New UCRogue / Witch Hybrid Class: The Vexer


Homebrew and House Rules


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The Vexer

(Apologies in advance if the appearance of things like the table and the headers aren't accurate in comparison to how the PRD organizes their stuff, which is what I was going for; I don't know if Google Docs is "WYSIWIG" format, but if it isn't, any tips to fix it so that it is would be appreciated.)

This was an interesting project to do that was popularly requested in this thread. I thought it would be a cool concept to pull off while also filling a unique sort of niche, and I wanted a bigger challenge than archetypes (which, with every class having so many, becomes difficult to fill niches for), so I decided to give it a whirl.

Without further ado, let's get to the TL;DR section.

Key features of the class:

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-3/4 BAB, D8 Hit Dice, Light Armor and Rogue Weapon Proficiency, with 4 + Int Skill ranks (can theoretically be as high as a Rogue, but not without extreme investment at the cost of other capabilities). Slightly altered class skill list to accommodate the hybridness of the class.

-4/9 Intelligence-Based Prepared Spellcasting, starting at 4th Level (Full Caster Level), drawing spells from the Witch list (and casting identical to a Witch), with 7/10 Sneak Attack progression.

-Expanded Rogue Talents, called Vexer Talents (includes most all relevant Rogue and UCRogue talents, and several others tailored specific to the Vexer's playstyle).

-Optional/delayed Evasion and Dex-to-Damage option(s). This is a balance point, so as to not overshadow the UCRogue (though Evasion can be acquired in place of an Advanced Talent).

-Trapsense/Danger Sense replaced with Ominous Sense, the ability to detect and avoid the perils of Magical Traps with foreboding capacity.

-Rogue Talents and Hexes are semi-interchangable. Any time you can gain a Rogue Talent, you can use it to gain (or further enhance) Hexes, in addition to other classic (and new) options.

-You do not gain Hexes on a regular basis like a Witch does, which means that substituting some Rogue Talents for Hexes (or even spending a couple feats on Extra Hex) becomes ideal to fulfill the playstyle of the Vexer. This is an intentional design, mostly for balance purposes, but also grants a bit of freedom for the player in regards to selecting hexes versus rogue goodies.

-Major and Grand Hexes are delayed (Major Hexes only available from 14th level onward, and Grand Hexes are only available at 20th level). The idea is that the Vexer is a connoisseur of hexes, not the master of them like a Witch is.

-New Hexstrike feature, which is the ability to deliver Hexes while attacking at the same time. Fairly limited starting out, but as levels increase, gains access to Improved and Greater versions, making it useful in the early-game (without being overbearing for the level) to being a powerful asset in the late-game.

-Grand Vexer capstone provides a superior benefit to the Hexstrike feature, allowing the application of two hexes simultaneously, as well as the benefit of adding your Intelligence modifier and being able to constantly apply Sneak Attack to an enemy who is affected by one of your Hexes.

-Included an Extra Vexer Talent feat at the end of the class page, for completeness (and to making sure that the option to take the Vexer-specific talents can be done in place of a feat).

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That's about it. For those who want to actually view the details of the class, read it in the link at the top, and let me know what you guys think!


* Precise Hex mentions reducing Sneak Attack dice when using Hexstrike.

Precise Hex wrote:
When a vexer uses Hexstrike with a hex that requires a foe to make a saving throw, the vexer may reduce his sneak attack dice to add a bonus to that hex’s Save DC....
Hexstrike wrote:
At 5th level, a vexer learns the art of Hexstriking, the ability to attack while using hexes at the same time. As a full round action, the vexer may use a single hex he possesses that requires one standard action or less to activate, as well as make a single attack at his highest base attack bonus - 2, with a weapon he is wielding. If this attack hits, the enemy suffers both weapon damage and the results of the hex. Thus, a failed attack results in the hex not affecting the target enemy. The enemy makes a saving throw as normal if the chosen hex allows a saving throw. The hex follows the same rules and restrictions as if using the hex normally (such as requiring a free hand for the healing hex on an undead enemy), and must be met in order to utilize a chosen hex for this ability.

But Hexstrike isn't always necessarily during a sneak attack. Or is it?

Getting a +4 to save DCs of at 10th level is fairly hefty...


Oceanshieldwolf wrote:

* Precise Hex mentions reducing Sneak Attack dice when using Hexstrike.

