall – Embracing his curses, the hexblade brings crippling curses to his foes.
Pandemic – This hexblade has become a carcinogen on the world around them.
Pyre – Fire and damnation fills this hexblade's heart.
Darkness – Shadows and silence become his ever present companion.
Holy – Uplifting hope spurs the hexblade to action.

-Mettle (Ex)
At 3rd level, when a hexblade makes a successful will or fortitude save against an effect that normal saves for half or partial, he instead

completely negates the effect.

-Shadow Companion (Su)
At 4th level, a hexblade can create an illusory companion spun from shadows and dark powers. Doing so takes 24 hours and 100g worth of

magical components. Once created your shadow companion stands with you in battle, hindering your enemies' defenses. The shadow

companion can look like any medium sized creature, but the appearance is set on creation and cannot be changed.
Any enemy adjacent to the Shadow Companion has a -2 luck penalty to AC and saves. The hexblade's companion has the same speed and

modes of movement as the hexblade, and acts during his turn each round. It follows his mental commands perfectly- in effect, it is merely

an extension of his will. The shadow companion remains in place and takes no actions if the Hexblade is unconscious. If the hexblade dies,

his shadow companion is instantly dismissed.
The hexblade's shadow companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5 foot

square. Creatures can enter the shadow companion's space without penalty, but it must occupy its own square in order to have any effect

on enemies. It is immune to any damage, and is immune to effects that affect creatures, but it can be dispelled and suppressed just like a

spell effect. His shadow companion is treated as a spell whose level is equal to ¼ of his hexblade level. If it is dispelled, it automatically

reforms at the hexblade's side 24 hours later.
A shadow companion can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies

automatically recognize it as an illusion. If it is more than 120 feet from the hexblade at the start of his turn, it instantly reappears

adjacent to him.

-Spells
Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from the hexblade spell list.

A hexblade can cast any spell he knows without preparing ahead of time.
To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw

against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is

given on Table: Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Hexblade indicates

that the hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma

score for that spell level.
A hexblade must spend 1 hour each day in meditation to align and organize the swirling dark powers within to regain his daily allotment

of spells. The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing two 1st-level spells of the hexblade’s

choice. At each new hexblade level, he gains one or more new spells, as indicated on Table: Hexblade Spells Known. (Unlike spells per day,

the number of spells a hexblade knows is not affected by his Charisma score.
Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level – 3.

-Fate Magic
At each level the hexblade gains an additional spell level, he also learns an additional spell of that level based on his Fate's Path.

-Greater Hexblade's Curse (Su)
At 6th level the morale penalties bestowed by the Hexblade's Curse improve from -2 to -4.

-Siphon Weapon (Su)
At 7th level the hexblade may enhance their weapon with Siphoning as a swift action, this effect continues for a number of rounds equal

to your hexblade level. These rounds need not be consecutive, but each new activation of the ability requires a swift action.
Siphoning: +1d6 negative energy damage, the wielder receives temporary hitpoints equal to the bonus damage done by this effect. These

temporary hitpoints stack, to a maximum of your hexblade level.

-Nullify (Su)
At 8th level a hexblade becomes adept at not only twisting fate, but in also canceling out his foe's abilities as well. Once per day, and one

additional time per day for every 4 levels after 8th, the hexblade may target a single opponent to temporarily remove one of their

powerful defensive abilities, for a number of rounds equal to ¼ his hexblade level. Will save DC (10+ ½ Hexblade level+ Cha) negates. Only

one Nullify effect can be active on a target at a given time. If Nullify is used again, even if used by another Hexblade, the new Nullify

ability replaces the active one. Nullify may disable any one ability listed below per use:
Damage Reduction (1 per hexblade level)
Energy Resistance of one type (1 per hexblade level)
Natural Armor (1 per 2 hexblade levels)
Regeneration (1 per 2 hexblade levels, cannot go below 1)
Fast Healing (1 per 3 hexblade levels)
Spell Resistance (1 per 2 hexblade levels)
Concealment (Assuming the hexblade can pinpoint the creature, cannot affect environmental concealment such as from fog or dim light)
One spell/spell-like effect granting AC or enhancement bonuses
Special/Other (By DM approval)

-Denying Blood (Su)
Whenever the Hexblade is damaged by, or successfully affected by a magical item that specifically targets the hexblade, the user of the item (or the item itself if it is intelligent) must make a will save DC 10+½ hexblade level + cha or become surpressed for 3 rounds as though affected by Dispel Magic. An object that successfully saves against this ability is immune to its effects for 24 hours.

