New Class Hexblade, what do you think?


Homebrew and House Rules


Hi,
First: Sorry for my bad english:

I designed a new class (Hexblade) with a new mechanic, in playtest it comes out as an glass canon witch start “firing” towards the 5 or 6 Round after encounter, way to late… but add nice support to the damage dealers of the howl party al the time. A Very hard to play class in need of strategic management and useless without team play.

Pleas help me with the final adjustment.

GAME RULE INFORMATION

Hexblade’s are high professional monster slayers which can deal with each kind of supernatural threat. But their methods are to doubtful for the most people and they are not quite admired. Hexblade try to be a monster to slay a monster and uses a sprinkling of magic to debilitating their pray. They are always on the edge, falling in the dark they try to remove from the World.

Role:

Hexblade are powerful in killing resistant and arcane foes, debuffing, and weakening them until they fall. The spell abilities are useful to find the foes, counter some extraordinary abilities they may have, or to make sure that the party can injure the target. They are very good versus specific solo targets and are acceptable second line fighters.

Hexblades have the following game statistics:

Hexblades have 3/4 BAB
Good Fort and Will Saves
Spell progression like an Inquisitor

Abilities: Charisma controls many of the Hexblade’s special powers, including his spell casting. 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 nongood.

Hit Die: d8.

Class Skills

The Hexblade’s class skills (and the key ability for each skill)

Are:

Bluff (Cha),
Climb (Str),
Craft (Int),
Diplomacy(Cha),
Intimidate (Cha),
Knowledge (Arcana) (Dungeonering)(Planes) (Local)(Religion) (Nature) Perception (Wis)
Profession (Wis),
Ride (Dex),
Sense Motiv (Wis),
Stealth (Dex)
Survival (Wis)
Spellcraft (Int)
Swim (Str)

Skill Points at Each Level: 4 + 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 and medium armor but not with shields. Because the somatic components Required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light or medium armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing 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 drived from other classes.

Spells:

Beginning at 1th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can.

To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a Hexblade’s spell is 10 + the spell level + the Hexblade’s Cha modifier.

Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells. When the Table indicates that the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 3th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The Hexblade’s selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table are fixed.) Whenever the Hexblade learns a new Spell, a hexblade can choose to learn a new spell in place of one he already knows a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Hexblade’s Curse (Su):

Two times per day, as a swift 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 + 1/2 Hexblade’s class level + Hexblade’s Cha modifier) negates the effect.

At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on Tabl. Multiple Hexblade’s curses don’t stack, but different Curs Variants do, any foe that successfully resists the effect cannot be affected again by the same Hexblade’s curse (but not another Curs Varity) for 24 hours.

Any effect that removes or dispels a curse eliminates the effect of a Hexblade’s curse. The type of this effect is profane.

Monster Nemesis: (Ex)

You add your half Class level as Hexblade, at least one, to each Knowledge check trying to identify the abilities and weaknesses of monsters and creatures. A Hexblade may make Knowledge skill checks untrained when attempting to identify these creatures and their abilities and always can take 10 on these rolls. These benefits do also work on skill checks attempt to identify a spell casters (Arcan only).

Each day, when he regains spells, a Hexblade chose one of the following Types to hunt down: Aberrations, Magical Beasts, Monstrous Humanoids, Outsider (evil only) and Shapeshifters.

He gets the Favored Enemy class feature like a level one Ranger, against the choosen Type. Regardless of his Hexblade levels a Hexblade always count as a level one Ranger to determine the power of his favored Enemy ability received through Monster Nemesis. If a Hexblade has levels in the Ranger class determine his level as +1 for the Ranger Favorite Enemy class Feature.

Track (Ex):

A Hexblade adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

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. At level 11 this bonus also appeals on Supernatural abilities.

