Converting Hexblade to Pathfinder


Conversions

Grand Lodge

I've always wanted to play a Hexblade, but now that Pathfinder's out, our group's going to be switching to the new book, and I won't be able to play it. However, with the way things are, I figure it shouldn't be that hard to convert.

Hexblade from Complete Warrior pg 5-8 and PHBII pg 46-47.

Changes:
Spells per day ala the Ranger/Paladin (4/4/3/3), and at CL-3.
I'm a little leary of doing this, but d12 HD. Everything else went up by 1 progression, so why not? Or, they could have 4+INT skills. That'd balance things too.
At 4th level, Dark Bond (choose familiar at full sorcerer level instead of -3, or dark companion at 3/4 level instead of 1/4).
At 6th, 8th, 11th, 14th, and 18th something should be placed in there to have no empty levels. Maybe more bonus feats, or an additional curse or aura of unluck per day.
Their spells known could probably go up an increment as well.

What would you guys do to upgrade this class?


There was a huge thread full of ideas not too long ago, IIRC.

Grand Lodge

Kirth Gersen wrote:
There was a huge thread full of ideas not too long ago, IIRC.

Really? Love to see it. A friend showed me one from Brilliant Gameologists that was pretty cool.


I'd like to see that thread too.

My two cents on the class is that the hex needs to be stronger. There needs to be a component that doesn't get a save, or at the very least the higher level version needs to automatically inflict the lower level version even after save.

Spell list could certainly use expansion, and the integration of the phbII alternate ability as a natural class ability wouldn't be bad.

Overall, as it exists in 3.5, Hexblade is impressively underwhelming. It's spells are largely lackluster, it's cool abilities are mostly frontloaded, and it suffers from being both a bad caster, and mediocre fighter. Any conversion attempting to make it viable will have to either pick a focus, or create meaningful synergy between the caster and fighter elements, if it is to be worthwhile.

Grand Lodge

rydi123 wrote:

I'd like to see that thread too.

My two cents on the class is that the hex needs to be stronger. There needs to be a component that doesn't get a save, or at the very least the higher level version needs to automatically inflict the lower level version even after save.

Spell list could certainly use expansion, and the integration of the phbII alternate ability as a natural class ability wouldn't be bad.

Overall, as it exists in 3.5, Hexblade is impressively underwhelming. It's spells are largely lackluster, it's cool abilities are mostly frontloaded, and it suffers from being both a bad caster, and mediocre fighter. Any conversion attempting to make it viable will have to either pick a focus, or create meaningful synergy between the caster and fighter elements, if it is to be worthwhile.

The site that I saw a really good one is currently down so I doubt the guy's gotten my message yet, which is unfortunate.

I'd have posted it here myself, but I didn't want to take credit for his work. It's got 1st to 6th level spells, which you start getting at 2nd lvl instead of 4th (if you have a high enough CHA), and the spell lists have been revised to accomodate. It also has quicken spell X/day.

Sczarni

I was trying to figure out a way to improve it myself, and all i could come up with was this.

1. Give hexblade curse 4 variations making it progress slightly faster and end with a whooping -10 for a ¨insert creepy name here¨ curse at high level.

2. Make the curse last for one round on a succesfull save

3. increase the number of auras it gets (maybe aura of dispair at some lvl to help it be a debuffer)

Compare it to palladins powerwise as it should be on that neighbourhood.

Sovereign Court

rydi123 wrote:


Overall, as it exists in 3.5, Hexblade is impressively underwhelming. It's spells are largely lackluster, it's cool abilities are mostly frontloaded, and it suffers from being both a bad caster, and mediocre fighter. Any conversion attempting to make it viable will have to either pick a focus, or create meaningful synergy between the caster and fighter elements, if it is to be worthwhile.

I would not agree to this piecemeal : When I was playing a Hexblade in LGH, I left behind me a path of destruction and mayhem. At lest in the low levels. Never got farther.

However, I would still agree that it could be improved.

Sovereign Court

Hey, I's love an updated hexblade from Paizo (or anyone else) even under another name, because the concept was really cool.

I loved playing a dark angsty doomed cursed elf.


1 person marked this as a favorite.

Here you go:

This includes most the changes recommended by the original author of the Hexblade, plus a lot more. Dark Companion and Curse Caster variants modified to fit included as well, as well as the new feats. Sadly the formatting is a little off here.

Details of some abilities described in CW intentionally omitted for safety, reference your copy as needed.

Spoiler:
[pre]
BAB Fort Ref Will Abilities

1. +1 +2 +0 +2 Hexblade's Curse 1/Encounter, Armored Spellcasting
2. +2 +3 +0 +3 Arcane Resistance
3. +3 +3 +1 +3 Mettle
4. +4 +4 +1 +4 Summon Familiar
5. +5 +4 +1 +4 Bonus Feat, Hexblade's Curse 2/Encounter
6. +6 +5 +2 +5 Swift Spell 1/Encounter
7. +7 +5 +2 +5 Greater Hexblade's Curse
8. +8 +6 +2 +6 Aura of Unluck 20%
9. +9 +6 +3 +6 Hexblade's Curse 3/Encounter
10.+10 +7 +3 +7 Swift Spell 2/Encounter
11.+11 +7 +3 +7 Bonus Feat
12.+12 +8 +4 +8 Aura of Unluck 25%
13.+13 +8 +4 +8 Hexblade's Curse 4/Encounter
14.+14 +9 +4 +9 Swift Spell 3/Encounter
15.+15 +9 +5 +9 Bonus Feat
16.+16 +10 +5 +10 Aura of Unluck 30%
17.+17 +10 +5 +10 Hexblade's Curse 5/Encounter
18.+18 +11 +6 +11 Swift Spell 4/Encounter
19.+19 +11 +6 +11 Dire Hexblade's Curse
20.+20 +12 +6 +12 Bonus Feat, Aura of Unluck 35%

Spells Per Day Spells Known
0 1 2 3 4 5 6 0 1 2 3 4 5 6

1. - - - - - - - 1. - - - - - - -
2. - 0 - - - - - 2. - 2 - - - - -
3. - 1 - - - - - 3. - 3 - - - - -
4. - 2 0 - - - - 4. - 3 2 - - - -
5. - 3 1 - - - - 5. - 4 3 - - - -
6. - 3 2 - - - - 6. - 4 3 - - - -
7. - 3 2 0 - - - 7. - 4 4 2 - - -
8. - 3 3 1 - - - 8. - 4 4 3 - - -
9. - 3 3 2 - - - 9. - 4 4 3 - - -
10. - 3 3 2 0 - - 10. - 4 4 4 2 - -
11. - 3 3 3 1 - - 11. - 4 4 4 3 - -
12. - 3 3 3 2 - - 12. - 4 4 4 3 - -
13. - 3 3 3 2 0 - 13. - 4 4 4 4 2 -
14. - 3 3 3 3 1 - 14. - 4 4 4 4 3 -
15. - 4 3 3 3 2 - 15. - 4 4 4 4 3 -
16. - 4 4 3 3 2 0 16. - 5 4 4 4 4 2
17. - 4 4 4 3 3 1 17. - 5 5 4 4 4 3
18. - 4 4 4 3 3 2 18. - 5 5 5 4 4 3
19. - 4 4 4 4 4 3 19. - 5 5 5 5 4 4
20. - 4 4 4 4 4 4 20. - 5 5 5 5 5 4

[/pre]

Hexblade’s Curse: A Hexblade's Curse works a number of times per encounter instead of per day. The number of uses by level are the same. Additionally, a use of this ability is not consumed if the target successfully resists it.