-Improved Siphon Weapon (Su)
At 11th level the bonus damage from Siphon Weapon improves to +2d6. In addition, whenever the hexblade successfully hits a creature

who casts spells or has spell-like abilities with a limited number of uses per day, roll 2d4. The creature loses one spell, spell slot, or use of

a spell-like ability whose level is equal to or less than the number rolled. If the creature has more than one spell at the rolled level,

determine which spell is lost randomly. This ability targests spells before spell-like abilities. A creature's spells and spell-like abilities

cannot be siphoned more than once per round, regardless of how many times they are hit.

-Aura of Paranoia (Su)
As the hexblade's misfortune becomes more intense, just being near him causes enemies to feel ill at ease, seeing flashes of momentary illusions at the corners of their eyes, distracting them from the truth. Starting at level 14, enemies within 30ft of the hexblade must make a will save DC 10+½ hexblade level+cha or take a -5 penalty to perception checks, sense motive checks, and a -2 morale penalty to saves to disbelieve illusions. These penalties last as long as the creature is within 30ft of the hexblade. A creature who saves against the hexblade's Aura of Paranoia is becomes immune to its effects for 24 hours.

-Dire Hexblade's Curse (Su)
At 15th level the morale penalties bestowed by the Hexblade's Curse improve from -4 to -6.

-Greater Siphon Weapon (Su)
At 18th level the bonus damage from Siphon Weapon improves to +3d8, and the number of spell levels lost, and maximum level of spell-

like abilities lost, improves to 3d4. Additionally, the hexblade may enhance any number of weapons with Siphoning, but each weapon uses

up an additional round of Siphon Weapon per round of use. Whenever the hexblade successfully Siphons a spell or spell-like ability, he

gains 1 temporary spell slot that can be used to cast any hexblade spell he knows. This temporary spell slot lasts for a number of rounds

equal to your charisma bonus.

-Master of Misfortune (Ex)
At 19th level the hexblade becomes the master of misfortune, becoming immune to all morale penalties.

---Paths of Fate---

Rime
Fate Magic: 1st – Icicle Dagger
2nd – Chill Metal
3rd – Fire Shield (Chill Shield only)
4th – Cone of Cold
First Misfortune: Chill of Winter (Su) – Creatures affected by the hexblade's curse take an additional -2 penalty on dexterity based skill

checks and take a -10ft morale penalty on all forms of movement, to a minimum of 5ft.

Second Misfortune: Doombite (Su) – As a standard action the hexblade may spend one use of his hexblade's curse to afflict a creature with

new curse, Doombite. On a failed save the afflicted creature takes 2d6 points of cold damage each round for a number of rounds equal to ½

of the hexblade's level. On a successful save, the subject only takes 1d6 points of cold damage. Will DC 10+ ½ of the hexblade's level + his

Charisma modifier negates.

Third Misfortune: Phantom of Ice (Su) – The hexblade's Shadow Companion may leave a trail of ice as it moves, covering each 5 foot

square of its movement with a thin sheet of ice. This ice follows all rules for environmental ice hazards, and for each full round a creature

(besides the hexblade) spends on this ice, they take cold damage equal to your hexblade level. The ice from this effect lasts for a number

of rounds equal to your hexblade level. Any fire, as well as environments above 110º causes the newly formed ice to melt after one round.

Fourth Misfortune: Vengeful Fog (Su) – The hexblade is constantly under the effect of Wind Walk and may bestow curses even while in

gaseous form.

Fifth Misfortune: Freeze Over (Sp) - As a standard action, the hexblade may target a creature suffering from his Hexblade's Curse or

Doombite that is standing on ice. That creature is affected by the Icy Prison spell as though they failed their save. This ability can be used

Charisma mod number of times per day (minimum 1).