Swift Tracker ('Ex'):

Beginning at 2th level, a hexblade can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Curse Varity: (Su)

At level 2 and every 3 lvl beyond 2th(5th, 8th, 11th, 14th and 18th)

hexblade gains a Curse Varity. Each time you use your Hexblade curse you can decide to modify your curse to weaken your victim in a specific way. The Hexblade’s curse loses all properties it had before and gets the chosen quality instead, unless it is specific mentioned in the description. The duration is 1 hour unless it is mentioned different.

->Approaching Curse:' If the creature fails its save it gets a -4 negative Luck modifier to RK. -6 with Greater Hexblade’s Curse and -8 with Dire Hexblade’s Curse.

-> Diffusive Curse: If the creature fails its save chose one type of energy. If the creature has some resistance (not immunity) to that energy type reduces them by 10, with Greater Hexblade’s Curse chose two types of energy instead, and three with Dire Hexblade’s Curse. You can choose one type of energy more than once, the penalty is cumulative. Additional the creature gains -2 to all saves attempts to resist spells or effects of the chosen types.

->Flawing Curse: If target creature or Object fails its save (unused Objects have no save) fails it’s save it halves it’s/his hardness and reduces each kind of Damage Reduction(and hardness) it possesses by 5, 10 with Greater Hexblade’s Curse and 15 with Dire Hexblade’s Curse.

-> Life crippling Curse: If the creature fails its save each attempt of healing that creature with positive energy are reduced by 50%. Attempt of healing with negative energy are not affected. With Greater Hexblade’s Curse you get healed by the missing 50% if you’re maximum 30feet away. With Dire Hexblade’s Curse the amount increases to 75%.

->Marking Curse: If the creature fails its save it emits a gigantic pillar of flickering red-violet light upward into heaven. The pillar is 300 feet height and penetrates each no magic obstacle, even massive crag. That’s works like the Faerie Fire spell, make it extremely easy to follow the target and may generate some attraction from anything else. The creature gets a -2 modifier on its saving throw try to resist that Varity with Greater Hexblade’s Curse and -4 with Dire Hexblade’s Curse.

-> Slow Curse:'. If the creature fails it’s saving throw it’s slowed, like the Spell. That even affects creatures that normally can’t get slowed by the spell. That is not a spell like effect. The creature gets a new save at each beginning of your turn.

->Radiantly Curse: You need Greater Hexblade’s Curse to choose Radiantly Curse. If the creature fails its save it emits a Aura of misshape. The Creature and any ally within 30 feet get a -1 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls. Allies of target creature didn’t get a saving throw. The penalty enhance to -2 with Dire Hexblade’s Curse.

->Weaken Curse: You need Greater Hexblade’s Curse to choose Weaken Curse. If the creature fails its save chose one attack type which is delivered through a limp. (bite, arms, legs, wings, tails and so on) The chosen limp get weekend and crippled and each attack delivered thought that does only half damage (round up).

If you choose bite the creature save each round again to not lose all special attacks delivered through the mouth. If you choose arms the creature save each round again to not drop anything they hold. If you choose legs the creature save each round again to not fall prone. If you choose Wings the creature save each round again to not lose the ability to fly for that round. If you choose tail or anything else the creature save each round again to not get staggered. A successful Save end the effect of Weaken Curse, with Dire Hexblade’s Curse only two successful saves in a row end Weaken Curse.

-> Penetration Curse: You need Greater Hexblade’s Curse to choose Penetration Curse. If the creature fails its saving throw its Spell resistance is reduced by 10, 15 with Dire Hexblade’s Curse. The duration is one round per Charisma modifier at least one round.

-> Soul trapping Curse: You need Greater Hexblade’s Curse to choose Soul trapping Curse. As long Soul trapping Curse is active the Hexblade can’t cast spells and need to stay in 300 feet around the target (or the soul, see beneath). The hexblade can decide to end the effect of Soul trapping Curse each time as a free action. If the creature fails it’s saving throw it is under a effect like the Dimensional Anchor spell. Additional, if the creature dies it Soul (if the creature has one) stays helpless in the body as long the Hexblade contains focus. With Dire Hexblade’s Curse the radius for the hexblade to stay around enhances to 1 mile. The soul may get collected with some special magic jar or spell. Collecting a Soul is a truly evil deed. For Daemons and Devil’s such a soul is quit valuable, what it make a perfect bite or trade value.