Armored Spellcasting: Hexblades ignore the arcane spell failure chance of light and medium armor, bucklers, and light shields.

Swift Spell: Starting at 6th level, a Hexblade can, once per encounter, cast any spell with a cast time of one standard action or less as a swift action. He gains an additional use of this ability every four levels thereafter.

Aura of Unluck: This aura is constantly active, and is gained at 8th level. At 12th level and every 4 levels after, the miss chance increases by 5%, to 35% at 20th level.

Greater Hexblade's Curse: In addition to it's other affects, all enemies within a 10' burst of the initial target take a -2 penalty, as if they had been hit with the standard Hexblade's Curse.

Dire Hexblade's Curse: In addition to it's other affects, all enemies within a 10' burst of the initial target take a -4 penalty, as if they had been hit with the Greater Hexblade's Curse, and all enemies within 30' burst (but not within the 10' burst) take a -2 penalty, as if they had been hit with the standard Hexblade's Curse.

Spells: Hexblades add the following spells at the listed level to the list of Hexblade spells they can cast:

1: Enlarge Person, Wraithstrike, Remove Scent, Swift Expeditious Retreat, Net of Shadows, Serene Visage, Blood Wind, Master's Touch
2: Sonic Weapon, Lively Step, Swift Fly, Daggerspell Stance, Scintillating Scales, Baleful Transposition, Mindless Rage
3: Phantasmal Thief, Translocation Trick, Fortify Familiar, Girallon's Blessing, Mind Poison, Mesmerizing Glare, Vipergout, Greater Mage Armor, Fly
4: Mass Contagion, Imperious Glare, Illusory Pit, Aura of Evasion, Xorn Movement, Greater Enlarge Person, Aura of Terror, Shadowfade, Graymantle, Voice of the Dragon, Sword of Deception, Wingbind
5: Sword of Darkness, Kiss of the Vampire, Evil Glare, Energy Ebb, Stun Ray, Stone Body, Brilliant Blade, Spectral Touch, Ray of Entropy, Opalescent Glare, Howling Chain
6: Replicate Casting, Black Blade of Disaster, Unbinding, Ghostform, Superior Invisibility, Body of War, Brilliant Aura

Curse Caster:

Some Hexblades choose to focus their arcane potential almost solely into their curses and aura of unluck, though they do retain a nominal spellcasting ability.

Spoiler:

Hexblade’s Curse: Each time a Curse Caster uses his Hexblade's Curse, he can choose to affect two separate targets (or two separate areas if he has the Greater or Dire curse) without consuming an additional use.

Aura of Unluck: A Curse Caster’s Aura of Unluck affects all opponent’s within 40’ feet, regardless of if they are targeting the Hexblade or not.

Spellcasting: A Curse Caster knows ones less spell of his highest level, and casts one less spell per day of all levels.

Dark Companion:

Many Hexblades choose to give up their ability to summon a familiar for the ability to call a shadowy extension of their will. By expending 100 gp and 24 hours, the Hexblade summons a Dark Companion.

Spoiler:

All enemies that are adjacent to the Dark Companion receive a -2 penalty on all saves and AC. Enemies in the same 5’ space as the Dark Companion suffer a -3 penalty instead. A Dark Companion targeted by the spell Augment Familiar provides a -2 penalty to all enemies within 10’, a -3 penalty to all enemies within 5’, and a -4 penalty to any enemy occupying the same 5’ square. A Dark Companion targeted by the spell Fortify Familiar applies a further -2 to all creatures it affects.

The Dark Companion cannot provide flanking, nor can it be harmed, though it can be Dispelled (effective level is 1/2 Hexblade level) or Turned (effective HD is 3/4 Hexblade level). If dispelled or destroyed it reappears in 24 hours.

The Dark Companion moves at the Hexblade’s speed and on his initiative, and it instantly reappears at his side if ever more than 120’ from the Hexblade at the start of a turn.

Feats for Hexblades:

Spoiler:

Hexing Strike: The Hexblade has such knowledge of cursing that each time his weapon strikes his foe, that foe is affected by the Hexblade's curse.
Prerequisite: Greater Hexblade's Curse class feature, Cha 16
Benefit: Each time you strike an enemy with a weapon, that enemy is afflicted with Hexblade's Curse. This does not consume a use of Hexblade's Curse.
Special: If you have the Dire Hexblade's Curse class feature, you instead afflict any enemy you strike with a melee weapon with Greater Hexblade's Curse, and all enemies within a 10' burst of the initial target are afflicted with the standard Hexblade's Curse.

Contagious Hex: Enemies find themselves cursed just by coming too close to you.
Prerequisite: Aura of Unluck class feature, Cha 17
Benefit: Enemies within 5' of you at the start of their turn and any enemy attacking you with a natural attack are affected by your Hexblade's Curse (but not your Dire or Greater versions) as if you had targeted them specifically. This does not consume a use of Hexblade's Curse.
Special: A Curse Caster with this feat affects all enemies within 40'.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Interesting.

I get very twitchy about 6th level spells. Most casters (clerics/druids being the exception) seem to follow 3 tiers.

Good BAB/Spells up to 4th level, delayed/reduced casting.

Average BAB/Spells up to 6th level full casting

Poor BAB/Spells up to 9th level, full casting.

I'll take a better look when I get home.

Grand Lodge

Matthew Morris wrote:

Interesting.

I get very twitchy about 6th level spells. Most casters (clerics/druids being the exception) seem to follow 3 tiers.

Good BAB/Spells up to 4th level, delayed/reduced casting.

Average BAB/Spells up to 6th level full casting

Poor BAB/Spells up to 9th level, full casting.

I'll take a better look when I get home.

True, but at the same time they're progression doesn't start at first level, and they only start with spells if they have a high enough CHA bonus to earn it. Kind of like the Paladin and Ranger having to wait until 5th level if their WIS mod if sufficient. Not to mention casters with 6th lvl spells usually have 5 or 6 spells a level, not 4 like a Cleric or Wizard.