Final Misfortune: Each of the following abilities is empowered in the following ways.
Chill of Winter – The -2 penalty on dex based skill checks becomes a -4 penalty on dexterity.
Doombite – The creature takes 3d6 damage per round on a failed save and 3d6 damage on a successful save.
Phantom of Ice – The ground becomes frozen, filling the Shadow Companion's square as well as each square adjacent to it.
Vengeful Fog – The save DC of spells and curses made by the hexblade increase by +2 while in gaseous form, and the base speed goes from

10ft (Perfect) to 60ft (Perfect).
Freeze Over – Fort save DC 10+ ½ hexblade level+ Charisma mod or die instantly from the cold. Creatures immune to cold damage are

immune to this effect.
The hexblade also gains the Greater Path feat if he does not already have it.

Downfall
Fate Magic: 1st – Ray of Enfeeblement
2nd – Create Pit
3rd – Ray of Exhaustion
4th – Bestow Curse

First Misfortune: Stumbling Luck (Su) - Creatures have a 25% chance to fall prone and take 1d6 falling damage at the start of each of their

turns while under the effect of your Hexblade's Curse. If the creature is flying, they instead fall 20ft, taking 2d6 points of falling damage

and falling prone if they hit the ground. Creatures who are not flying and cannot be tripped are immune to this effect.

Second Misfortune: Faulty Gear (Su) – Whenever a creature fails their save against the Hexblade's Curse, choose one piece of equipment

to gain the Broken condition. If the equipment is magical, the creature (or the equipment if it is intelligent) makes a second will save to

resist this effect. If the creature does not have equipment, they instead take 1d8 points of damage which cannot be resisted.

Third Misfortune: Bumbling Shadows (Su) - Opponents adjacent to the hexblade's Shadow Companion also receive a -2 penalty on their

CMB and CMD. Additionally, once per round when a creature adjacent to the Shadow Companion would make a d20 roll, the hexblade

may, as an immediate action, force them to roll twice and take the worse of the two rolls.

Fourth Misfortune: Greater Misfortune – The hexblade's Cursed Aura now effects all creatures within 10ft, the effects linger for 1d8

rounds rather than 1d4, and the hexblade's Direct Curse also effects each opponent within 15ft of the target, receiving will saves as is

normal for the Hexblade's Curse.

Fifth Misfortune: Luck Thief (Su) – When an opponent suffering from the hexblade's curse threatens a critical hit, or makes a critical save,

the hexblade may, as an immediate action, cause that roll to instead become a 10, and the hexblade gains a luck charge. This luck charge

may be spent as an immediate action to allow the hexblade to make one attack roll or save using the stolen number as their effective die

roll. The hexblade may only gain a luck charge a number of times per day equal to their charisma bonus, and a luck charge lasts a

number of rounds equal to the hexblade's level.

Final Misfortune: Each of the following abilities is empowered in the following ways.
Stumbling Luck – The chance of falling prone or falling while flying increases to 50% and the subsequent falling damage improves by

+1d6.
Faulty Gear – Mundane gear is destroyed instead of broken. The save DC for magic items resisting the broken condition increases by 2,

and the damage to creatures without equipment becomes 2d8.
Bumbling Shadows – The penalty to CMB and CMD becomes -4, and when a creature is forced to roll twice by this ability, they instead roll

3 times and take the lowest result.
Greater Misfortune – In addition to the normal effects, the duration for a Direct Curse changes to Permanent, requiring a successful

casting of Remove Curse or similar abilities.
Steal Luck – Luck charges can be held for up to 24 hours, and the maximum number of luck charges becomes 3.
The hexblade also gains the Greater Path feat if he does not already have it.

Pandemic
Fate Magic: 1st – Ray of Sickening
2nd – Ghoul Touch
3rd – Contagion
4th – Filth Fever
First Misfortune: Gut Wrenching Curse (Su) – A Direct Curse can instead sicken the target as a disease effect instead of a curse effect.

Whenever the Hexblade successfully attacks a target with the Gut Wrenching Curse and deals damage, the target must make a fort save

DC 10+ ½ of the hexblade's level + his Charisma modifier to avoid becoming staggered for 1 round.

Second Misfortune: Plague Spreader (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's curse in order to

use Contagion as a spell-like ability.