-> Superior Curse: You need Greater Hexblade’s Curse to choose Superior Curse. Using Superior Curse is a Standard action instead of a Swift action. This Varity works like Hexblade Curse unless that the Creature don’t get a saving throw to prevent to be affected, and the penalty is just -2 with Greater Hexblade’s Curse and -4 with Dire Hexblade’s Curse.

Mettle (Ex): Bearbeiten

At 3rd level and higher, a hexblade can resist magical and supernatural 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 leaping hexblade does not gain the benefit of mettle.

'Bonus Feat:' (Ex)

At level 3 and every 4 levels after 3st (7th, 11th, 15th and 19th)hexblade gains a bonus feat, which must be selected from the following list:

Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Disruptive, Spell breaker, Teleport Tactician, Arcane Strike, Armor Proficiency (heavy), Improved Familiar(any nongood),Arcane Armor Mastery, Shield Proficiency, Exotic Weapon Proficiency*, Additional Curs,. Effective Curse. Favored Defense.

A Hexblade doesn’t need to match the Prerequisites.

Or' can choose a Favored Enemy ('Ex) like a level 1Ranger from the following list:

Aberration

Ooze

Construct

Outsider (air)

Dragon

Outsider (chaotic)

Fey

Outsider (earth)

Humanoid (aquatic)

Outsider (evil)

Humanoid (giant)

Outsider (fire)

Humanoid (goblinoid)

Outsider (lawful)

Humanoid (gnoll)

Outsider (native)

Humanoid (orc)

Outsider (water)

Humanoid (reptilian)

Plant

Magical beast

Undead

Monstrous humanoid

Vermin

Familiar: (Ex)

At 4th level, a Hexblade forms a bond with a creature. He get a Familiar like a Wizard of the same level. A Hexblade can choose only non-good creatures.

'Infusing Blows:' (Ex)

At level 3 each melee attack of the Hexblade, which inflict damage, lower the resistance of the Target to resist the next Hexblade’s Spell or curses. Each hit gives a penalty to saving throws against Hexblade Spells or Hexblade’s curse (includes Curs Varity’s) of -1. Multiple the penalties are cumulative but limited by the Hexblade’s class level. The maximal penalty is -1 for the first four levels, and additional -1 for every 4 levels after 4th (8th , 12th, 16th and 20th)

The penalty lasts 1+Ch mod Rounds (at least one) or until consumed by a failed save against a Hexblade Spell or Curse.

The effect ends immediately if the Hexblade attacks another target, get unconscious or are more than 30feet away. Any effect that removes or dispels a curse eliminates the effect of Infusing Blows. The type of that effect is undefined and cumulative to each other downgrade the target may have.

Master of Cursed Magic: (Ex)'

At level 4 and every 4 levels after 4st (8th, 12th, 16th and 20th) hexblade gains some

Master of Cursed Magic which can have one of three forms. Each Time you get the Master of Cursed Magic Trait you can choose one new form and are able to reselect one selected before.

1- Add one Spell, from the Hexblade’s spell list, of a level you could cast, to your Spells known. If you reselect that specific Master of Cursed Magic trait you forget that Spell.

2- Choose one additional Curse Varity. If you reselect that specific “Master of Cursed Magic” trait you lose the access to that specific Curse Varity unless you choose it by the normal Curse Varity progression or another Master of Cursed Magic.

3- Enhance the Saving throws DC of each kind of Hexblade’s Curse by on. Including each kind of Curse Varity. If you reselect that specific Master of Cursed Magic trait you lose that benefit. Multiple choose of that kind of Master of Cursed Magic are cumulative.