Liberty's Edge

Okay, here is my stab at a Pathfinder hexblade. This is designed to make the hexblade curse more interesting and give the hexblade a role as the anti-buffer. Instead of buffing his allies, the hexblade specializes in impeding or weakening enemies.

Spoiler:

Hexblades have the following game statistics.
Abilities: Charisma controls many of the hexblade’s special powers, including his spellcasting. Strength is important for him because of its role in combat. Dexterity and Constitution both contribute to the hexblade’s long-term survival.

Alignment: Any chaotic

The more I thought about it, the hexblade's abilities could be more about spreading chaos that being non-good.

Hit Die: d10.

BAB: Fast progression

Fort: Poor
Ref: Good
Will: 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), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the hexblade.
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Hexblade's Curse (Su)

Spoiler:

Hexblade’s Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade’s curse must make a successful save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) to avoid or reduce the effect. The save may be a Fort, Ref, or Will save, depending on the type of curse selected (see below).
At every 3rd level and every three levels thereafter, (6th, 9th, 12th, 15th, and 18th) a hexblade gains the ability to use his curse one additional time per day. He also gains new types of curses he can inflict on his target. Multiple hexblade’s curses stack. Any foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 hours. A hexblade’s curse is not subject to spell resistance, although creatures immune to the curse effect are immune to curse. For example, a hexblade cannot use the Paralysis curse to paralyze an elf.
Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.

At 1st level, the hexblade may select from the following list of curses:

Disabled: The target must make a Will save or be only able to take either a move action or a standard action. She cannot take a full-round action, but she can still take swift, immediate, or free actions.

Distraction: The target must make a Will save or lose the ability to focus on his immediate situation. He is considered to be flatfooted against all attacks. Also, he suffers a -4 penalty on all skill checks and attack rolls and cannot take 10 on any skill check. Any time the target attempts to cast a spell, manifest a power, or use a spell-like, supernatural, or extraordinary ability, he suffers a 20% failure chance. This is a mind-affecting ability.

Fascinate: The target must make a Will save or become utterly fascinated with the hexblade and will sit and stare at him, taking no other actions. This behaves exactly like the bard’s fascinate ability. It is a mind-affecting ability.

Fatigue: The target must make a Fort save or become fatigued. A fatigued character who fails a save against this curse (including one who had become fatigued from a previous curse), becomes exhausted.

Shaken: The target must make a Will save or become shaken. A target that is already shaken, including one from a previous hexblade’s curse, becomes frightened. This is a mind-affecting, fear-based ability.

Sicken: The target must make a Fort save or become sickened.

Stun: The target must make a Will save or become stunned. Each round, the target may make another Will save to shake off the affect of the curse. Otherwise, he remains stunned for the duration of the curse. This is a mind-affecting ability.

At 4th level, the following curses are added to the hexblade’s list:

Ability Damage: The target must make a successful Fort save or suffer 1d4 + the hexblade’s Charisma modifier points of temporary damage to the ability score of the hexblade’s choice. The target’s ability score returns to normal after the end of the curse.

Blind: The target must make a Will save or become temporarily blinded.

Charm: The target must make a Will save or immediately feel friendly/attracted to the hexblade. This functions example like the Charm Person spell, except that it can affect an creature not immune to charms or mind-affecting abilities.

Confusion: The target must make a Will save or become confused. This is a mind-affecting ability.

Exhaust: The target must make a Fort save or become exhausted. A character that succeeds on his Fort save becomes fatigued instead. A character who is already fatigued suffers a -2 penalty on his Fort save.

Frighten: The target must make a Will save or he immediately becomes frightened of the hexblade and will immediately try to flee away from him. A successful Will save leaves the target shaken instead. This is a mind-affecting, fear-based ability.

Fumble: The target must make a Ref save or immediately drop whatever he is holding in his hands. For the duration of the curse, every time the target attempts to take an item in his hands, including drawing a new weapon, accessing a material component, or picking up an item he has dropped, he must make another Ref save or drop that item. Picking up a dropped item provokes an attack of opportunity.

Nauseate: The target must make a Fort save or become nauseated. If he makes a successful Fort save, he becomes sickened instead.

Stumble: Upon failing a Ref save, the target becomes so clumsy that he immediately trips and falls prone. He can get up on his next turn, which provokes an attack of opportunity, but he must immediately make another Ref save or fall prone again. This continues every round until the duration of the curse ends.

At 8th level, the following curses are added to the hexblade’s list of curses:

Bleeding wound: The target must make a Reflex save or the next wound he receives from a piercing or slashing weapon continues to bleed. Target continues to lose a number of hit points per round equal to the hexblade’s Charisma modifier until he receives either magical healing or a Heal check (DC 15). If the target is not wounded by a piercing or slashing weapon for duration of the curse, it has no affect.

Memory hole: Upon failing a Will save, the target temporarily loses all ranks in any one skill of the hexblade’s choice. For the duration of the curse, the target can only make checks in the skill it allows for untrained checks. All untrained checks are made as a d20 + the key ability score modifier for the skill. This is a mind-affecting ability.

Pain: Upon a failed Fort save, the target is wracked with pain, suffering a -4 penalty on all attack rolls, skill checks, and ability checks for the duration of the curse.

Panic: The target must make a Will save or become panicked at the sight of the hexblade. A character who successfully makes her Will save becomes shaken instead. This is a mind-affecting, fear-based ability.

Paralysis: The target must make a Ref save or become paralyzed. Each round, the target can attempt a Fort save to shake off the effects of the paralysis.

Reckless Fury: Upon failing a Will save, the target immediately becomes obsessed with attacking a particular creature. The object of the target’s obsession must be a perceived enemy of the target (the hexblade cannot use this ability to make the target attack one of his allies), but not necessarily the hexblade herself. The target will immediately charge in the most direct path to get to the enemy. He will not be able to avoid provoking any attacks of opportunity as he enters or leaves a threatened square, but he will go around any obvious hazards, such as an open pit or fire. Once engaged, the target will attack his enemy to the exclusion of all others until either he or the enemy drops or the duration of the curse ends. Filled with fury, the target will swing wildly, which will cause him to suffer a -4 penalty on attacks and AC, but he gains a +4 bonus on damage rolls made against the enemy.

At 12th level, the following curses are added to the hexblade’s list:

Anti-magic: Upon failing her Will save, the target loses all ability to use magic, just as if she were in an anti-magic field. She cannot cast spells or use any supernatural or spell-like abilities. She cannot use any magic items either. This is not an actual anti-magic field, however, but a mind-affecting ability. The target simply becomes so convinced that magic no longer works for her that any attempt on her part to use it automatically fails. For example, she will mispronounce the command word for a wand or spill a potion on the ground, believing that she drank it and it failed. Spells, spell-like abilities, supernatural abilities, or magic items that are used against the target function normally.