Third Misfortune: Shadow Festering (Su) - The hexblade's shadow companion may forgo it's penalties to AC and saves for one round to

instead force a diseased creature to save against their disease for normal damage indicated by the disease. A successful save against the

disease provoked by this ability does not count as a save for the purpose of curing the disease.
Creatures may only be affected by this ability once every 24 hours.

Fourth Misfortune: Scourge Possession (Su) – Once per day as a standard action, the hexblade's shadow companion may possess a corpse.

This ability functions as Create Undead with a caster level equal to your hexblade level, with a maximum number of HD equal to your

hexblade level +4. The created undead is an extension of your will in the exact same way as your shadow companion. This undead remains

animated and under your control until destroyed or dismissed, and is not subject to control or turning as a normal undead. Your shadow

companion cannot leave the corpse unless it is destroyed or dismissed, and in either case your shadow companion is considered dismissed

and does not return for another 24 hours.

Fifth Misfortune: Breath of the Wretched (Su) – As a standard action, the hexblade may make a 30 foot cone attack that afflicts all within

the area with Hexplague (despite its name, Hexplague is a poison, not a disease).

Hexplague—Inhaled; save Fort DC (See text); frequency 1/round for a number of rounds equal to your hexblade level; effect 3d6 damage;

cure 2 saves. Fort save DC (10+½hexblade level+charisma mod). Each round the creature fails a save against Hexplague, they are forced to

make a new save against the effect of each active disease with a -2 penalty to their save, and if they make a successful save provoked by

this ability, it does not count toward curing the disease. This ability can be used Charisma mod number of times per day (minimum 1).

Final Misfortune: Each of the following abilities is empowered in the following ways.
Gut Wrenching Curse – On a failed save Gut Wrenching Curse nauseates the target instead of sickens it for the effect of the curse and on a

successful save, the target becomes sickened for 1 round. If the victim of the Gut Wrenching Curse is staggered and is successfully

attacked by the Hexblade and takes damage, they become stunned for 1 round.
Plague Spreader – The hexblade may use Greater Contagion instead of Contagion with this ability.
Shadow Fester – The same creature can be affected by this ability a maximum of 3 times in the same 24 hour period.
Scourge Possession – You may now use Scourge Possession up to 3 times per day, and you can, as a free action, destroy the creature

created by Scourge Possession, freeing your Shadow Companion without harm rather than dismissing it.
Breath of the Wretched – Hexplague improves to 5d6 damage on a failed save, and the cure becomes 3 saves.
The hexblade also gains the Greater Path feat if he does not already have it.

Pyre
Fate Magic: 1st – Burning Hands
2nd – Scorching Ray
3rd – Fireball
4th – Volcanic Storm
First Misfortune: Hot Luck (Su) – Each time a creature afflicted by the Hexblade's Curse attacks the Hexblade, it takes a number of points

of fire damage equal to ½ the hexblade's level.

Second Misfortune: Cursed Fire (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's Curse to deal 2d6+1

per hexblade level fire damage as a ray attack with a range of 60 feet.

Third Misfortune: Ghost Bomb (Su) – As a free action the hexblade's Shadow Companion can be dismissed as though dispelled (cannot

return for 24 hours) in order to explode, dealing 1d6 damage per hexblade level in a 10 foot radius, half of this damage is fire and half is

negative energy. Reflex save half, DC= 10 + ½ hexblade level + cha mod. Creatures that fail their reflex save are treated as though they

are adjacent to the Shadow Companion for 1d6 rounds.

Fourth Misfortune: Cauterize (Su) – As a standard action the hexblade may use the power of flame to heal his wounds. He can use this

ability to heal a number of hitpoints per day equal to twice his hexblade level, and can spread this healing over multiple uses. Any

amount of healing by this ability ends all active bleed effects.

Fifth Misfortune: Foeruption (Su) – As a standard action, the hexblade may cause their curse to explode. The duration of the hexblade's

curse ends and the creature must make a fortitude save DC 10+½ hexblade level+cha. On a successful save, the creature takes 3d6 fire

damage, on a failed save, the creature takes 6d6 fire damage and catches fire. Regardless of whether the creature succeeds or fails, all

creatures within 15ft take 3d6 fire damage, reflex negate, DC 10+½ hexblade level+cha. This ability can be used a number of times per day

equal to your charisma bonus (minimum 1).