'Contagious Curse:' (Ex)

If a Creature affected by the Hexblade Curse dies the Hexblade can choose an enemy within 30 feet to the dyed creature. It get infected with the same Hexblade Curse(or the same Curs Varity of the dyed creature) (Will saves). That will not consume one of your daily uses of your Hexblade curse.

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.

Aura of Unluck (Su):

Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack (including an attack roll) made against the hexblade while this aura of Unluck is active has a 20% miss chance (similar to the effect of concealment). Creature that a under a effect of a Blessing spell or attack with a Holy Weapon are not affected. 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 16th level and higher, a hexblade can use his aura of Unluck twice per day. A 20th-level hexblade can activate this aura three times per day.

Vengeful Blood: (Ex)

Once per day, if you get hit by a melee attack, which causes the loss of HP, you can infect your attacker automatically (no Save) with you Hexblade’s curse (includes some Curse Varity). That will not consume one of your daily uses of Hexblade curse.

Pitch of Soul: (Ex)

Once per day you can force one creature in sight, affected by your Hexblade curse, to reroll any d20 roll. You must decide to use Pitch of Soul before the master proclaims a success or failure.

Dire 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 –6 instead of –4.

Eternal Hexblade's Curse:

At 20th level, when the target fails their Will save against the Hexblade's curse, it lasts until dispelled or removed, either by himself or an effect that dispells or removes curses. A hexblade can have no more permanent curses active than his Charisma Modifier. Any additional curses last as normal.

Add the Following Traits to the general Trait List:

'Additional Curse:' (Ex)

Prerequisite: Hexblade Curse class Feature

Effect: You can use your Hexblade Curse once More per day. You can choose Additional Curse more than one time each time you get an additional use of your Hexblade Curse Class feature.

'Effective Curse:' (Ex)

Prerequisite: Hexblade Curse class Feature

Effect: Enhance the Saving throws DC of each kind of Hexblade’s Curse by on. (Including each kind of Curse Varity).You can choose Effective Curse more than one time the bonus is cumulative.

Alternatively you instead choose on Curs Varity and enhance the DC of that by two. You can’t choose that kind of Effective Curse more than once for each kind of Curse Varity.

Hexblade Spelllist

0 LVL Spells:

Arcane Mark Bleed Brand Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Flare Ghost Sound Light Mage Hand Open/Close Prestidigitation Spark Sift

1 LVL Spells:

Alarm: Wards an area for 2 hours/level. Burst Bonds Cause Fear Darkvision Deadeye’s Lore Dazzling Blade Detect Aberration Detect Animals or Plants Detect Chaos Detect Charm Detect Evil Detect Good Detect Law Detect Undead Disguise Self Doom Ear-Piercing Scream Entropic Shield: Expeditious Retreat: Fog Cloud Gravity Bow Hunter's Howl Identify Infernal Healing Interrogation Jump Keen Senses Know the Enemy Light Longshot Longstrider Magic Aura. Magic Fang Magic Weapon Mount Negate Aroma Pass without Trace Protection from Chaos Protection from Evil Protection from Good Protection from Law Ray of Enfeeblement Ray of Sickening Residual Tracking Resist Energy Shadow Weapon Shock Shield Silent Image Sleep Sun Metal True Strike Undetectable Alignment Unseen Servant Weapons Against Evil/Good Wrath

2 LVL Spells:

Accelerate Poison Align Weapon Alter Self Arcane Sight Arrow Eruption Blindness/Deafness Bloodhound Brow Gasher Bull's StrengthCreate Treasure Map Darkness Daze Monster Defensive Shock Defending Bone Detect Thoughts Delay Poison Eagle's Splendor Enthrall False Life Flames of the Faithful Ghostbane Dirge Ghoul Touch Glitterdust Healing Thief Locate Weakness Minor Image Mirror Image Protection from Arrows Pyrotechnics Rage Scare See Alignment See Invisibility Spider Climb Steal Voice Swift Invisibility Touch of Idiocy Versatile Weapon Whispering Wind

3 LVL Spells:

Ash Storm

BlackLight

Blood Biography

Bestow Curse

Countless Eyes

Darkvision, Greater

Dazzling Blade, Mass

Deep Slumber

Deeper Darkness

Dismissal

Dispel Magic

Excruciating Deformation

Flame Arrow

Fester

Force Hook Charge

Halt Undead

Greater Magic Weapon

Invisibility Purge

Keen Edge

Magic Circle against Chaos/Evil/Good/Law

Magic Fang, Greater

Major Image

Nondetection

Protection from Energy

Phantom Steed

Poison

Ray of Exhaustion

Repel Vermin

Sands of Time

Slow

Stinking Cloud

Toxic Gift

Twilight Knife

Vampiric Touch

Water Walk

4 LVL Spells:

Arcana Theft

Aspect of the Wolf

Assay Spell Resistance

Bow Spirit

Break Enchantment

Contagion

Confusion

Calcific Touch

Contact Other Plane

Control Summoned Creature

Constricting Coils

Daze, Mass

Detect Scrying:

Dimension Door

Dimensional Anchor

Dragon's Breath

Echolocation

False Life, Greater

Fear

Ghost Wolf

Infernal Healing, Greater

Phantasmal Killer

Scrying

Sending

Shadow Step

Shadow Projection

Solid Fog

Spell Theft

Terrible Remorse

True Form

Unluck

5 LVL Spells:

Absorb Toxicity

Astral Projection, Lesser

Baleful Polymorph

Black Spot

Dispel Magic, Greater

Enervation

Fleshworm Infestation

Freedom of Movement

Hold Monster

Hostile Juxtaposition

Mind Fog

Passwall

Phantasmal Web

Plague Carrier

Prying Eyes

Rest Eternal

Symbol of Slowing

Suffocation

True Seeing

Waves of Fatigue

6 LVL Spells:

Cloak of Dreams

Death Ward

Dispel Evil

Eyebite

Find the Path

Fester, Mass

Legend Lore

Undeath to Death

Shadow Walk

Unwilling Shield

Curse, Major

Phase Door

Waves of Exhaustion


Your guy has spell slots at 1. level but no spells known.

The Monster Nemesis ability needs a rewrite for clarity.

Tracking is blah, make it optional.

You could buff the curse ability by saying that a succesful save doesn't count against the daily uses.

Basically, I have one question: What does this guy do? What's his schtick, what makes him work as a 3/4 BAB fighting class?


So it is a combination Hexblade (CW), Ranger, Inquisitor? The abilities are all over the map, Jumanchy. You want a monster hunter? Well, inquisitor is already that.

You want a tracker with favored enemies? Ranger is your guy.

The hexblade stuff is basically watered down to fit with 0-6 level spell list. The original 3.5 hexblade was a full-BAB martial-caster hybrid with 1-4 spell progression (like an arcane paladin or ranger). Perhaps you need to tighten up what you are looking for in the class.

Reading it was difficult as well: the problems with the grammer and spelling was part of that, but the lack of formating also made it difficult to work through.

Here is a hexblade conversion that I did for Pathfinder: the Witchblade. Try to decide what you what as your 'theme' in a class and stick with it. Don't start grabbing stuff willy-nilly because you think it is cool; ask yourself does this fit?

Good luck.

MA


Hey~
I just posted a fully fleshed out and updated version of Hexblade for pathfinder like a week or so ago.
Get it here: Hexblade!

Silver Crusade

This is a lot to parse without the help of a chart. I also suggest using Google Docs or some other cloud drive so you can edit and publish much easier.


Why make this a new class when it would work way, way better as an archetype of magus? Change to charisma casting and replace the arcane pool with the other abilities and Robert is a close filial relative.

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