Hex Knight prestige class (using the Tome of Battle)


Conversions


HEX KNIGHT

Hit Die: d10

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

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

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

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

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

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

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

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

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

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

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

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

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


Cool.

I worked on a "Hex Knight" class as an update for the hexblade. Didn't like the name, but couldn't come up with anything until recently:

Coven Knight?

Good concept for a PrClass, mixing Tome of Battle dudes with the hexblade.

You seem to be mixing Pathfinder and 3.5 though. Concentration isn't a skill in Pathfinder.

Also, you could consider making the spellcasting and curse prerequisite more vague so that some crazy player could make a Witch (maybe with Evil Eye hex)/War Blade or something out-there like that.


xAverusx wrote:

Cool.

I worked on a "Hex Knight" class as an update for the hexblade. Didn't like the name, but couldn't come up with anything until recently:

Coven Knight?

Good concept for a PrClass, mixing Tome of Battle dudes with the hexblade.

You seem to be mixing Pathfinder and 3.5 though. Concentration isn't a skill in Pathfinder.

Also, you could consider making the spellcasting and curse prerequisite more vague so that some crazy player could make a Witch (maybe with Evil Eye hex)/War Blade or something out-there like that.

Coven Knight isn't bad, but I like the straight-forwardness of the Hex Knight, lol.

Ah, the Concentration skill. The reason it's there is because some maneuvers require you to make a Concentration check. In 3.5, the skill was primarly used to cast defensively. But with the Tome of Battle, it actually became more useful to Martial Adept classes. Also, I really didn't think Spellcraft would fit here thematically mainly because they're not spellcasters. Concentration is like a new skill used exclusively by Martial Adept classes as is Martial Lore.

Also, I've never actually seen the Witch class but if they have a cursing ability I'll definly make it more vague. How about something like "Special: Ability to curse a target" and I can make the spellcasting based on Caster Level so it fits for Warlock classes as well.

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