Final Misfortune: When a creature catches fire from a Hexblade ability, they take 2d6 fire damage per round rather than 1d6. In addition

each of the following abilities is empowered in the following ways.
Hot Luck – Creatures who take damage from the effect of Hot Luck must make a will save DC 10+ ½ hexblade level+ cha mod or catch fire.
Cursed Fire – The ray's damage becomes 1d6 per 2 hexblade levels +1 per 2 hexblade levels, and the range increases to 120 feet, and if the

ray hits the creature must make a DC 15 reflex save to avoid catching fire.
Ghost Bomb – The explosion deals 50% more damage and the radius improves to 20ft. In addition, creatures who fail their reflex save

become vulnerable to fire damage for 1 round (obviously creatures immune to fire damage are not affected by this) and catch fire.
Cauterize – The amount of healing per day granted by this ability doubles, and can be used as an immediate action while unconscious.
Foeruption – The area of effect increases from 15ft to 30ft, and the area damage increases from 3d6 to 5d6. For the targeted creature, the

damage on a successful save increases from 3d6 to 5d6, and the damage on a failed save increases from 6d6 to 10d6, and the creature

catches fire even if they succeed their save.
The hexblade also gains the Greater Path feat if he does not already have it.

Darkness
Fate Magic: 1st – Vanish
2nd – Blacklight
3rd – Major Image
4th – Shadow Step
First Misfortune: Shroud of Shadows (Sp) – The Hexblade may spend one daily use of his Hexblade's Curse as a swift action to benefit from

Vanish as a spell-like ability, using his hexblade level as his caster level.

Second Misfortune: Darkening World (Su) – Creatures affected by the Hexblade's curse must make a second save or also be blind in

addition to the morale penalties for the duration of the curse.

Third Misfortune: One with Darkness (Su) – The hexblade becomes covered in his Shadow Companion, appearing to be a sillouette of

darkness. While sharing space with his Shadow Companion, the hexblade gains a fly speed of 5ft per hexblade level (average

maneuverability) and is under the effect of Blur (20% miss chance).

Fourth Misfortune: Shadow Leap (Sp) – The hexblade may use Shadow Step as a move action a number of times per day equal to 3+½

hexblade level. The hexblade may also use up two uses of this ability as a standard action to use Dimension Door but the start and end

point of the teleportation must be in areas of dim or lesser light.

Fifth Misfortune: Shadow Terror(Sp) – At will: Darkness.
-Charisma modifier(min 1)/day: Phantasmal Killer. The Phantasmal Killer spell-like ability can only be used on creatures affected by the

hexblade's curse who are in an area of dim or less light. Save DC= 10 + ½ hexblade level + cha mod.

Final Misfortune: Each of the following abilities is empowered in the following ways.
Shroud of Shadows – The hexblade benefits from Invisibility instead of Vanish.
Darkening World – Creatures no longer get a second save against the blinding effect, instead, on a second failed save the creature falls

under magical sleep for the duration of the curse.
One with Darkness – The miss chance improves to 50% and the maneuverability becomes perfect.
Shadow Leap – Shadow Step at will, Dimension Door a number of times per day equal to 3+½ hexblade level, as long as the start and finish

of the movement are in areas of dim or less light, and as a standard action two uses can be expended to use Teleport as long as the start

and finish of the movement are in areas of dim or less light.
Shadow Stalker – Blacklight is added to the list of at will spell-like abilities, and when a creature passes their save(s) against Fantasmal

Killer from this ability, they are panicked for a number of rounds equal to ½ hexblade level.
The hexblade also gains the Greater Path feat if he does not already have it.

Holy
Fate Magic: 1st – Lesser Restoraton
2nd – Cure Moderate Wounds
3rd – Daylight
4th – Restoration
First Misfortune: Hexblade's Blessing (Su) – If the hexblade uses a Direct Curse on an ally, that ally may instead gains the Hexblade's

Blessing, and gains a morale bonus equal to ½ of the Hexblade's Curse morale penalty.

Second Misfortune: Eldritch Rejuvenation (Su) – As a standard action a hexblade may spend one daily use of his Hexblade's Curse to heal

1d6 points of damage for every two hexblade levels he possesses. With a successful touch attack this ability can be used to deal positive

energy damage to creatures vulnerable to positive energy.