Energy Drain: The target must make a Fort save or immediately take 1d4 negative levels.

Fell Strike: If after failing a Fort save the target dies before the curse’s duration ends, he is immediately animated as a zombie at the beginning of the hexblade’s next turn. The zombie obey the hexblade just as if the hexblade had cast animate dead. A hexblade cannot control more hit dice of undead than he has character levels.

Frozen in Time: The target must make a Will save or he will no longer exist as an event in time. For the duration of the curse, the target can take no physical or mental actions and nothing affects him.

Nonperception: Upon a failed Will save, the target is completely unable to perceive the hexblade in any way, even if the hexblade attacks the target. The target automatically fails all Perception checks relating to the hexblade and is considered flat-footed against any attack the hexblade makes against him. The target can attempt to attack the hexblade if the hexblade successfully attacks him, but he has a 50% miss chance just as if the hexblade was invisible.

Mass Hexblade's Curse (Su): At 16th level, the Hexblade can curse multiple targets at once. He can curse up to a number of individuals equal to his Chr modifier (minimum of one). All targets must be within 60 feet of the hexblade and he must have a clear line of sight to each target.

Mettle, Arcane Resistance, and Familiar:

Spoiler:

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

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

Familiar: Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent.
The creature serves as a companion and servant. The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar’s powers and abilities.

Bonus Feats

Spoiler:

Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Arcane Strike, Eschew Materials, Combat Casting, Greater Spell Focus, Greater Spell Penetration, Improved Familiar, Spell Focus, Spell Penetration.

Counterspelling:

Spoiler:

Counterspell (Sp): A hexblade of 7th level or higher has an innate ability to counter the magic of other spellcasters. Once per day as a standard action, a hexblade can make a counterspell attempt against a spell or spell-like effect as if he had cast dispel magic. The hexblade uses his class level as his caster level for this ability. At 11th, 14th, and 17th levels, respectively, he can use his counterspell ability one additional time per day to a maximum of 4/day at 17th level. Also, as 14th level, a hexblade can counterspell as a swift action and at 17the level, he can counterspell as an immediate action.

Spell Turn (Su): When a hexblade of 19th level successfully counters a spell or spell-like ability in which he was the target, the spell is immediately reflected back onto the caster. This ability does not apply to area spells, but it will turn touch spells. The original caster is entitled to any save that the spell normally allows.

Disjunctive Bust (Su): At 20th level, a hexblade can use a standard action once per day to emit a burst that disrupts all spells and magic items within a 30-foot radius. All spells and spell-like effects are immediately dispelled. Magic items within the burst must make a Will save (DC = 19 + the hexblade’s Chr modifier) or be suppressed for 20 minutes. If the item fails the save by rolling a 1, it is destroyed instead of suppressed. Items that are held may use their own Will save or their owner’s save, whichever is better.

Spellcasting:

Spells known and spells per day as the hexblade in Complete Warrior. I'm thinking of changing the class spell list to focus more on spells that either hamper opponents or help the hexblade survive combat.

Grand Lodge

Not bad, but I don't agree with the good feflex ala the bard. Mike Mearls has said that the hexblade wasn't up to snuff at the start thanks to what happened with PHBII. As such, he gave a few ideas as to how to upgrade it to be about equal to the new classes. One thing that was stated was that they now have good Fort saves, and can cast in armour, just as duskblades do.

As well, if the spellcasting progression stays the exact same, it'd actually be weaker than the new progressions shown on the ranger and paladin tables.


I like the options for curses, but feel it doesn't mesh well with spellcasting, especially when both are still limited to /day. Curses /day is terrible anyway, just like /day rages or smites. After all, the best way to balance a class who is weaker in any given round because they can be that much weaker continuously is by giving them a core ability to be stronger for one round which you then balance the rest of their abilities around... /facepalm.

Aside from that, however, it just makes more sense for the bread and butter ability of the hexblade to be their curse. Even with adding Cha to number of curses, a high level CW hexblade has more spells per day than curses, and this is just silly.

If you want a Hexblade with more varied debuff options but not more powerful spells, I can link you to some that use an invocation system instead, but I prefer the simple (but effective and expansive) debuffs paired with spells, which I why I stuck with what I did.

And as kevin pointed out, you entirely skipped over the Mearls suggestions, which are entirely open (following all the same forum post rule use rules we all do). They include the free quicken (since Hexblades have such a weak spell list and are intended to cast them alongside melee combat), better armored spellcasting (for the same reason), cha adding to number of curses (though he still fell for the /day trap), not consuming a use of curse when it's resisted, and the good fort save (because it makes more sense than good ref when they have d10 HD).

There should be a link to the post floating around somewhere, unless the new forums at WotC ate it.

Grand Lodge

EJoThims wrote:
There should be a link to the post floating around somewhere, unless the new forums at WotC ate it.

It did eat it. But I found another forum with it quoted, so it's still around somewhere.

And about the only thing I'd add to your character EJoThims, just because I hadn't looked that hard at your spell list, is to add more spells. Their 3.5 counterpart has access to 91 spells from lvl 1-4.


kevin_video wrote:
And about the only thing I'd add to your character EJoThims, just because I hadn't looked that hard at your spell list, is to add more spells. Their 3.5 counterpart has access to 91 spells from lvl 1-4.

The spells from 1-4 are additions to the normal list. The list for 5 and 6 is a little lackluster, true, but I couldn't find much that seemed to fit and the options that are there are pretty tasty, but I plan to add to it when I can devout the time to pick more that seem appropriate. I'd like to roughly double the size of each of those levels' list.

Also, I hate the EJo thing, but apparently I created a profile here at some other point in time and can't remember the info for it, so Ejo is taken... -.-'

RPG Superstar 2012 Top 32

Here's my version.

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.

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.

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.


So, wait, I'm a 10th level Hexblade with Cha 20. That means that I can force 50 rerolls per day, right? In other words, my enemies almost can't hit nor make a saving throw, and me and my mates can't hardly fail, unless the odds are pretty far certain to begin with.

A lot of people are skittish about action points, of which you have 5 + 1/2 level, total, for the entire level. This version of the Hexblade gets Cha mod x level of them per day.

RPG Superstar 2012 Top 32

Kirth Gersen wrote:

So, wait, I'm a 10th level Hexblade with Cha 20. That means that I can force 50 rerolls per day, right? In other words, my enemies almost can't hit nor make a saving throw, and me and my mates can't hardly fail, unless the odds are pretty far certain to begin with.

A lot of people are skittish about action points, of which you have 5 + 1/2 level, total, for the entire level. This version of the Hexblade gets Cha mod x level of them per day.

Actually, different types of re-rolls would cost different amounts of points, usually between 2 and 4 for an opponent, and double that for the Hexblade himself. He can't affect an ally....unless he designates an ally as an opponent. Hmmm....I hadn't thought of that. That's why posting ideas on the boards is such a great, um, idea.

Would it be easier to make the number of re-rolls equal to 1/2 the Hexblade level + his Charisma bonus (like Ninja Ki uses), and make all re-roll types only cost 1 point of hex (2 for the hexblade himself)?

EDIT:

Nevermind the easier idea....I forgot the Hex Pool also powers his Hexblade's Curse ability.

That means using or forcing re-rolls also diminishes the amount of Hexblade Cursing the Hexblade can do a day as well.

Re-EDIT: Also, at least until the Quick Curse ability is gained, the Hexblade can only use or force a re-roll once per round. So if he's facing a bunch of orcs, only one would be susceptible to a re-roll each round; the rest would be able to swing (and hit) like normal.


SmiloDan wrote:
Would it be easier to make the number of re-rolls equal to 1/2 the Hexblade level + his Charisma bonus (like Ninja Ki uses), and make all re-roll types only cost 1 point of hex (2 for the hexblade himself)?

That was exactly my thought, so it would mirror the Pathfinder monk's ki mechanic as well.

RPG Superstar 2012 Top 32

Kirth Gersen wrote:
SmiloDan wrote:
Would it be easier to make the number of re-rolls equal to 1/2 the Hexblade level + his Charisma bonus (like Ninja Ki uses), and make all re-roll types only cost 1 point of hex (2 for the hexblade himself)?
That was exactly my thought, so it would mirror the Pathfinder monk's ki mechanic as well.

ARGGGG!!! Curse your ninja-like typing skills!

Check out the edit in my previous post about why that wouldn't necessarily work.


Another daily limit to a core class mechanic outside spellcasting, and you removed spellcasting for a far more limited group of 'hex powers.'

You also forgot to specify the amount of the luck bonus granted by arcane grace.

If the Hex Powers were more varied and had some kind of scaling (either in each or just in being able to select more powerful ones over time) and you removed Curse from the Hex pool, it would be a decent alternative Hexblade style. Invocation style, in my mind, still captures the non-spellcasting Hexblade better.

Also, spoilers are your friend.

Liberty's Edge

Thanks all for your input.

I'll work on some revisions, cursing more often and switching to the new Ranger/Paladin spell progression.


Well, my suggestions.

Skip the armor casting entirely, and give their spells the still spell effect continuous and for free.

Give them their total class level in bonus uses of hexes.

Make their caster level start at full at level 4, so it will be class level -3, well within range of a feat to fix.

Make bonus feats grant fighter feats as well.

RPG Superstar 2012 Top 32

Here's another take on a magic-using soldier.

Gloomblade

Gloomblades are to Shadowcasters what Duskblades are to Sorcerers.

BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10

Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth, Swim.

Skill Ranks Per Level: 2 + Int modifier.

Gloomblades are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (but not tower shields).

LEVEL ABILITY
1. Armored Casting (light), Fundamentals, Mysteries
2. Bonus Feat
3. Channel Mystery, Umbral Sight (lowlight vision)
4. Sustaining Shadow (eat 1 meal/week)
5. Quick Cast 1/day
6. Bonus Fundamental, Armored Casting (medium)
7. Umbral Sight (darkvision 60 feet)
8. Sustaining Shadow (sleep 1 hour/night)
9. Dark Power +2
10. Quick Cast 2/day
11. Umbral Sight (see in magical darkness)
12. Bonus Fundamental, Sustaining Shadow (50% fortification)
13. Channel Mysteries (full attack), Dark Power +4
14. Hide in Plain Sight
15. Quick Cast 3/day, Umbral Sight (blindsense 30 feet)
16. Sustaining Shadow (immune to poison and disease)
17. Dark Power +6
18. Bonus Fundamental
19. Umbral Sight (blindsight 60 feet)
20. Penetrating Critical, Quick Cast 4/day, Sustaining Shadow (no need to breath, eat, drink, or sleep)

Armored Casting (Ex). Gloomblades can cast the mysteries they know as spells while wearing light armor with no chance of arcane spell failure. At 6th level, they can cast mysteries they cast as spells in Medium Armor or when using a Heavy Shield with no chance of arcane spell failure.

Fundamentals (Su). At 1st level, Gloomblades learn 3 fundamentals, minor supernatural abilities they can use at will. At 6th level, and every 6 levels beyond 6th, they learn one additional fundamental.

Mysteries (Spell, Sp, or Su). Mysteries are magical effects similar to spells that the Gloomblade can cast. As the Gloomblade grows in power, he learns to cast more mysteries and more powerful mysteries. A Gloomblade can cast each mystery he knows a number of times per day equal to his Intelligence Bonus.

The Save DC is 10 + the mystery level + the Gloomblade's Intelligence modifier. At 1st level, the Gloomblade learns 1 first level mystery. At 2nd level, and every level thereafter, the Gloomblade learns one additional mystery. At 5th level, he can begin learning 2nd level mysteries. At 9th level, he can begin learning 3rd level mysteries. At 13th level, he can begin learning 4th level mysteries. At 17th level, he can begin learning 5th level mysteries. A Gloomblade can choose to learn a fundamental in place of a mystery if he so chooses.

Whenever a Gloomblade gains the ability to cast a higher level mystery, he also improves the lower level mysteries he knows. Lower level mysteries that he used to cast a spells he can now use as spell-like abilities. Lower level mysteries he used to cast as spell-like abilities he can now cast as supernatural abilities.

A Gloomblade must have an Intelligence score of 10 + the level of the mystery he wishes to learn. The Save DC is 10 + the mystery level + the Gloomblade's Intellegence modifier if the mystery is cast as a spell or spell-like ability. If the mystery is cast as a supernatural ability, the Save DC is 10 + 1/2 the Gloomblade's class level + his Intelligence modifier.

Bonus Feat. At 2nd level, the Gloomblade can choose a bonus feat from the following list. He must meet all the requirements of the selected feat.
Alertness, Arcane Strike, Blindfight, Combat Casting, Greater Spell Penetration, Magical Aptitude, Skill Focus, Spell Penetration, Stealthy, or any feat from pages 136-138 of the Tome of Magic.

Channel Mystery (Su). Beginning at 3rd level, the Gloomblade can use a standard action to cast any touch or ranged touch mystery he knows and deliver it through his weapon with a melee attack. Casting a mystery in this manner does not provoke attacks of opportunity. The mystery must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the mystery is resolved.

