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So it's no secret that I absolutely love 4th Edition D&D. I think it's one of the most satisfying systems, mechanically speaking, and opens to door to Role-playing that wasn't obstructed by rules minutia and stats for simply stat-sake. But that being said I still enjoy v3.5 D&D (and 5e too) for other reasons. I have dozens of books for 3e and it would be ultimately silly to remove them, especially when I still have some on-going campaigns using that system.

One thing that I always felt 3e sort of lacked was a "stealthy" style Cleric or divine character. We have divine warriors (Paladins, war-domain Clerics, Favored Souls, and oodles of Prestige Classes like the Ordained Champion) and we have specialty clerics (insert preferred Domain here) and the Cloistered Cleric for that more scholarly aspect. But aside from the Trickery Domain and multiclassing to Rogue, there's really no branch of any church hierarchy for those who fight in it's shadows so to speak. This is sort of the niche that the 4e Avenger filled. So without further ado, here's my conversion of that class to v3.5. As always, constructive criticism is appreciated.

AVENGER

Hit Die: d8

Skill Points: 4 + Int modifier (x4 at 1st level)

Class Skills (and the ability their associated with): Balance* (Dex), Climb* (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide* (Dex), Intimidate (Cha), Jump* (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently* (Dex), Sense Motive (Wis), Spellcraft (Int), Swim* (Str), and Tumble* (Dex). Skills noted with an * are subject to armor check penalties, double for the Swim skill.

Base Attack Bonus: Same as Fighters
Saving Throws: Fortitutude - Poor; Reflex - Good; Willpower - Good

Class Features:
Weapon and Armor Proficiencies: Avengers are proficient with all martial melee weapons and all simple weapons, as well as all light armors.

Spells: You cast divine spells, which are drawn from the Avenger spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0 level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1-1. In addition, you receive bonus spells per day if you have a high enough Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).

Spells Known: You begin play knowing two 0-level and two 1st-level spells, chosen from the avenger spell list. You also know one additional 0-level spell for each point of Wisdom bonus you have. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the avenger spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining a new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell you can cast. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.

Divine Expression (Sp): You can use the spell-like powers create water, detect magic, guidance, light, and purify food and drink a combined total of times per day equal to 3 + your Wisdom modifier. These spell-like powers do not count against your total of spells known or spells per day.

Faith’s Shield (Su): As the arm of vengeance for your deity, you leave little room for such things as defense, thus your non-proficiency with shields. However, your faith in your purpose to carry out thy deity’s cause gives you an almost shield-like protection. Starting at 1st level, so long as you are not using a shield, you gain a +2 shield bonus to your AC as long as you remain conscious. This bonus only apples to your AC and not to your flat-footed or touch AC. Feats that work in conjunction with shields do not affect this supernatural ability.

At 4th level, this bonus is also applied to your flat-footed AC bonus.

At 7t level, this bonus increases to +4.

Domain Spells: At 2nd level you can choose one domain associated with your chosen patron. This selection adds the domain’s spells to your known spell-list at the appropriate levels listed. At 8th level, you may choose a second domain. You do not gain any additional features, including the domain power when a domain is selected.

Oath of Enmity (Su): At 3rd level, you can choose one enemy within 50-ft. of you that you can see. When you make any attack against that enemy and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the battle or until the target drops to 0 hit points, at which point you regain the use of this ability. If any other effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this ability has no effect on that attack either.

At 13th level you may add your Wisdom modifier on any damage rolls
you make while using your Oath of Enmity ability and this feature can be used against one additional target.

Swift Prayer: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
You can use this ability twice per day at 10th level, three times per day at 15th, and four times per day at 20th level.

Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus to your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, +4 at 16th level, and +5 at 18th level.