Precise Hex wrote:
When a vexer uses Hexstrike with a hex that requires a foe to make a saving throw, the vexer may reduce his sneak attack dice to add a bonus to that hex’s Save DC....
Hexstrike wrote:
At 5th level, a vexer learns the art of Hexstriking, the ability to attack while using hexes at the same time. As a full round action, the vexer may use a single hex he possesses that requires one standard action or less to activate, as well as make a single attack at his highest base attack bonus - 2, with a weapon he is wielding. If this attack hits, the enemy suffers both weapon damage and the results of the hex. Thus, a failed attack results in the hex not affecting the target enemy. The enemy makes a saving throw as normal if the chosen hex allows a saving throw. The hex follows the same rules and restrictions as if using the hex normally (such as requiring a free hand for the healing hex on an undead enemy), and must be met in order to utilize a chosen hex for this ability.

But Hexstrike isn't always necessarily during a sneak attack. Or is it?

Getting a +4 to save DCs of at 10th level is fairly hefty...

Hexstrike works as a Full Round Action, and is designed to let you use one Standard Action Hex with a single Attack (at a -2 penalty), which may not necessarily a Sneak Attack. Precise Hex has an asterisk, which means that it only applies if the Hexstrike in question is a Sneak Attack.

Vexer Talents wrote:
Talents marked with an asterisk add effects to a vexer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before an attack roll is made.

In other words, the talent only works if the Hexstrike is a Sneak Attack.

I suppose if you're confused about when it applies, then I'll add in a clause that specifies that the Hexstrike must be a Sneak Attack in order to utilize the Precise Hex talent.

The +4 to Save DCs can be powerful, but you're also losing out on all of your Sneak Attack damage to hopefully land a single Hex. There's also the matter that a missed attack means the Hex doesn't apply at all. Being 3/4 BAB, and having additional to-hit penalties, means it's entirely possible to do so.


It seems solid but I still think it should be a 6 level caster. The d8 hp and 3/4 BAB fit in with 2/3 caster better than 1/2 caster, which is usually reserved for full BAB d10 hp classes.

Also i know the witch is int based but i still think this class should go Cha. And yeah my only reason is halflings with the halfling jinx traits. Its a perfect class for a particular race and it drives me nuts when things like that don't have synergy in game.


@Darksol: No, I did miss the asterisk. ;) - I don't think you need to call it out anymore than you already have.

I did think about the 3/4 BAB, and having to hit in the first place, but if it is a sneak attack you are getting a bonus to hit also. I'm just not sure such a large (potential) bonus to the DC is balanced, even with losing the damage dice. I guess it depends on the hex.


Oceanshieldwolf wrote:

@Darksol: No, I did miss the asterisk. ;) - I don't think you need to call it out anymore than you already have.

I did think about the 3/4 BAB, and having to hit in the first place, but if it is a sneak attack you are getting a bonus to hit also. I'm just not sure such a large (potential) bonus to the DC is balanced, even with losing the damage dice. I guess it depends on the hex.

Well, it should be perfectly clear that it applies when you're making a Sneak Attack with Hexstrike. Adding a "and the Hexstrike is a Sneak Attack" clause easily fixes that potential miscommunication issue.

And that was a concern that I had with the ability starting out, because there are some hexes *cough*Slumber*cough* that would make such a talent extremely overpowered. That's why I delayed something like Slumber to be considered a Major Hex to the Vexer (which means they can't basically end a creature until 14th level), both for balance purposes, and to not step on the Witch's toes as much (or as often). If anything, Slumber should've been a Major Hex to begin with. While it's only a personal gripe, I feel that it was the right call for an ability that is as powerful and flexible as Hexstrike for the level that it's acquired.


Ryan Freire wrote:

It seems solid but I still think it should be a 6 level caster. The d8 hp and 3/4 BAB fit in with 2/3 caster better than 1/2 caster, which is usually reserved for full BAB d10 hp classes.

Also i know the witch is int based but i still think this class should go Cha. And yeah my only reason is halflings with the halfling jinx traits. Its a perfect class for a particular race and it drives me nuts when things like that don't have synergy in game.