At 13th level, the Gloomblade can cast any touch or ranged touch mystery he knows as part of a full attack action and mystery affects each target he hits melee that round. Doing so discharges the mystery at the end of the round, in the case of a mystery that would otherwise last more than 1 round.

Umbral Sight (Su). Beginning at 3rd level, the Gloomblade gains low-light vision (or superior low-light vision if he already has low-light vision). At 7th level, he gains darkvision with a range of 60 feet (or an additional 30 feet if he already has darkvision). At 11th level, the Gloomblade gains the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet. At 15th level, he gains blindsense with a range of 30 feet. At 19th level, he gains blindsight with a range of 60 feet.

Sustaining Shadow (Ex). Beginning at 4th level, the Gloomblade imbues his body with shadow-stuff. He only needs to eat one meal a week. Beginning at 8th level, he only needs to sleep 1 hour per night. At 12th level, the Gloomblade has a 50% chance to ignore the extra damage from a critical hit, skirmish, sneak attack, or sudden strike damage. Beginning at 16th level, the Gloomblade is immune to all poisons and diseases. At 20th level, the Gloomblade does not need to breathe, eat, drink, or sleep.

Quick Cast (Su). Beginning at 5th level, the Gloomblade can cast 1 mystery per day as a swift action, as long as the normal casting time of the mystery is 1 standard action or less. At levels 10, 15, and 20, the Gloomblade gains additional uses of Quick Cast.

Dark Power (Ex). Beginning at 9th level, the Gloomblade can more easily overcome the Spell Resistance of any opponent he wounds in melee combat. If the Gloomblade injures an opponent in melee combat, for the rest of the encounter he gains a +2 bonus on Caster Level Checks to overcome the opponent's Spell Resistance. This increases to +4 at 13th level and +6 at 17th level.

Hide in Plain Sight (Ex). Beginning at 14th level, the Gloomblade can use the Stealth skill to hide, even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).

Penetrating Critical (Ex). Beginning at 20th level, if the Gloomblade scores a critical hit on an opponent while channeling a mystery, he automatically overcomes the opponent's Spell Resistance (if any). The Gloomblade also adds half his class level to save DC, if any, of the channeled mystery.

Fundamentals:

Arrow of Dusk (deal 2d4 non-lethal/x3)
Black Candle (use darkness/light)
Caul of Shadow (gain +1 deflection bonus to AC, +1 per 6 levels)
Mystic Reflections (detect magic)
Shadow Hood (subject takes -1 penalty to attack rolls and Dex checks)
Sight Obscured (+5 on Sleight of Hand and Stealth checks)
Umbral Hand (stronger mage hand)
Widened Eyes (gain low-light vision)

Mysteries:

First Level:

Carpet of Shadow (create difficult terrain)
Fall of Night (blur + feather fall for 1 rd/level, cast as immediate action)
Grim Mask (Cause Fear + Disguise Self)
Life Fades (1d6 non-lethal damage per level + fatigued)
Mesmerizing Shade (daze subject 1 round or -1 to attacks, checks, saves)
Piercing Sight (gain darkvision and see invisiblity)
Shadow Skin (gain DR for 1 round as immediate action)
Shadowy Stride (Sanctuary + Pass without Trace)
Steel Shadows (+3 armor and +3 shield bonus)

Second Level:

Black Fire (create fire in several squares that deal cold damage)
Chilling Caul (opponent takes 1d6 cold damage and suffers 20% miss chance for 1 round/level)
Dancing Shadows (you grant subjects concealment)
Flesh Fails (opponent suffers 4 Str dmg, 4 Dex dmg, or 2 Con dmg)
Flicker (short distance teleports as immediate actions)
Sharp Shadows (foes striking you take piercing damage)
Swift Shadow Step (gain +10 speed per level and 50% chance for 1 round as swift action)
Tangled Shadows (opponent takes half the damage you suffer for 1 round per level)
Umbral Touch (deal damage and slow opponents with a touch)
Wraithstrike (melee attacks resolved as touch attacks for 1 round as swift action)

Third Level:

Aura of Shade (gain cold resistance and cause cold damage)
Bolster (gain 5 temporary hit points per level)
Clinging Darkness (root foes in place)
Crows Cloak (Fly and gain blinding touch attack for 1 minute/level)
Curtain of Shadow (blocks line of sight and causes cold damage)
Darken Magic (Dispel Magic by touch and deal 2 hps/dispelled spell level)
Killing Shadows (gaze attack that deals damage)
Shadow Investiture (gain cold resistance 15, evasion, see in darkness)
Shadow Vision (opponent is penalized on most actions and has 50% miss chance)
Step Into Shadows (Dimension Door)
Vampiric Touch (steal opponent's health)

Fourth Level:

Chilling Tentacles (black tentacles grapple and area causes cold damage)
Devour Magic (dispel magic by touch and gain 5 hit points per spell level dispelled)
Greater Chilling Caul (opponent takes 2d6 cold damage and is blinded for 1 round per level)
Greater Life Fades (many suffer 1d6 non-lethal dmg/level plus exhaustion)
Prison of Night (entrap subject in shadowy prison that deals Con dmg on failed escape attempt)
Unveil (remove negative conditions)
Voyage into Shadow (shadow walk)
Wraithkiss (deal 1 temporary negative level per round as melee touch attack, you gain 5 hit points per successful attack)

Fifth Level:

Consume Essence (slay creature you touch and instantly animate it as dark creature under your control)
Dark Discorporation (transform into shadowy, flying swarm)
Greater Flesh Fails (many suffer Str 6, Dex 6, or Con 4 damage)
Shadow Time (act freely for 1d4+4 rounds)
Tomb of Night (entrap subject in shadowy prision that deals negative level on failed escape attempt)
Umbral Body (become incorporeal)

Dark Archive

SmiloDan, why don't you start a thread dedicated to your conversions? Zou have a lot of them, and it would be easier for the DMs like me to search for them.

RPG Superstar 2012 Top 32

nightflier wrote:
SmiloDan, why don't you start a thread dedicated to your conversions? Zou have a lot of them, and it would be easier for the DMs like me to search for them.

I'll see what I can do....

:-)


SmiloDan wrote:
nightflier wrote:
SmiloDan, why don't you start a thread dedicated to your conversions? Zou have a lot of them, and it would be easier for the DMs like me to search for them.

I'll see what I can do....

:-)

I would suggest Google doc. So you can edit it after posting.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Sir Hexen Ineptus wrote:
SmiloDan wrote:
nightflier wrote:
SmiloDan, why don't you start a thread dedicated to your conversions? Zou have a lot of them, and it would be easier for the DMs like me to search for them.

I'll see what I can do....

:-)

I would suggest Google doc. So you can edit it after posting.