Spells Per Day (Table: 1-1) 0 through 5th level
1st—3/2
2nd—4/3
3rd—5/4
4th—6/5
5th—6/6/2
6th—6/6/3
7th—6/6/4
8th—6/6/5
9th—6/6/6/2
10th—6/6/6/3
11th—6/6/6/4
12th—6/6/6/5
13th—6/6/6/6/2
14th—6/6/6/6/3
15th—6/6/6/6/4
16th—6/6/6/6/5/2
17th—6/6/6/6/6/3
18th—6/6/6/6/6/4
19th—6/6/6/6/6/5
20th—6/6/6/6/6/6

AVENGER SPELL LIST
0: caltrops, disrupt undead, inflict minor wounds, message, resistance, virtue

1st level: armor lock, bane, benign transposition, blade of blood, bless, command, divine favor, doom, guiding light, inflict light wounds, lesser vigor, light of Lunia, magic weapon, rhino’s rush, swift expeditious retreat, updraft.

2nd level: baleful transposition, bull’s strength, darkness, darkway, deific vengeance, dimension hop, distracting ray, earthbind, glitterdust, hold person, inflict moderate wounds, levitate, light of Mercuria, see invisibility, seeking ray, sting ray, sun bolt, owl’s wisdom, remove paralysis, silence, spiritual weapon, swift fly, zone of truth.

3rd level: bestow curse, darkfire, daylight, footsteps of the divine, inflict serious wounds, invisibility purge, knight’s move, light of Venya, prayer, protection from energy, ring of blades, searing light, vigor

4th level: air walk, castigate, dimension door, dispel magic, dimensional anchor, discern lies, inflict critical wounds, Otiluke’s resilient sphere, radiant shield, shadow well, sound lance, spell immunity, wingbind

5th level: break enchantment, dualward, flame strike, greater command, prismatic ray, righteous wrath of the faithful, slay living, spell resistance, swift ethernalness, true seeing


So here's my take on a sort of half-vampire/dhampire theme build for Fighters.

FIGHTER
Path of the Blood Knight

Perhaps the thirst for blood runs in your lineage or maybe you've had the misfortune of coming across a vampire and thus have been bit. Regardless of the reasons, the abilities of a vampire slowly build within you. Although you’re not truly a full-fledged creature of the night, you start to exhibit the blood thirst common among that specific kind of undead. The seducing lure of darkness has enthralled you and you intend to embrace it’s power.

Blood Knight Features
Level Feature
3 Blood Drinker
7 Night Stalker
10 Drain the Vein
15 Nocturne’s Call
18 Dark Vitality

Blood Drinker
As you slay your victims mercilessly, blood gushes forth from the wounds you've inflicted, cascading over you like an unholy baptism. You start to draw strength from this invigorating feeling.
When you drop a creature to 0 HP with a melee attack, you can gain temporary hit points equal to that creature’s total Hit Die. These go away at the end of a short or long rest and do not stack with any other form of temporary hit points.

Night Stalker
Your heightened senses and motion allow you to glide more easily across the grown, giving you an almost unnatural gait and softened footfalls.
You gain proficiency with Stealth checks. Additionally, you do not suffer disadvantage to Stealth checks while wearing any armor.

Drain the Vein
Gripping a creature in your hand, the overwhelming urge to sink your sharp fangs into their exposed throat and tear it out is too great. Restrained creatures flail haplessly as you slowly drain the vitality from their veins.
When you use your action to successfully restrain a creature you have grappled, that creature takes damage equal to 2d6 + your Strength or Dexterity modifier. Further, you do not suffer disadvantage on attacks while restraining a creature. If a creature is reduced to 0 HP using this ability, you gain actual hit points from your Blood Drinker ability rather than temporary hit points.

Nocturne’s Call
The connection to other creatures of the night resonate strongly within your soul. The sound is so strong that you gain the ability to turn into one of their kind.
As an action you can transform into a bat or dire wolf. This transformation works just like the druid’s wild shape class feature and lasts for a number of hours equal to ½ your Fighter level. You regain the use of this ability after a long rest.

Dark Vitality
The pinnacle of your warrior’s training and blood lust leaves you with uncounted strength and endurance.
You gain the Champion’s Survivor feature.