I thought about it, but I felt that people would say it's overpowered. I mean, it's a Hybrid class that combines a no-casting class with a full casting class, so mathematically speaking, a 4/9 spellcaster would be the appropriate result. I'm not opposed to the idea, but it would require a significant rewrite of the spells section on both the table (which was difficult for me to fit at first) and the descriptions. I'll see what everybody else thinks in relation to that before I decide to act on it.

Well, congratulations, you just found yourself a neat little Racial Archetype based on this class; the Jinx! It can be purely Charisma-based for all of its abilities that are Intelligence-based, maybe make it Spontaneous spellcasting instead of prepared, it'll gain different proficiencies...and perhaps have an exclusive Patron!


Even if 4th casting you should have cantrips at 1st level like the Medium.

It has 4th casting and cantrips (called Knacks).


Darksol the Painbringer wrote:
Ryan Freire wrote:

It seems solid but I still think it should be a 6 level caster. The d8 hp and 3/4 BAB fit in with 2/3 caster better than 1/2 caster, which is usually reserved for full BAB d10 hp classes.

Also i know the witch is int based but i still think this class should go Cha. And yeah my only reason is halflings with the halfling jinx traits. Its a perfect class for a particular race and it drives me nuts when things like that don't have synergy in game.

I thought about it, but I felt that people would say it's overpowered. I mean, it's a Hybrid class that combines a no-casting class with a full casting class, so mathematically speaking, a 4/9 spellcaster would be the appropriate result. I'm not opposed to the idea, but it would require a significant rewrite of the spells section on both the table (which was difficult for me to fit at first) and the descriptions. I'll see what everybody else thinks in relation to that before I decide to act on it.

Well, congratulations, you just found yourself a neat little Racial Archetype based on this class; the Jinx! It can be purely Charisma-based for all of its abilities that are Intelligence-based, maybe make it Spontaneous spellcasting instead of prepared, it'll gain different proficiencies...and perhaps have an exclusive Patron!

Eh, i get that people might feel its overpowered, but the combination of witch list instead of sorc/wiz, and 6 levels instead of 9 isn't going to stretch the power scheme of the game out of whack.

Examples

Summoner, light armor, 6 level casting, great pet, solid buff selection

Inquisitor rogue/cleric, 6 level casting, med armor, bane at level 5

ALchemist, light armor, 6 level "casting"

Investigator rogue/alcemist, 6 level casting, studied combat, near full sneak attack light armor

Magus light--> heavy armor, 6 level casting, enhances its own weapon

Hunter Light armor, 6 level casting, amazing pet

Denying light armor, or 6 level casting from this class will throw it into the medium's power level, which is to say, barely above fighter/rogue/monk.

Verdant Wheel

OOo, I really like this! I was very excited about this when you mentioned making this before, and I very much am now that I can see it for myself!

Perhaps the Halfling "The Jinx" variant could have a sort of sneakier bent, like being able to get a Luck bonus to AC, and actual competence with a Sling-Staff? (Ranged Hexstrike has a nice ring to it... Hexslinger too.)

As I said, really enjoy this class, just a couple of comments and a critique or two:

Spoiler:

Given that Hexstrike is a full-round action, how would you realistically get Sneak Attack damage on it for the Precise Hex feat? If someone's being flanked by a rogue, they're going to move out of the way, so you can't follow and get your Strike, and it's very difficult to sneak up on someone and then perform full-round-action. Five-foot-steps help, but not by much. My suggested change would be to have Hexstrike apply on Sneak Attacks alone, once per round, regardless of the action taken.

Hex Focus wrote:
Hex Focus: The vexer selects one hex that he possesses, and increases the save DC of that hex by 1. This talent may be selected multiple times.

Multiple times for a single hex, or for different hexes?

Improved Finesse Training wrote:
The vexer must be 6th level and possess the finesse training rogue talent in order to select this talent.

Can't you just take Weapon Finesse as a feat? I know you could take Finesse Training as an Extra Vexer Talent but this would prevent people from assuming they can just take the feat and then being caught out later on. It would also help for features from other classes which count as Weapon Finesse as regards prerequisites.

If a Rogue Talent requires a specific Talent as a prerequisite, can you use a Vexer Talent with the same name and effect as the prerequisite?

I would, if you're going for 4/9ths Spellcasting, suggest that you add a Luck Pool of sorts, similar to the Sleuth Investigator. You could have some Talents work with it, and even gain access to Ninja Tricks with Luck instead of Ki! Maybe even a Hex that drains luck from others... You do need something to take the edge off that casting deficit; you're not as versatile as the Medium.