Third Misfortune: Guardian Spirit (Su) – Whenever the hexblade's Shadow Companion is sharing a square with the hexblade or an ally of

the hexblade, that creature benefits from Protection from Evil. This ability only grants one additional save against the same spell effect

even if the Shadow Companion leaves their square and returns later on.

Fourth Misfortune: Wolf of Freedom (Sp) – The hexblade may use Ghost Wolf as a spell-like ability, CL equal to his hexblade level, once

per day for every 5 hexblade levels he possesses. When using this spell-like ability, the hexblade may choose to have the wolf made of

roiling white mist instead of black smoke.

Fifth Misfortune: Arcane Smite (Su) – The hexblade may Smite Evil as a paladin with an effective paladin level equal to his hexblade level

a number of times per day equal to his Charisma modifier(minimum 1, maximum 5).

Final Misfortune: Each of the following abilities is empowered in the following ways.
Hexblade's Blessing – The morale bonus from Hexblade's Blessing is now equal to the morale penalty of the Hexblade's Curse.
Eldritch Rejuvination – Each use of Eldritch Rejuvination also acts as a Remove Curse spell, or a Dispel Magic spell, with a CL equal to the

hexblade's level.
Guardian Spirit – The creature affected by the Guardian Spirit ability benefits from Holy Aura instead of Protection from Evil.
Wolf of Freedom – The hexblade man now use Wolf of Freedom at will.
Arcane Smite – During a use of Arcane Smite, the hexblade's weapons are counted as good and the hexblade becomes immune to mind

altering effects made by the target of the smite.
The hexblade also gains the Greater Path feat if he does not already have it.

---Hexblade Spells---
1st Level: Arcane Mark, Alarm, Cause Fear, Charm Person, Detect Magic, Disguise Self, Expeditious Retreat, Identify, Light, Magic

Weapon, Mount, Magic Aura, Prestidigitation, Protection from (Alignment), Phantom Threat, Sleep, Read Magic, Hideous Laughter,

Unseen Servant.
2nd Level: Alter Self, Blindness/Deafness, Bull's Strength, Darkness, Eagle's Splendor, False Life, Glitterdust, Invisibility, Mirror Image,

Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy.
3rd Level: Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Invisibility Sphere, Greater Magic Weapon,

Nondetection, Phantom Steed, Protection from Energy, Slow, Stinking Cloud, Vampiric Touch, Wind Wall
4th Level: Baleful Polymorph, Break Enchantment, Contact Other Plane, Cursed Blade, Detect Scying, Dimension Door, Dominate Person,

Enervate, Fear, Greater Invisibility, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog

---Hexblade Feats---
Greater Path
Requirements: Path of Fate class feature.
Benefit: Gain a defensive ability based on your selected Path of Fate.
Rime: Cold resistance equal to hexblade class level.
Downfall: +1 Luck bonus to initiative, and an additional +1 for every 3 hexbalde levels.
Pandemic: +1 bonus to saves vs disease and poison, and an additional +1 for every 4 hexblade levels.
Pyre: Fire resistance equal to hexblade class level.
Darkness: Darkvision 60ft. If you already have darkvision, the range improves to 90ft.
Holy: +1 to saves versus death effects, and an additional +1 for every 4 hexblade levels.

Path of Vengeance
Requirements: Path of Fate class feature.
Benefit: Gain a combat advantage against creatures related to your path.
Rime: +2 to hit and +2 to damage against creatures with the Cold subtype.
Downfall: +2 to hit and +2 to damage against creatures with the Law subtype.
Pandemic: +2 to hit and +2 to damage against Undead.
Pyre: +2 to hit and +2 to damage against creatures with the Fire subtype.
Darkness: +2 to hit and +2 to damage against creatures native to the plane of shadows and incorporeal creatures.
Holy: +2 to hit and +2 to damage against creatures with the Evil subtype.

Extra Curse
Requirements: Hexblade's Curse class feature.
Benefit: Increase the maximum number of daily uses of Hexblade's Curse by 2.


The update involves rebalancing of some powers, as well as making capstones more clear and with a more easily read format.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Homebrew Update: Help me out with my Hexblade rough draft All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules