
Nero24200 |

Hello all
For a while now I've been looking to up the power of the hexblade class. In terms of fluff, I absolutely love it, but as someone who has both seen and played one IG, I feel it's power is somewhat lacking.
And with my group now playing PFRPG, the gap in power is widened a little more, so here is my new version of the class. Please evaluate and critque honestly.
Hit Die: D10
Alignment: Any Non-Good
Class Skills
The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha)
Skill Points: 2 + Int modifier
Level | Ability
1st |Hexblade's Curse, Hex Points
2nd |Arcane Resistance
3rd |Mettle
4th |Dark Bond
5th |Bonus Feat, Hexblade's Curse (2 Known)
6th |Armoured Mage (Medium)
7th |Advanced Learning
8th |Aura of Unluck 1/Day (10%)
9th |Hexblade's Curse (3 Known)
10th |Bonus Feat, Hexing Magic +1
11th |Advanced Learning
12th |Aura of Unluck 2/Day (20%)
13th |Hexblade's Curse (4 Known)
14th |Hexing Magic +2
15th |Advanced Learning, Bonus Feat
16th |Aura of Unluck 3/Day (30%)
17th |Hexblade's Curse (5 Known)
18th |Hexing Magic +3
19th |Advanced Learning
20th |Bonus Feat, Aura of Unluck 4/Day (40%)
Class Features
All the following are class features of the hexblade.
Weapon and Armour Proficiency: Unchanged
Hexblade’s Curse (Su): A hexblade is able to bestow on his/her foes a powerful hex to hinder them. At 1st level and every 4 levels thereafter, the hexblade learns a single “Hex” from the Hex list (to a maximum of 5 hexes at 17th level).
Using any hex is a swift action and can affect 1 foe within 30ft of the hexblade. With every 4 hexblade levels, the hexblade can affect one more foe and the range of the hex increases by +5ft, to a maximum of 6 foes within 55ft at 20th level. Foes within range are entitled to a will saving throw (DC 10 + the hexblade’s level + the hexblade’s charisma modifier) to resist the effect. Opponents subject to a hex become immune to that particular hex from that particular hexblade for 24 hours, regardless of whether or not they pass their saving throw to resist its effects. Opponents with bonuses against curse effects gain them as a bonus to the saving throw made to resist a hexblade curse.
[]bHex Points:[/b] A hexblade gains a number of “Hex” points usable to determine the power/effect of many of the hexblade abilities. A hexblade starts off with a number of Hex points equal to 4 + the hexblade’s charisma modifier. The hexblade gains an additional 2 points for every hexblade level beyond level 1.
Arcane Resistance: Unchanged
Mettle: Unchanged
Spells: Unchanged
Dark Bond (Su): At 4th level the hexblade is able to bind his or her soul to an animal, object, or creature born from darkness. The hexblade must first choose one of 3 forms to tie this bond to. The first form may be an object, and the second a familiar, in which case this bond functions exactly as the wizards Arcane Bond. The third option provides the hexblade with a dark companion. This dark companion acts as the hexblade’s shadow. All foes next to the shadow suffer a -2 penalty to armour class and saving throws. By default, this shadow creature remains as the hexblade’s shadow (and thus only affecting foes within 5ft of the hexblade), but the hexblade can command it to move up to 30ft a round as a swift action, allowing the hexblade to bestow these penalties to foes not adjacent to the hexblade (though whilst doing so the hexblade cannot bestow the penalties to foes that are next to him/her).
Bonus Feat: At 5th level, and again at 10th, 15th and 20th level, the hexblade gains a bonus feat chosen from the following list. The hexblade must meet all prerequisites as normal.
Feats (Player’s Handbook): Combat Casting, Greater Spell Focus (Enchantment, Necromancy or Transmutation only), Greater Spell Penetration, Improved Unarmed Strike, Spell Focus (Enchantment, Necromancy or Transmutation only), Spell Penetration.
Feats (Monster Manual): Ability Focus (Hexblade’s Curse (Note, the benefits of this feat can only apply to a single curse chosen form the list))
Feats (Complete Mage): Fearsome Necromancy, Fey Heritage, Fey Legacy, Fey Power, Fey Presence, Fey Skin, Fiendish Heritage, Fiendish Legacy, Fiendish Presence, Fiendish Resistance, Somatic Weaponry, Toughening Transmutation, Unsettling Enchantment
Armoured Mage: At 6th level the hexblade is able to cast spells in medium armour without fear of arcane spell failure. In addition, the hexblade also gains the feat Medium Armour proficiency for free.
Advanced Learning: At 7th level and every 4 levels thereafter (at 11th, 15th and 19th level) the hexblade gains 1 additional spell known of his or her choosing. This spell cannot be higher level than the hexblade is capable of casting (i.e at 7th level a hexblade can only select a 1st level spell using this ability, at 11th level the hexblade can choose a 1st, 2nd or 3rd level spell etc). This spell can be from any arcane spell list, but it must be either an enchantment, necromancy or transmutation spell.
Aura of Unluck (Su): At 8th level the hexblade is able to emit an aura which impedes his or her foes further. Activating this ability is a swift action and lasts for a number of rounds equal to 1 + the hexblade’s charisma modifier and can only be used once per day. Whilst under the effects of this ability, attacks against the hexblade suffer a 10% miss chance. At 12th level the hexblade gains an additional use per day of this ability and the miss chance increases to 20%. At 16th level the hexblade can use this ability 3 times per day and the miss chance increases to 30%. At 20th level the hexblade can use this ability 4 times per day and the miss chance increases to 40%.
Hexing Magic (Ex): At 10th level, the hexblade is able to compensate more easily for his/her lesser magical powers. The hexblade’s caster level for the purposes of hexblade spells increases by +1 (so that a hexblades caster level is now equal to his/her hexblade level -2. At 14th level this bonus increases to +2, and at 18th level this bonus increases to +3.
HEXES
The following is a list of the hexblade’s hexes. Each hex can only be chosen once. Normal hexes can be taken freely as appropriate to the number of hexes a hexblade can learn. Greater hexes can only be learned after 9th level on the other hand, and Dark hexes can only be learned at 17th level.
Hex of Armour Breaking: The targets of this effect suffer a -2 penalty to armour class. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.
Hex of Poisoning: The targets of this effect suffer double the normal ability damage bestowed by any poison or disease which deals ability damage or ability drain. This hex lasts for 72 hours on a failed saving throw and costs 1 hex point to use.
Hex of Slowness: The targets of this effect must reduce their speed by half. This includes any fly, swim or burrow speeds as well as their base land speed. This hex lasts for 1 hour on a failed saving throw and costs 1 hex point to use.
Hex of Spell Failure: The targets of this effect must reduce the DC and caster level of any spells used by them by 1 point. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.
Hex of Vulnerability: The targets of this effect suffer a -2 penalty to their saving throws. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.
Hex of Weakness: The targets of this effect suffer a -2 penalty to attack rolls and skill checks. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.
Greater Hex of Armour Breaking: The targets of this effect suffer a -4 penalty to armour class. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.
Greater Hex of Lost Hope: The targets of this effect automatically lose any morale-based benefits and cannot gain the benefits of any others. This hex lasts for 1 minute on a failed saving throw and costs 2 hex points to use.
Greater Hex of Pain: The targets of this effect cannot receive the benefits of any positive-based healing, such as that of a Cure spell. Other means of regaining hit points (such as by resting) still function as do any non-magical means of healing. This hex lasts for 1 minute on a failed saving throw and costs 2 hex points to use.
Greater Hex of Spell Failure: The targets of this effect must reduce the DC and caster level of any spells used by them by 2 points. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.
Greater Hex of Vulnerability: The targets of this effect suffer a -4 penalty to their saving throws. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.
Greater Hex of Weakness: The targets of this effect suffer a -4 penalty to attack rolls and skill checks. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.
Dark Hex of Armour Breaking: The targets of this effect suffer a -6 penalty to armour class. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Soul Destroying: Targets of this effect suffer a -2 penalty to all saving throws against death effects. In addition, should the target die, his/her/it’s soul becomes bound to the hexblade; preventing resurrection of any type (including true resurrection) until the hexblade him/herself is killed. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Spell Failure: The targets of this effect must reduce the DC and caster level of any spells used by them by 3 points. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Weakness: The targets of this effect suffer a -6 penalty to attack rolls and skill checks. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Vulnerability: The targets of this effect suffer a -6 penalty to their saving throws. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.

Saern |

I like what you've done, but do have some quick thoughts.
Hexblade's Curse: Why not make the range increase by 10 feet each time the hexblade gets a new curse? Maxing out at 55 feet seems odd. With 10 feet per increment, it maxes at 80 feet, I believe, which doesn't seem unreasonable for such a high level character.
Further, I think the save DC should be 10 + 1/2 the hexblade's level + Charisma modifier. That's the standard. Unless the PFRPG uses full level as the basis of their saving throws (I haven't read much on it yet, opting to wait for the full release this fall).
Dark Bond: I think the shadow companion overpowers the other two options, especially combined with the curse of armor breaking line of hexes. I would either limit its uses per day, or figure out a way to put a saving throw on the thing.

SmiloDan RPG Superstar 2012 Top 32 |

Here's what I came up with for the Hexblade.
PFRPG Hexblade
Hexblades are arcane soldiers that have mastery over luck.
Alignment: Non-good
BAB: +1
Good Saves: Will
Hit Dice: 1d10
Class Skills: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, Ride, Spellcraft, Use Magic Device
Skill Ranks Per Level: 2 + Int modifier.
Hexblades are proficient in all Simple and Martial Weapons, Light Armor, and all Shields (except Tower Shields).
Hexblades use the Paladin spells per day table, and can prepare spells from the Sorcerer/Wizard list of spells from the schools of abjuration, divination, enchantment, illusion, necomancy, and transmutation. They do not suffer arcane spell failure if wearing light armor or no armor. Spells are based on Charisma. Their caster level is equal to their class level -3.
LEVEL ABILITY
1. Arcane Grace, Cantrips, Hex Pool, Hexblade's Curse (-2)
2. Hex Power
3. Mettle
4. Bonus Feat, Hex Power
5. Arcane Bond
6. Hex Power
7. Improved Hexblade's Curse (-4)
8. Bonus Feat, Hex Power
9. Aura of Unluck (20%)
10. Hex Power
11. Baleful Luck
12. Bonus Feat, Hex Power
13. Greater Hexblade's Curse (-6)
14. Hex Power
15. Quick Curse
16. Bonus Feat, Hex Power
17. Greater Aura of Unluck (50%)
18. Hex Power
19. Dire Hexblade's Curse (-8)
20. Bonus Feat, Hex Power, Reversal of Fortune
Arcane Grace (Su). As long as the Hexblade has at least 1 point in his Hex Pool (see below), he gains a Luck bonus on all Saving Throws against Spells, Spell-like Abilities, and Supernatural Effects equal to his Charisma bonus.
Cantrips (Sp). A Hexblade with a Charisma of at least 10 learns a number of cantrips equal to his Charisma bonus (minimum 1). These are 0 level spells chosen from the Sorcerer/Wizard list of the abjuration, divination, enchantment, illusion, necromancy, or transmutation schools of magic. He can use them at will as a spell-like ability.
Hex Pool (Su). A Hexblade has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day. The Hexblade spends points from his Hex Pool to power his Hexblade's Curse and Hex Power abilities.
Hexblade's Curse (Su). As a swift action, the Hexblade can target an opponent within 60 feet with his Hexblade's Curse. The Hexblade must spend at least 1 point from his Hex Pool to activate this power; the duration of the Hexblade's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Hexblade's class level + his Charisma modifier to avoid the Hexblade's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Hexblade's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.
Hex Power (Su). The Hexblade is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Hexblade selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.
Hexed Ability. The Hexblade can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own ability check by spending 2 points from his Hex Pool.
Hexed Attack. The Hexblade can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own attack roll by spending 4 points from his Hex Pool.
Hexed Spell Damage. The Hexblade can force an opponent to re-roll a spell's damage roll by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own spell damage roll by spending 6 points from his Hex Pool.
Hexed Weapon Damage. The Hexblade can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.
Hexed Save. The Hexblade can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own saving throw by spending 4 points from his Hex Pool.
Hexed Caster. The Hexblade can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own caster level check by spending 6 points from his Hex Pool.
Hexed Skill. The Hexblade can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own skill check by spending 2 points from his Hex Pool.
Hexed Reaction. The Hexblade can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.
Hexed Prowess. The Hexblade can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Hexblade can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.
Mettle (Ex). If the Hexblade makes a successful Fortitude or Will save that normally results in a partial effect, the Hexblade instead avoids all harmful effects.
Bonus Feat. At levels 4, 8, 12, 16, and 20, the Hexblade gains a bonus feat from the following list. He must meet all requirements of the selected feat.
Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Familiar, Spell Focus, Spell Penetration.
Arcane Bond. At level 5, the Hexblade can either choose to have a familiar as a wizard of his class level, or he can gain an ability similar to the divine bond of a paladin's weapon, removing holy and adding anarchic and unholy to the weapon properties that can be selected.
Aura of Unluck (Su). At 9th level, by spending 1 point from his Hex Pool as a swift action, all attack rolls against the Hexblade have a 20% miss chance for 1 round. At 17th level, the miss chance increases to 50%.
Baleful Luck (Su). At 11th level, when using his Hex Power against an opponent, the Hexblade applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Hexblade may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.
Quick Curse (Su). At 15th level, the Hexblade may spend points from his Hex Pool as a free action instead of a swift action to activate his Hexblade's Curse and Hex Powers.
Reversal of Fortune (Su). At 20th level, by spending 20 points from his Hex Pool as an immediate action, he can treat any failure as a success, or treat a Natural 1 as a Natural 20. Furthermore, by spending 20 points from his Hex Pool as an immediate action, he can also force any opponent he has line of effect to to treat any success as a failure, or a Natural 20 as a Natural 1.

Nero24200 |

I like what you've done, but do have some quick thoughts.
Hexblade's Curse: Why not make the range increase by 10 feet each time the hexblade gets a new curse? Maxing out at 55 feet seems odd. With 10 feet per increment, it maxes at 80 feet, I believe, which doesn't seem unreasonable for such a high level character.
Further, I think the save DC should be 10 + 1/2 the hexblade's level + Charisma modifier. That's the standard. Unless the PFRPG uses full level as the basis of their saving throws (I haven't read much on it yet, opting to wait for the full release this fall).
Dark Bond: I think the shadow companion overpowers the other two options, especially combined with the curse of armor breaking line of hexes. I would either limit its uses per day, or figure out a way to put a saving throw on the thing.
The 10ft increment sounds like a good idea. Increased by 10ft with every new power? Shouldn't be too hard to change.
For the DC...well...partly the problem I felt the hexblade had was that any foe worth using it on would make the save too easily. I think the mechanic for working out most spell-like abilities it's not too much works too well in favour of monsters, who generally have high-ability scores in place of class features.
For PC's though, what few spell-like abilities that exist in PFRPG are in the hands of casters anyway, characters which are likely to have good mental abilities. As well as charisma, hexblades are considered warriors, so they will have to pump dexterity, constituion and even strength if they plan on melee.
I suppose that's my main reason. Though admittidly, with this system the hexblade gains alot more uses so it might not be too bad with a low-DC.
As for the dark companion...in retrospect I think you're right there...maybe only have it provide flanking or some such?
What about the powers? I was going for somthing similer to SimiloDan's there, though instead of a Curse and hex powers, rolling both into one, so that the hex powres are just different curses. Though I worry that some might end up being too good compared to others of the same level.

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The dark companion sounds alot like the one listed as an alternate ability in PHB2. There's nothing wrong with that. With the 3.5 rules, I like the dark companion much more than the familiar and it never seemed too overpowering. I don't have his name, but here's a post from the guy who developed the class way back in Complete Warrior:
"The hexblade suffers a little because he came on the scene relatively early in 3.5's life.
As R&D pushes the boundaries of the game, we learn that some things we thought were risky
or potentially broken aren't. Other times, we learn things that look fine don't actually
work in play.Armored mages fall into the first category. Them seem really powerful, but in the long run they aren't. Spells and magic items allow an unarmored mage to build great defenses. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed.
If you want to boost the hexblade, I'd try the following changes:
* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.The key to the hexblade is his curse ability, but it's a little un-fun to have it so limited in use. The hexblade also has trouble casting spells and using his melee attacks, so shifting spells to swift actions fits in with the idea of an armored mage."
Granted these changes were developed for 3.5 but, if I was going to change the hexblade for PFPRG, I'd use this as a base.
I like the hex points thing and the different curses, but I like how the old curse affected saves, attacks, damage etc. even better. I also agree that the 10+level=Cha mod is too high for the save DC (remember, these things go both ways and players are just as likely to be targeted by an NPC hexblade's powers.) Also, about the Curse of Soul Destroying. Does the soul trapping take place if the character dies 23 hours later from a fall down some stairs on the other side of the planet from the hexblade or does the hexblade have to kill them? Just wondering.
Hexblade was a great idea for a class that has always needed a boost to help the mechanics rise to the concept. Good luck with it.

Kirth Gersen |

For anyone interested, I became interested in creating an "accursed" Pathfinder RPG sorcerer bloodline, and it occured to me that combining it with a battle sorcerer might model an interesting variant hexblade--a weaker fighter, but with full spellcasting.
HEX-BLOODED
Class Skill: Intimidate.
Bonus Spells: cause fear (3rd), blindness/deafness (5th), deep slumber (7th), bestow curse (9th), baleful polymorph (11th), eyebite (13th), insanity (15th), temporal stasis (17th), disjunction (19th).
Bonus Feats: Combat Casting, Greater Spell Focus (enchantment, necromancy, or trans-mutation), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation), Spell Penetration.
Bloodline Powers: As one who has coped with a curse his whole life, you are more resistant than normal to other baleful magics. Eventually you learn to consciously apply curses to others.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your levels stack with any wizard levels you posses when determining the powers of your familiar or bonded object.
Mettle (Su): Starting at 3rd level, if you make a successful Fortitude or Will save against an attack that would normally have a lesser effect on a save (such as any spell with a saving throw of Fortitude Partial), you instead completely negate the effect.
Hex (Su): Starting at 9th level, you can unleash a curse upon a foe as a free action. The target must be visible and within 60 ft. The target takes a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + ½ your base attack bonus + your Charisma modifier) negates the effect. Any effect that dispels or eliminates a curse also removes your hex. You may target a specific creature with your hex only once in a 24-hour period.
At 13th level, your curse improved to a greater curse (the penalty increases to –4). At 19th level, your hex improves again to a dire curse (the penalty increases to –6).
Arcane Resistance (Su): At 15th level, you gain a bonus on all saving throws against spells and spell-like abilities equal to your Charisma bonus.
Aura of Unluck (Su): At 20th level, your curse manifests itself as a baleful aura of misfortune. Any melee or ranged attack made against you suffers a 20% miss chance (similar to the effects of concealment).

Nero24200 |

Granted these changes were developed for 3.5 but, if I was going to change the hexblade for PFPRG, I'd use this as a base.
I have seen the fixes before, though I felt they still didn't have enough punch. Being able to cast a few spells, for instance, as a swift action would be a handy thing for somthing like a bard or duskblade, but a hexblade doesn't have access to many spells. In essence, the hexblade spell progression is just a spontainious version of the paladin/rangers spell progression. That and I wasn't too sure of the power not being used up on a succesful saving throw.
I like the hex points thing and the different curses, but I like how the old curse affected saves, attacks, damage etc.
Whether or not I succesded might be debatable, but I was hoping to maintain that. There isn't anything in the rules above that say different hexes do not stack, so using this a hexblade can still place alot of negative effects on a foe, that's also partly why under these rules the hexblade has so many more curses (6 per day at level one before adding charisma modifiers).
I also agree that the 10+level=Cha mod is too high for the save DC (remember, these things go both ways and players are just as likely to be targeted by an NPC hexblade's powers.)
Hmm..if alot of folk seem to agree with this then maybe I should look for something else. But I still feel the standard DC is too low, especilly when used on monsters. Also, I'm trying to make the curses more viable cmopared to PF classes, a specilist enchanter gains an aura at 8th level which is essientailly just the standard hexblade's curse, only as an aura and not allowing a save. Compared to that, I don't think a higher save DC is not much.
As for the Hex of Soul Destorying...I was intending on keeping it as you described, trapping a soul even if the hexblade doesn't directly kill the target. As it is, it could work great as a means for getting rid of a foe (if you knew someone you wanted dead could take your soul if you died in the next 24 hours, you wouldn't want to be near him right?) Or as a means for permanately defeating a foe. Perhaps making only the penalty to saving apply constantly and the soul trapping only apply for a few minutes, with a feat or some such avalible so that the current version can still be used.

Nero24200 |

The entire DC system is built upon 10 + half-level/HD + ability modifier. There are ways to augment DCs without completely ignoring a system-wide rule.
True, but I'd figure it would just be simipler to say "DC 10 + Hexblade level + Cha" rather than say...add a class feature which just says "You get +1 to your hexblade curse DC, and it increases by an additional +1 every X levels".
Maybe put specific DC modifiers on the hexes? It could also incorporate higher DCs for higher costing hexes...

Vigil RPG Superstar 2011 Top 16 |

Mordulin and I re-built the hexblade, too. This was just after ToB hit. Our goal was to up the power level to be more on-par with more current classes, fill in some dead levels, and fit it all on one page that could be shoved into my copy of CW so I'd always have it available.
Hexblade, revised
Base Attack Good
Hit Die d10
Good Saves Fortitude and Will
Class Skills (2+ Int modifier per level, x4 at first level): Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Class Features
The following class features revise the original Hexblade. Unless noted here, all class features function as described in the original Hexblade class description. See Complete Warrior (pg. 6).
Hexblade’s Curse (Su): Once per encounter, as a swift action, a hexblade can unleash a curse upon a foe. At 8th and 17th level, a hexblade gains an additional use of this ability per encounter. Five minutes after an encounter ends (initiative order no longer being tracked), the ability recharges automatically.
Dark Companion (Su): See PHBII (pg. 47)
Aura of Unluck (Su): Once per day, a hexblade of 9th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a swift action, and the aura lasts for a number of rounds equal to 3 + the hexblade’s Charisma bonus (if any).
At 12th, 15th and 18th level a hexblade can activate this ability one additional time per day.
Immediate Aura (Su): At 13th level, activating the Aura of Unluck becomes an immediate action.
Greater Aura (Su): At 18th level, the miss chance provided by the Aura of Unluck increases to 50%.

SmiloDan RPG Superstar 2012 Top 32 |

One kind of nifty thing about the way I built the Hexblade is that they can use the Hexblade's Curse as a free action, then if the target makes the save, you can spend a couple Hex Points to force a re-roll of the save. And when a higher level Hexblade gets the Baleful Luck ability, that re-roll suffers a penalty equal to the Hexblade's Charisma bonus...so in effect, the Save DC of Hexblade's Curse becomes 10 + 1/2 Hexblade level + 2xCha bonus.

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I must say I do like the changes, at least some of them, but I did play an extremely effective Hexblade at one point, overshadowing the Vow of Poverty Were-wolf Monk we had in the party in almost every way. I also used some of the Hex feats in a dragon magazine, making the curse do additional effects. I dropped their AC and Attack, so that when I shifted my 5 points into Combat Expertise they ended up with a -5 to attack VS my increased armor class (Curse + Empower Curse) while I took no actual change to my attack (due to the drop of their AC by 5 due to another Curse Feat + the empowered one mentioned earlier). Also, Alter Self to change into a something from the Serpent Kingdoms for +8 natural armor, some pretty heavily enchanted elven chain mail, and with a Ring of Protection thrown in for good measure I had a AC around 40 by level 10, while I gave the Big Baddy of each fight a -5 to attack and damage rolls. And when that wasn't exactly necessary, I power attacked my way through my foes with a Keen Falchion or, because it had the morphing quality, change it to a Scythe to make use of Improved Trip while Power Attacking. He was a defensive powerhouse, but we also had 4-5 mages that needed protecting.
EDIT: Also, with the Dark Companion they were taking an automatic -2 to the DC 22 save (Hexbands + high Charisma and I was level 10), and if I also had the regional feat (we were playing in the FR setting) that gave me a Frightful presence ability anytime I charged, made a full attack, or cast a spell, which would impose another -2 to their saves if they failed that DC 20 save to avoid being shaken. Then, after they get hit with the curse, they take a total penalty of -9 to all saves (assuming they fail all of the previous ones) and then the Mages pelt them with every imaginable spell that allows a save, while the Dragon Shaman hits with their Breath Weapon.
The way I played it was "Everyone in the group has a much easier time with everything". I had frightful presence and the Dark Companion, and I was either being a wall or a tripping machine, while cursing and power attacking any boss that we came across. Quite an effective combo

Nero24200 |

The entire DC system is built upon 10 + half-level/HD + ability modifier. There are ways to augment DCs without completely ignoring a system-wide rule.
The rule isn't system wide. I was looking over a prestige class in the Pathfinder Setting Book. The DC of the Red Mantis Assassin's Prayer attack is DC 10 + Level + Relevent modifiers. The same applies to the assassins death attack. Granted, these are 10 level prestige classes, it still shows such exceptions to the rule already exist.
Besides, a "Save or Death" or "Save of lose control" effect is far more powerful than just about any hexblade hex.

Arakhor |

Arakhor wrote:The entire DC system is built upon 10 + half-level/HD + ability modifier. There are ways to augment DCs without completely ignoring a system-wide rule.The rule isn't system wide. I was looking over a prestige class in the Pathfinder Setting Book. The DC of the Red Mantis Assassin's Prayer attack is DC 10 + Level + Relevent modifiers. The same applies to the assassins death attack. Granted, these are 10 level prestige classes, it still shows such exceptions to the rule already exist.
Besides, a "Save or Death" or "Save of lose control" effect is far more powerful than just about any hexblade hex.
That is the basic rule. Bringing up one exception hardly proves that the rule is a fundamental system axiom.