So one of my co-workers and I were talking about old games, mostly computer and console games like Modern Warfare, Halo, Star Craft, etc. and he had mentioned that one of the only fun board games he played growing up was this obscure game called Hero Quest. "Obscure?!" I shouted, because who didn't know or at least play this epic, amazing board game back in the late 80's / early 90's? It was a game like Dungeons and Dragons but not as convoluted (at the time) and was LOADS of fun for hours. I'd swear that game kept me from getting into actual trouble growing up.

As we were reminiscing about it, I tried to see how much one would go for on EBay or similar selling site. And, like all cool retro things, it cost a LOT of money. A used one with a scraped up box was at the least - $150.00 and new ones (what few were left) were in the $300+ range. I found one being produced for it's 25th anniversary, but that was it's own €110.00.

One thing I saw, however, was that a LOT of the miniatures were staple creatures of most D&D games. Skeletons, Orges, Orcs, goblins, etc. Having a pretty substantial amount of minis myself, I got to thinking....Can I just download the cards, adventures and rules, character sheets, and similar items on PDF and use D&D tiles/props?

I'm not sure of the legality of this or if it could properly be done? I could probably get more common minis like skeletons and orcs and stuff while using tokens in the mean time. Though there are things like props (doors, chests, tables, alchemy labs, etc.) that are one of the coolest parts of the game, making it "3D". Are there sites you can just buy these piece-meal?

basically I want to get Hero Quest going again but don't want to shell out over $150.00 for it.


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So with all the Martial / Caster discrepancy threads coming in I figured that I delve into probably is one of the most systemic problems facing Martials with v3.5 and Pathfinder. The two being a Full-Attack action and descending attack bonuses. Now this isn't just a problem for Martials as all classes are affected by this to some degree however I feel Martial classes are affected, by far, more than spellcasters since they are the ones that use that particular system the most.

The first problem is Full-Attack. One of the problems this creates is rooting a weapon-based user in place. It doesn't matter if they wield a sword or bow, they only ever benefit from one of their biggest class features when they're standing completely still or have only moved 5-ft. Now imagine if a spellcaster, to cast higher level spells (5th level +), was under the same limitation. I think the entire game would shift in a different way in the way it's played. This also creates a divide in melee-weapon choices, thus making reach weapons FAR more preferable to one-handed/light weapons IF you want to make sure enemies don't slip by you and conversely, weapons like the Spiked Chain become #1 overall.

I'm not entirely sure why the rule of Full-Attack is in place? I don't really understand what it's exactly trying to emulate within the narrative of the game world? Why can't a warrior move 30-ft. and swing a weapon in 6-seconds? Is the time constraint of a round that pivotal to maintain that ALL classes are reduced to move + 1 attack or don't move + ALL attacks? Why is it there?

The second problem are descending attack modifiers. As the AC is static, the modifier is static too and the die roll represents chance / luck / fate / etc. But then why make it further complicated by making iterative attacks worse? What exactly changed between attack #1 and #2 or #3 or #4? What is this specific rule attempting to simulate? I don't think it's endurance or fatigue because it's the same with the opposed hand (a hand that is often 'weaker' by comparison). Does the monster somehow react exceptionally fast after the first swing is created? Even if you take a more narrative view of multi-attacking (each attack isn't 1 swing but the whole round is a commotion of parries and thrusts) then descending attacks don't necessarily make much sense. In sword fighting it's often the 1st attack that is a decoy or ruse that will open up you opponent to secondary and iterative attacks. Except in D&D/PF-Land where the first attack is always swung hardest and all other attacks sort of become weaker and slower and less useful.

So what this boils down to is a Warrior/Martial character who has to stand-still (barring a 5-ft. step) to get his full benefit BUT even then that benefit is hampered as those last attacks become just hopefull-critial threats anyways.

Now imagine if both those rules were removed! Yep, what would happen if the Martial / Warrior didn't have to stand in a 5-ft. area to be a Weapons-Master? What would happen if ALL of their attacks were accurate (and deadly)?

Now one serious downside to removing these restrictions is that you have to remove them from everyone. That means creatuers like Dragons and Hydras and the like can make all their attacks, fly, and be destructive forces of nature in their own right. Well, honestly, I'm OK with that. Dragons are scary dangerous and walking into it's DEN to throw down should be a sure-fire way to get eaten. If a Hydra has come upon you in surprise, best to scatter and used Ranged options until it's close to death. It would change the way the game is played but I think that change is ultimately for the better.

Thoughts?


So another thread got me thinking about how easy it was for me, as a player in 4E, to reflavor anything/everything I wanted to appease this vision I had of a character. And this reflavoring ran the gauntlet from Racial aspects with mechanics and classes down to specific weapons and Feats. I don't really know why I didn't get this sense of entitlement from other editions of the game, but I wondered how important a part this will play with D&D:Next's game?

For those who don't really understand where I'm coming from, imagine a character concept: Death Priest who wields a Scythe. Sure, it's cliché but it's thematic and definitly has that "Reaper" feel. And during the character creation phase, the player realizes that the Scythe is just a horribly written weapon. It provides absoutley nothing mechanically and is rather dull. Instead, the player eyes up the Greatsword like it's the best thing since sliced bread and REALLY wants those stats when he's wielding it. He knows that it'll take an extra feat to obtain it (Weapon Prof: Greatsword) so he does and writes down the weapon's damage die, crit. range, weight, and price. So during combat he describes his Death Cleric chopping off the heads of his Goblin foes and starts rolling 2d6 (i'm using 3E rules for this) and the DM says "Wait wait, your using a Scythe, it's 2d4." The player explains that he wanted Greatsword mechanics but just reflavored it to be a Scythe, even says that the feat could represent his practice with the weapon for extra damage. At this juncture, what does the DM do?

This hypothetical situaion could be anything from completley reflavoring a class or a race to spells to weapon damage. Where does the hard-line mechanics need to put it's foot down on creativity, even if that creativity is just flavor and re-skinning and the rules remain balanced?


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So the topic of codifying rules and how they make things easier (or more difficult) for the game started me thinking on powers in general. And the one thing that has bothered me the most about 4E's mechanics is the lack of any viable Two-Weapon fighting style thats NOT in direct correlation to one of the 4 classes (or 2 races) that can instantly select that option. For those unaware of how it works, 4E's power structer is pretty narrow in it's focus, espically when it comes to weapon-based powers. In the case of two-weapon fighting, if you don't specifically have a power that allows you to attack with each weapon, you simply can't do it. Period. Now, this doens't prevent you for wielding two weapon, you can do that without penalty so long as your off-hand weapon has the Off-hand property. What you can't do, it use them both in 1 attack.

For barbarians, fighters, rangers, and scouts this isn't a problem becaus they have at-will abilities that allow them to obtain two-weapon attacks. The Half-Elf and Revenant (half-elf) can also obtain one of these classes powers to be used 1/encounter (and then later as a true at-will attack). But what about the elven Paladin who sacrifices his shield for a second blade OR the Rogue who likes to stab with a poisoned dagger whilst engaged in a duel or even the Bladesinger/Swordmage who uses that off-hand attack with a firey fist or blade-boot? These options are not viable at all, even with the Two-Weapon Fighting feat. All the TWF feat does is give you a nice little bonus to damage rolls while your wielding two-melee weapons and 1 must be a off-hand weapon or you start take penalties.

So how can we allow people who aren't specifically trained to fight with two weapons the ability to use them AND still maintain that 'special' aspect for the aformentioned classes? Is this even possible and remain in the vacinity of balance? I'd hope so and here's my first take:

Two-Weapon Fighting
Prerequisite: Dex 13
Benefit: Gain the benefits normally associated with the Two-Weapon Fighting feat (see normal beneits for Two-Weapon Fighting feat, Player's Handbook p. 201).
In addition, replace your Melee-basic attack's hit line with the following:
Hit: 1[W] + Strength modifier damage. If you are wielding two weapons, you may make a secondary attack against the same target. This attack uses the same modifier as your melee-basic attack and deals 1[W] damage.

The balance points are:

  • The attack uses a Melee-Basic Attack, something a lot of non-Essential classes tend to avoid in lieu of their more potent class At-Will powers.

  • The attack uses the same ability modifier as you Melee-Basic Attack. If a non-Strength based class such as the Avenger, Rogue, or Druid wants to use this point, they'll most likley have to take Melee Training feat for this to even be a viable option.

  • The effect is linked with the Hit line, meaning that if you miss with your melee basic attack, you forego the additional attack this feat creates. Simply put, the first attack allows you a line-up shot for the second. Fail the first one and you cannot perform the second.

  • This is much lesser in potency when compared to the Ranger's Twin Strike (two attack rolls vs. one or two creatures), the Fighte's Dual Strike (one attack vs. two creatures only), and the Barbarians's Whirling Rend (one attack, automatically deals off-hand weapon damage).
  • Ok, so what do you think for a rough draft?


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    So for those of you who've played Magic: The Gathering and specifically, the Ravnica/Guildpact/Dissention set, I'm attempting to put together a 4E campaign using this setting.

    What I have so far is the coupling of classes to specific Guilds. I'd post the entire list here, but that'd be very very big. Suffice to say that a simpler way of putting it is that Arcane classes are going to be in guilds that have the "Blue" symbol, Shadow classes get "Black", Divine classes get "White", Martial classes are sorta mixed in there between the 5 colors based on style, Primal classes get "Green" guilds, and Psionic classes are broken up amongst a bunch of guilds. One color that go no direct love was "Red" as I couldn't think of one Power Source. What I'll do is put in a little overview of the guild, the race and classes associated with it.

    For races, I'm going to be trying to stick to setting over D&D product availability. I'd like to have ONE race that's specific to a guild but have others that are generic to the setting. Something like Dark Elves/Drow—the Golgari Swarm, Minotaurs—the Boros Legion, Tieflings—the Cult of Rakdos, Revenant—Orzhov Syndicate, Goblins—the Izzet League, Goliaths—Gruul Clans, Loxo (homebrew) or Wilden (default)—Selesnya Conclave, Deva—Azorious Senate, Shade—House Dimir, Eladrin—Simic Combine. Other races, with the exclusion of Halflings, Gnomes, Giths, Shardminds, and Genasi are all intermingled with the populaces of Ravnica. The excluded races I just mentioned are not on this planet nor are they in the setting.

    As for a Divine power source, there is one but it's not derived from one or many Gods in a Pantheon, it's derived from the Angelic Host and the positive forces of "Good" that emminate throughout the world. And just as Divine magic can be good, it can also be dark and draw from the many legions of the Abyssal Horde that form the darker planes.

    That sounds pretty good for a start. I should add in plots and the like, but that'll come soon enough. Also, I'm wondering if there are any ideas for re-fluffing or homebrew content that would make the setting better? I'm not sure how I'd create Vedalken race, or reflavoring a class so that they're Vedalken people (maybe Shardmind?)


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    I'm going to be starting a new campaign soon for which I'll be creating a 3rd level wizard for. I'm going to specialize in Conjuration and summoning (don't like the Summoner class) but I'm not seeing many items that specifically help the Conjurer. I'm pretty sure we'll be allowed to obtain items from the Magic Item Compendium and possibly other sources per DM approval. So is there anything really useful or interesting for this speciality or Wizards in general (aside from the normal +2 Headband of Int, Rings of prot., amulet of nat. prot.) since I've never actually played a wizard-class before?


    HEX KNIGHT

    Hit Die: d10

    Requirements
    To qualify to become a hex knight, a character must fulfill all the following criteria.
    Base Attack Bonus: +5
    Alignment: Any non-good.
    Skills: Concentration +6 ranks, Intimidate +6 ranks, Knowledge (arcana) +2 ranks,
    Knowledge (religion) +2 ranks, Spellcraft +5 ranks.
    Feats: Any one curse feat (featured in Dragon magazine #339).
    Martial Maneuvers: Must know at least two martial maneuvers, including one strike.
    Martial Stance: Must know at least one martial stance.
    Spells: Able to spontaneously cast arcane spells of 1st level.
    Special: Ability to use hexblade's curse.

    CLASS FEATURES
    Spellcasting: At each level except 1st, 5th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Hex Knight, you must decide to which class to add each level for the purposes of determining spells per day, caster level, and spells known.

    Maneuvers: At each odd numbered level, you gain a new maneuver known from the Devoted Spirit or Shadow Hand disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Hex Knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 3rd, 6th, and 9th level you gain one additional maneuver readied per day.

    Stances Known: At 4th level and again at 8th level, you learn a new stance from the Devoted Spirit or Shadow Hand disciplines. You must still meet a stance's prerequisites to learn it.

    Curse Affinity: You Hex Knight levels stack with your levels in hexblade for the purposes of determining the DC save of your curses.

    Hexer's Vengeance (Su): At 1st level, you learn how to focus your anger and hatred against those you curse. You gain a +1 bonus to damage rolls against any creature affected by your curse. This bonus increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level.

    Arcane Advancement (Ex): At 2nd, 5th, and 8th level, you can add a new spell to your spells known list, representing the result of personal study and experimentation. The spell must be a wizard/sorcerer spell of the enchantment, necromancy, or transmutation school, and of a level no higher than that of the highest-level spell the Hex Knight already knows.

    Extra Curse (Su): At 2nd, 6th, and 9th level, you gain one additional attempt to use your hexblade's curse effect.

    Bonus Feat: At 3rd and 6th level, you can choose a bonus feat from the Combat Feat list or a hex feat (featured in Dragon magazine #339). You must meet any prerequisites of the feat to select it.

    Mass Curse (Su): At 5th level, once per day, you can use your curse ability to effect all enemies in a 20-ft. radius centered on you. At 9th level, you can use this ability twice per day.

    Knight's Stance of Misfortune (Su): At 10th level, you learn how to blend the misfortune of your cursing power and one of your stances in a new way. While you are in a stance from any discipline you know, you can forgo it's normal benefit as a swift action to gain the effects of the Knight's Stance of Misfortune. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using Knight's Stance of Misfortune and resume gaining the normal benefit of the same stance as a swift action. While you use this ability, the DC for your curse, maneuvers, and spells increases by 2, and any enemy adjacent to you that makes an attack against your allies takes untyped damage equal to 1d6 plus your Charisma modifier.
    In addition, when you first activate this ability, you can choose to expend an arcane spell slot. If you do, once during the encounter you can make an adjacent enemy re-roll an attack, saving throw, skill check, or combat maneuver check. You may choose which roll the enemy uses. The number of attempts you can do this per encounter is equal to the level of the spell you expend (maximum of 4 attempts for expending a 4th level spell).

    Class Skills (4 + Int modifier per level): Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Stealth (Dex).

    Lvl - BAB- FS - RS - WS - Knwn-Man - Readied - Stnc - Special - Spellcasting
    1st - +1 - +1 - +0 - +1 - +1 - +0 - +0 - Curse affinity, hexer's vengeance +1 - N/A
    2nd - +2 - +1 - +1 - +1 - +0 - +0 - +0 - Arcane advancement, extra curse 1/day - +1 level arcane spellcasting class
    3rd - +3 - +2 - +1 - +2 - +1 - +0 - +0 - Bonus feat - +1 level arcane spellcasting class
    4th - +4 - +2 - +1 - +2 - +0 - +0 - +1 - Hexer's vengeance +2 - +1 level arcane spellcasting class
    5th - +5 - +3 - +2 - +3 - +1 - +0 - +0 - Arcane advancement, mass curse 1/day - N/A
    6th - +6 - +3 - +2 - +3 - +0 - +1 - +0 - Extra curse 2/day, bonus feat - +1 level arcane spellcasting class
    7th - +7 - +4 - +2 - +4 - +1 - +0 - +0 - Hexer's vengeance +3 - +1 level arcane spellcasting class
    8th - +8 - +4 - +3 - +4 - +0 - +0 - +1 - Arcane advancement - +1 level arcane spellcasting class
    9th - +9 - +5 - +3 - +5 - +1 - +1 - +0 - Extra curse 3/day, mass curse 2/day - N/A
    10th- +10- +5 - +3 - +5 - +0 - +0 - +0 - Hexer's vengeance +4, knight's stance of misfortune - +1 level arcane spellcasting class