Or just use the Pathfinder Database :-)


Might as well throw my idea for a Hexblade re-write out there and see what people think.

It still needs some work, but I am starting to run low on ideas for some of the dead levels, so let's see if anyone can inspire me :)

BA +1
Saves: Good fort & will
HD: D10

Spells per day: as the Spellblade (Tome of secrets)
Spells known: as Duskblade
Note: this makes the Hexblade a full caster, but with very limited spells per day and known, as I wanted to focus more on the curse ability. Still have not decided if I want to go with a set spell list, or leave it open like the spellblade.

1st level: Hexblade's Curse (Su): 3+ Cha mod per day, as a free action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + Hexblade caster level + Hexblade's Cha modifier) negates the effect, but the Curse ability does not count as used if the target makes his saving throw. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade's curse.

2nd level: Arcane Resistance (Su): At 2nd level, a Hexblade gains a bonus equal to his Charisma bonus (minimum + 1) on saving throws against spells and spell-like effects.

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

4th level: Dark Companion (Su): At 4th level, a Hexblade may create an illusionary companion that resembles a humanoid or animal of his choosing, made completely of shadows. Once created, the dark companion stands with him in battle, hindering his enemies' defenses.
Any enemy adjacent to the dark companion takes a -2 penalty to its saves and to its AC. The companion's speed is equal to that of the hexblade (including all modes of movement he possesses) and it acts during his turn every round. It follows the hexblade's mental commands perfectly - in effect, it is merely an extension of his will.
The dark companion has no real substance, and thus cannot attack, threaten, or otherwise affect creatures or objects. It occupies a 5-foot space, but that space may be shared with others at no penalty. It is immune to all damage and effects that might harm creatures, but it may be dispelled or suppressed just like a spell effect (treat the companion as a spell of half your hexblade level.) If it is dispelled, it automatically reforms at the hexblade's side 24 hours later.

5th level: Bonus curse feat: You may select any of the following as a curse feat, Curse of ignorance, Curse of paranoia, Empower curse, Extend curse, Extra curse,Foe of the unlucky.

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

8th level: Deliver touch spell (Su): At 8th level, a hexblades Dark companion can deliver touch spells for him. If the hexblade and his Dark companion are in contact at the time the Hexblade casts a touch spell, he can designate his companion the “toucher”. The companion can deliver the touch spell just as the Hexblade would. As usual, if the Hexblade casts another spell before the touch is delivered, the spell dissipates.

9th level: Aura of Unluck (Su): At 9th level or higher you can create a baleful aura of misfortune for a number of rounds per day equal to your Hexblade level. Any ranged attack, or individually targeted spells is redirected so that they instead attack a random target within 30 feet of the Hexblade, and any melee attack made against the Hexblade has a 20% miss chance Activating the aura is an immidiate action, and the rounds do not need to be consecutive.

10th level: Bonus curse feat: You may select any of the following as a curse feat, Curse of ignorance, Curse of paranoia, Empower curse, Extend curse, Extra curse,Foe of the unlucky, Curse of distraction, Curse of sloth.

13th level: Dire Hexblade's Curse (Su): When a Hexblade attains 13th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the Hexblade's curse becomes -6 instead of -4.

15th level: Bonus curse feat: You may select any of the following as a curse feat, Curse of ignorance, Curse of paranoia, Empower curse, Extend curse, Extra curse,Foe of the unlucky, Curse of distraction, Curse of sloth.

19th level: Fell Hexblade's Curse (Su): When a Hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the Hexblade's curse becomes -8 instead of -6.

20th level: Bonus curse feat: You may select any of the following as a curse feat, Curse of ignorance, Curse of paranoia, Empower curse, Extend curse, Extra curse,Foe of the unlucky, Curse of distraction, Curse of sloth.


Forgive the thread necromancy, but I just love undead threads ;)

I had an idea that I wanted to throw out, and get opinions on.

This idea sprung from considering the critical hit/miss decks for our games.

"What if" the Hexblades aura of misfortune increased all enemies critical fumble threat range ?

Something like this.....
Aura of Unluck (Su): At 9th level or higher you can create a baleful aura of misfortune for a number of rounds per day equal to your Hexblade level. All enemies within 30 feet of you have their fumble threat range increased by +2 points (1-3). This increases to +4 (1-5) at 13th level, and to +6 (1-7) at 17th level.

Would that not be fiendish fun ;)

RPG Superstar 2012 Top 32

nighttree wrote:

Forgive the thread necromancy, but I just love undead threads ;)

I had an idea that I wanted to throw out, and get opinions on.

This idea sprung from considering the critical hit/miss decks for our games.

"What if" the Hexblades aura of misfortune increased all enemies critical fumble threat range ?

Something like this.....
Aura of Unluck (Su): At 9th level or higher you can create a baleful aura of misfortune for a number of rounds per day equal to your Hexblade level. All enemies within 30 feet of you have their fumble threat range increased by +2 points (1-3). This increases to +4 (1-5) at 13th level, and to +6 (1-7) at 17th level.

Would that not be fiendish fun ;)

With my luck, I'd critical fumble all the time!!! :-O

It reminds me of a game I played in where we used critical fumbles and critical hits the DM made up. Someone got a critical hit, which resulted in a free attack, which critical fumbled, which provoked an AoO, which the baddy critical hit, and ended up killing the PC in some kind of bizarre manner. I think there were several more steps, and it somehow involved more players, like the critical fumble attacked an ally, which critically fumbled, allowing the ally to attack a random creature or some sort of nonsense. Really funny, but also a bit of a drag.

Lantern Lodge

kevin_video wrote:
I'm a little leary of doing this, but d12 HD. Everything else went up by 1 progression, so why not?

Actually, no. Not everything else went up by 1 progression. Of the combat classes, Monk and Ranger were bumped from 8HD to 10HD, the Fighter and Paladin who already had 10HD didn't move.

Your fist step in doing any conversion work should always be to consult the FREE Pathfinder Conversion Guide:

Pathfinder Conversion Guide wrote:
The first step is to ensure that the class's Hit Dice and base attack progression match. If the class has a slow base attack progression (such as the wizard), it should use d6s for Hit Dice. Classes with the medium progression (such as clerics) should use d8s for Hit Dice, while those with a fast progression (such as fighters) should use d10s. As a general rule, if the class did not have a d12 Hit Die in 3.5, it should not get one in the Pathfinder RPG.

The Hexblade already had 10HD, I see no reason it should change.

It's always tempting to want an ability or boost you see another class having. Paizo have done a lot of work to make the core classes attractive choices compared to non-core alternatives. I think it's important to choose (or create) a non-core class because you're attracted to the concept or flavour unavailable from any of the core classes, not because you're seeking some play advantage. It's like offering your guest first choice of cake so you're not thought to be grabbing the bigger slice.