The 20th level ability... hmm, actually it seems a shame to relegate this to the capstone slot. It's really good, but not game-breakingly so, so I feel that a modified version could be a class feature earlier on, ascending to this at 20th? That would also allow you to have one of those proper-ridiculous 20th level abilities like massive wealth and immortality, like the Alchemist gets.

Other than that, a really solid class.


Ryan Freire wrote:
Darksol the Painbringer wrote:
Ryan Freire wrote:

It seems solid but I still think it should be a 6 level caster. The d8 hp and 3/4 BAB fit in with 2/3 caster better than 1/2 caster, which is usually reserved for full BAB d10 hp classes.

Also i know the witch is int based but i still think this class should go Cha. And yeah my only reason is halflings with the halfling jinx traits. Its a perfect class for a particular race and it drives me nuts when things like that don't have synergy in game.

I thought about it, but I felt that people would say it's overpowered. I mean, it's a Hybrid class that combines a no-casting class with a full casting class, so mathematically speaking, a 4/9 spellcaster would be the appropriate result. I'm not opposed to the idea, but it would require a significant rewrite of the spells section on both the table (which was difficult for me to fit at first) and the descriptions. I'll see what everybody else thinks in relation to that before I decide to act on it.

Well, congratulations, you just found yourself a neat little Racial Archetype based on this class; the Jinx! It can be purely Charisma-based for all of its abilities that are Intelligence-based, maybe make it Spontaneous spellcasting instead of prepared, it'll gain different proficiencies...and perhaps have an exclusive Patron!

Eh, i get that people might feel its overpowered, but the combination of witch list instead of sorc/wiz, and 6 levels instead of 9 isn't going to stretch the power scheme of the game out of whack.

Examples

Summoner, light armor, 6 level casting, great pet, solid buff selection

Inquisitor rogue/cleric, 6 level casting, med armor, bane at level 5

ALchemist, light armor, 6 level "casting"

Investigator rogue/alcemist, 6 level casting, studied combat, near full sneak attack light armor

Magus light--> heavy armor, 6 level casting, enhances its own weapon

Hunter Light armor, 6 level casting, amazing pet

Denying light armor, or 6...

Summoner isn't really a fair comparison, since most everybody acknowledges that they're OP as all hell and that they're almost always banned, Chained or Unchained.

The other comparisons seem appropriate, though. Like I said, I'm not opposed to allowing 6/9 spell progression, I was just worried that it'd be too much power. I'll tinker with it a bit and see where it falls.


Nitro~Nina wrote:

OOo, I really like this! I was very excited about this when you mentioned making this before, and I very much am now that I can see it for myself!

Perhaps the Halfling "The Jinx" variant could have a sort of sneakier bent, like being able to get a Luck bonus to AC, and actual competence with a Sling-Staff? (Ranged Hexstrike has a nice ring to it... Hexslinger too.)

As I said, really enjoy this class, just a couple of comments and a critique or two:

** spoiler omitted **...

Yes, Halfling Sling Staff would be a proficiency granted. Remember, Hexstrike works with any weapon, so a "Ranged Hexstrike" is already permitted under the current written rule. I'd probably also create special talents to empower the fighting style that players can take if they so want, though they aren't required if they want different focuses.

For Hex Focus, the answer is simply "Yes". You can take the talent multiple times, and you can pump either a single Hex with ridiculous bonuses (it's the equivalent of a Spell/Elemental Focus feat, though also technically worse, since it only works on one Hex, and not a school or subtype of spells), or you can pump multiple, commonly-used hexes with +1's. If you're spending a good portion of your talents simply pumping your Save DCs, you might get the hexes to stick frequently, but you can be missing out on some really killer versatility options.

Interesting catch; the intent is merely to require the Weapon Finesse feat, and it never occurred to me that if you acquire Weapon Finesse from other subjects (such as bonus feats from dipping, or simply taking the feat without spending a talent), that you would fulfill the intended requirement. In that light, it would seem silly. I'll adjust the requirements to reflect that discrepancy.

For the talent requirements, that should be a non-issue. Remember that Slayers have Slayer Talents, which can select a specific pool of Rogue/Ninja Talents. In most cases, when a talent requires that you have another talent selected, it doesn't matter how you acquired it, whether normally, or through an Extra Talent feat; it only matters that you have it in order to take the talent that lists it as a requirement.

I'd say being able to apply two hexes in the same amount of time that it would take to apply one is pretty powerful. Not to mention, adding Intelligence to damage rolls (that's for every damage roll, even ones from a spell), and Sneak Attack whenever an enemy is affected by a Hex, can still be fairly powerful.

While the ability by itself seems lackluster, remember that you also can have access to a Grand Hex, which can allow resurrection, permaslumber, and so on. Sure, it's also 20th level, but I figure with the Grand Vexer feature, it's more than appropriate.

I mean, I made the class a "little" underpowered since, whenever I made archetypes, people would say that it's like X class except better, or that it completely destroys the purpose of the already-existing Y archetype, so the factor that people are saying 4/9ths Spellcasting is too weak is a bit of a refresher.

Again, I'll look at it, but we'll see how it pans out. I'll post with an update when I decide to fix it up.

Verdant Wheel

Thanks for the response! Those all make sense, yeah. I forgot the Grand Hex, which is pretty cool all on its own.

As to the casting... yeah, I'd say that it could work as-is if you provide more class features to account for it, (like a Luck Pool that can power talents and Curse spells and such) but otherwise I think a little more spellpower could be in order.

What about the full-action sneak-attack that I mentioned? I don't mean to pester, but I'm just wondering how you'd handle that since it seems like you'd get the benefit of that talent really rarely.

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I think Hex Focus should be a +2 increase to the DC, like Ability Focus.

For Hexstrike, what if it took a standard action to activate, and allowed you to make a single attack as a swift action? That way, the vexer could move into position to get a sneak attack.

I think making it a 6 level caster, and adding abilities that consume spell slots to activate, would be fun.


Well the big reason im opposed to 4/9 is late access to curses and other debuffs and lower save dcs. If you're a debuffer class having everything you cast top out at 14+ main stat dc it is going to make you pretty weak late game.


Nitro~Nina wrote:

Thanks for the response! Those all make sense, yeah. I forgot the Grand Hex, which is pretty cool all on its own.

As to the casting... yeah, I'd say that it could work as-is if you provide more class features to account for it, (like a Luck Pool that can power talents and Curse spells and such) but otherwise I think a little more spellpower could be in order.

What about the full-action sneak-attack that I mentioned? I don't mean to pester, but I'm just wondering how you'd handle that since it seems like you'd get the benefit of that talent really rarely.

Well, if I was going to add more features, I'd need to be careful what those features would accomplish, as well as focus as to what they're supposed to be, when you'd acquire them, and their power in relationship to the levels you'd acquire them. Which is a lot more work.

When you use the Hexstrike ability as a Full Round Action, it takes place within the turn that you use it. Therefore, unless the enemy is immune to being Flat-footed or Flanked (Uncanny Dodge and it's improved counterpart), or has some ability to move out of the way as an Immediate Action (which he wouldn't be able to take if he's Flat-Footed), Sneak Attack would apply.

Also remember that Improved and Greater Hexstrike function as Hexstrke, either as a Standard Action and as part of a Standard or Full Attack Action, respectively, meaning it's a benefit that can be acquired further than that.


SmiloDan wrote:

I think Hex Focus should be a +2 increase to the DC, like Ability Focus.

For Hexstrike, what if it took a standard action to activate, and allowed you to make a single attack as a swift action? That way, the vexer could move into position to get a sneak attack.

I think making it a 6 level caster, and adding abilities that consume spell slots to activate, would be fun.

If I gave it +2, I'd have to disallow the benefit of it applying to a given hex more than once, since that is how Ability Focus as a feat would function. Keeping it at +1 is more in-line with a feat that stacks indefinitely (such as Spell Focus and Greater Spell Focus).

If the Vexer is using a ranged weapon (such as the Shortbow they're proficient with), they don't need to move into position. Hexstrike works with both melee and ranged attacks. As far as it simply being a Standard Action, I'd rather not give them that amount of power so early, since they already get spells to cast.

As I've said above, giving them even more abilities means that it requires a lot more work. At best, I may give them the ability to spontaneously cast spells with the [Curse] descriptor...


Ryan Freire wrote:
Well the big reason im opposed to 4/9 is late access to curses and other debuffs and lower save dcs. If you're a debuffer class having everything you cast top out at 14+ main stat dc it is going to make you pretty weak late game.

Fair enough, I'll adjust the spellcasting to 6/9ths after a decent break and see where it sets me at.

Verdant Wheel

Darksol the Painbringer wrote:
Nitro~Nina wrote:

Thanks for the response! Those all make sense, yeah. I forgot the Grand Hex, which is pretty cool all on its own.

As to the casting... yeah, I'd say that it could work as-is if you provide more class features to account for it, (like a Luck Pool that can power talents and Curse spells and such) but otherwise I think a little more spellpower could be in order.

What about the full-action sneak-attack that I mentioned? I don't mean to pester, but I'm just wondering how you'd handle that since it seems like you'd get the benefit of that talent really rarely.

Well, if I was going to add more features, I'd need to be careful what those features would accomplish, as well as focus as to what they're supposed to be, when you'd acquire them, and their power in relationship to the levels you'd acquire them. Which is a lot more work.

When you use the Hexstrike ability as a Full Round Action, it takes place within the turn that you use it. Therefore, unless the enemy is immune to being Flat-footed or Flanked (Uncanny Dodge and it's improved counterpart), or has some ability to move out of the way as an Immediate Action (which he wouldn't be able to take if he's Flat-Footed), Sneak Attack would apply.

Also remember that Improved and Greater Hexstrike function as Hexstrke, either as a Standard Action and as part of a Standard or Full Attack Action, respectively, meaning it's a benefit that can be acquired further than that.

Fair enough! I totally understand not wanting to bloat up the class.

Ah, I get that. Sorry!


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The Vexer (V2)

Key Adjustments:

-6/9th spellcasting, by popular demand. In order to make it work, I had to give them spellcasting from 1st level (as other 6/9th spellcasters usually have), as well as access to Cantrips (which should be okay, since it really serves as a supplement to their existing casting). It also required me finagling the Familiar and Patron features as well, but they weren't nearly as difficult in terms of scaling. This frontloads a lot of its strongest features, but without the synergy and scaling from taking future levels (or from multiclassing into other classes with identical features), I feel it's a fair compromise.

-Hex Focus now grants a +2 to the Save DC of a single Hex possessed by the Vexer, but can no longer be taken multiple times for a single Hex. You can still take Hex Focus for another Hex just like before. This change makes it so that you don't have to invest a good portion of your talents to buff your Hexes on the same level as before, but also discourages people from simply taking a powerful hex and pumping its Save DC sky-high only get 10 or so Talents (not including feats or FCBs like the Human one for Rogues)

-Improved Finesse Training now has a clause that lets you fulfill appropriate pre-requisites if you simply possess the Weapon Finesse feat. This is so that people don't feel they have to be shoehorned into taking a useless talent that basically does the same thing as simply taking the that they already have (and as such, wouldn't stack).

Plans for the Future:

-Expand on Racial Favored Class Bonuses for the Vexer, mimicking some of both Rogue and Witch elements into the Favored Class Bonuses for the Core, Featured, and Uncommon Races in the Advanced Race Guide.

-Moar Vexer Talents. While I have a few ideas, I'm skeptical of whether I should allow them. They're also quite limited compared to the imagination of more than one person (with different ideals, I might add), so suggestions for ideas would be appreciated.

-Make a Halfling Racial Archetype, the Jinx. Spellcasting becomes spontaneous, all Intelligence-based class abilities become Charisma-based (think Eldritch Scion Magus), create some exclusive talents, and so on.


Good to see some free Vexer stuff out there. ;)


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The Vexer (V3)

Key Adjustments:

-Improved Finesse Training now applies to Melee Damage Rolls only. This was originally intended to function as the UCRogue's Finesse Training benefit at 3rd level, but the prior version applied to all damage rolls with a given weapon, even if you could throw it (such as a Light Throwing Shield). This has been corrected, so as to not give an unintended power boost in weapon choice over the UCRogue.

-Halfling Racial Archetype: The Jinx is now released as an addendum at the end of the Vexer document. Important features include being primarily Charisma-based instead of Intelligence-based for spellcasting and other relevant class features (such as hexes), having Spontaneous Spellcasting (and spells known instead of spells prepared/memorized) instead of Prepared Spellcasting, and possessing some Racial Trait and full Halfling Sling Staff compatibility in the way of talents.

-Racial Favored Class Bonus entry included at the end of the original Vexer class. The favored class options were purposefully selected between the choices of Rogue and Witch favored class bonuses. Some were uniquely created in conjunction with the varied Vexer features (such as Ominous Sense), or even function as a combined benefit between the two Favored Class bonuses (such as the Sylph's), and all of them were purposefully varied due to the lack of (combined) racial favored class bonuses for some races.

Plans for the Future:

-I don't know. But I would appreciate some brainstorming ideas for extra talents to add onto the class. There is no such thing as too many talents to choose from.

Verdant Wheel

I'm loving this so far!

Maybe a talent that allows for a luck-drain effect once/day? They have to reroll a 20 and take lower, while you can do the reverse?


Nitro~Nina wrote:

I'm loving this so far!

Maybe a talent that allows for a luck-drain effect once/day? They have to reroll a 20 and take lower, while you can do the reverse?

I suppose, but you already have that effect covered with the Fortune/Misfortune hexes. Granting a 1/day benefit similar to both hexes being used at once either isn't worth the talent, or you might as well ditch Fortune/Misfortune from the hex list entirely and just force them to take this new talent instead, which I'd rather not do.

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Maybe on a crit, the opponent has to take Disadvantage on their rolls for 1 round, and you get Advantage for 1 round.

Verdant Wheel

Darksol the Painbringer wrote:
Nitro~Nina wrote:

I'm loving this so far!

Maybe a talent that allows for a luck-drain effect once/day? They have to reroll a 20 and take lower, while you can do the reverse?

I suppose, but you already have that effect covered with the Fortune/Misfortune hexes. Granting a 1/day benefit similar to both hexes being used at once either isn't worth the talent, or you might as well ditch Fortune/Misfortune from the hex list entirely and just force them to take this new talent instead, which I'd rather not do.

Hmm, maybe a talent to use one use of each to provide both of their effects with the same action?


Nitro~Nina wrote:
Darksol the Painbringer wrote:
Nitro~Nina wrote:

I'm loving this so far!

Maybe a talent that allows for a luck-drain effect once/day? They have to reroll a 20 and take lower, while you can do the reverse?

I suppose, but you already have that effect covered with the Fortune/Misfortune hexes. Granting a 1/day benefit similar to both hexes being used at once either isn't worth the talent, or you might as well ditch Fortune/Misfortune from the hex list entirely and just force them to take this new talent instead, which I'd rather not do.
Hmm, maybe a talent to use one use of each to provide both of their effects with the same action?

The Grand Vexer capstone already does that with the Hexstrike ability (which I just updated to let the Vexer actually use two hexes with just the Hex feature, and not require Hexstrike to do so).


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I did add a couple of talents that I came up with at my work. They're called "Playing the Odds," "Meta-Hex," and "Improved Accursed Hex." Let me know what you guys think.

Verdant Wheel

OOo, I like these! Seem pretty well balanced, and I really like Meta-Hex.


Vexer Update (V4)

Notable Changes:

-Clarified that the Trapfinding option does not grant a bonus equivalent to half class level for Disable Device.

-Clarified that the Meta-Hex talent does allow you to change Metamagic effects with each usage of a given hex.

-Buffed "Playing the Odds" to be selectable multiple times, increasing the uses per day. (Never know how often you may need to Take 10...)

-Added "Precognition" as an Advanced Vexer Talent. It is similar to "Playing the Odds," except it allows a single Take 20 on any D20 roll he makes. Unlike "Playing the Odds" it cannot be selected multiple times for more uses, does not allow Critical Hits, and requires the "Playing the Odds" talent to select it.

-Added "Greater Meta-Hex" as an Advanced Vexer Talent. Functions identical to the normal version, except it allows (basically) all Metamagic feats. Requires the "Meta-Hex" talent, and the Major Hexes class feature to select it.

-Other minor typo fixes and clarifications.

**EDIT**

I am considering making an archetype involving Oracle or Shaman features, though I'll need to configure what substitutions I'll want to make for certain features to emulate.

Verdant Wheel

This is getting fleshed out nicely!

Perhaps that Oracle one could be something like the "Fulcrum of Fate" that gains particular powers from accepting a curse, and can create such balance among others; turning their power into weakness. Be the point of balance in the middle of the see-saw, and let the fortune and misfortune flow whichever way you desire.

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