Grand Lodge

Yeah but even Mike Mearls said that by comparison to all books after Complete Champion, the Swashbuckler and Hexblade were based solely around the core classes. The Swashbuckler an agile fighter, and the Hexblade a thick skinned cursing equivalent to a Bard. Then PHBII came out, and he said that those two were just stomped. However, they are OGL so they can't be upgraded legally. However, Tome of Secrets took care of the Swashbucker, and gave it strong Fort, and a few extra abilities to make up for it. Mike Mearls gave his list of how he'd update it for 3.5 to make it almost a match for the Duskblade, but for Pathfinder it's up in the air as to how you'd be able to make it balanced.


I always liked the idea of the hexblade, but always thought it had a poor treatment. Espacially when the duskblade came out, with all the armored casting and combat abilities, and although its spells were not as strong in terms of versatility, they were more offensive. I thought of some fixing in the past. He should have FULL CASTER level, not half is level, for variable effects of spell based on caster level. Spellcasting is a dominant feature of the hexblade, unlike the paladin or ranger. Also, I always liked the Spell Shield alternate class feature (originally desinged for the sorcerer in Dungeonscape), which I find would fit the hexblade role well as a fighter-type character, so he could have that also. And perhaps add a few item creation in the list of bonus feat, like craft magic weapons, armors, and wondrous items, just to add some options.

Dark Archive

Tordak wrote:
I always liked the idea of the hexblade, but always thought it had a poor treatment. Espacially when the duskblade came out, with all the armored casting and combat abilities, and although its spells were not as strong in terms of versatility, they were more offensive. I thought of some fixing in the past. He should have FULL CASTER level, not half is level, for variable effects of spell based on caster level. Spellcasting is a dominant feature of the hexblade, unlike the paladin or ranger. Also, I always liked the Spell Shield alternate class feature (originally desinged for the sorcerer in Dungeonscape), which I find would fit the hexblade role well as a fighter-type character, so he could have that also. And perhaps add a few item creation in the list of bonus feat, like craft magic weapons, armors, and wondrous items, just to add some options.

The dark companion is better, its a familiar that lets you curse people without a save, and if destroyed reforms at your side a minute later. Makes for a rather annoying nuisance on the battle field they have to destroy to get out of the way.

Dark Archive

kevin_video wrote:
Mike Mearls gave his list of how he'd update it for 3.5 to make it almost a match for the Duskblade, but for Pathfinder it's up in the air as to how you'd be able to make it balanced.

Got a link to this? Sounds interesting to look at.

Grand Lodge

Set wrote:
Got a link to this? Sounds interesting to look at.

I'll do one better. I'll put down what he said.

Originally Posted by Mike Mearls
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.

Dark Archive

kevin_video wrote:
I'll do one better. I'll put down what he said. [snip]

Awesome! Thanks!

Dark Archive

Their's an interesting upgrade being worked on on the Dicefreaks forums. Maybe it'll give you some ideas.

Link

I've messed around with it a bit and it works fairly well. Plus its actually fun to play as opposed to that POS in he complete warrior.


Mr. Bojangles wrote:

Their's an interesting upgrade being worked on on the Dicefreaks forums. Maybe it'll give you some ideas.

Link

I've messed around with it a bit and it works fairly well. Plus its actually fun to play as opposed to that POS in he complete warrior.

It still falls flat for me in the one area that really counts....the curse.

If I'm playing a Hexblade, being able to use my signature ability such a limited number of times per day just does not cut it.

If I where going to scale back the number of uses, basically to match the Paladins smite evil ability, then the curse would need to be doing equivalant damage/benifit to that ability.

Assuming the curse damage is being retained "as is", I can't imagine going anything less than 3 + cha uses per day at first level.


I thought I had posted here before, but I dont see it.
Here is my idea of the Hexblade (it assumes you can use the warlock)

Hexblade
Alignment: Any non-good.
Hit Dice: d10

Class Skills
Bluff, Craft, Diplomacy, Intimidate, Knowledge (Arcana)
Profession, Ride, Spellcraft and Use Magic Device

Skill Ranks Per level : 2+Intelligence bonus
Attack Bonus: As Fighter. Saves: As Wizard
Class Features
Weapons and Armor Proficiencies

Hexblade’s Curse(Su)
Once per round as a full round action, the Hexblade can enchant his melee weapon with a
Hexblade Curse. The weapon must be a melee weapon, with the Hexblade holding it at the
Time of the attack. The enchantment last only while in the hand of the Hexblade. Two things
Must happen for a curse to take place.
First the Hexblade must successfully hit his target,
Though he does not have to do damage.
Second, the target must lose a save with a Will save (DC 10+½ Hexblade’s class level+ Hexblade’s charisma modifier) to negate the effect. Multiple Hex Curses do not stack and
If the target saves, he cannot be affected for another 24 hours by that Hexblade‘s curses
Any effect or spell that removes or dispels a curse eliminates the affects of a Hexblade’s curse.
The target of a Hexblade’s Curse takes a -2 penalty on attacks, saves, ability checks, and weapon damage rolls for one round per level of the Hexblade.
SO, Azazel gets hit by a 2nd level Hexblade with a short sword. He does not save. If he had saved, than that Hexblade could not curse Azazel again for a full 24 hours. BUT because he
Did not save, Azazel takes -2 on all attacks(even his eldritch blast), saves, ability checks and
Weapon damage rolls. Because the Hexblade was 2nd level, the curse last 2 rounds.

Arcane Resistance
At second level the Hexblade gains a bonus equal to his charisma bonus (minimum +1)
On saving throws for spells and spell-like effects.

Mettle
At third level and on, if the Hexblade makes a will or fortitude saving throw on a magical attack
That would have a lesser effect on a successful save (such as any spell that would have a save
Of Will half or Fortitude Partial) he instead completely negates the effect. A sleeping or unconscious Hexblade does not.

Hex Feat
At every 5th level a Hexblade gains a bonus Hex Feat

Greater Hexblade Curse
At 7th level the Hexblade Curse does -4 instead of -2.

Dire Hexblade Curse
At 19th level the Hexblade’s curse does -6 instead of -4.

Invocations
Hexblades gain invocations similar to warlocks though they do not get access to
Eldritch Essences and Blast Shape Invocations since the Hexblade does not have
An Eldritch Blast. At 5th level the Hexblade gains a Least Invocation. At 10th he gains
A Lesser Invocation. At 15th he gains a Greater Invocation and at 20th level he gains a Dark.
A Hexblade can gain more invocations be either taking levels in Warlock or by taking the feat
Extra Invocation.

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Converting Hexblade to Pathfinder All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions