| darthmaru |
Hello. I've been working on this for quite some time. I would like to know if its well balanced.
Hexblade
BAB: Good.
Good Saves: Fort and Will.
HD: d10
1.Forced Omens, Hexblade’s Curse 1/Day
2.Arcane Resistance
3.Bonus Feat, Mettle
4.Hexblade’s Curse 2/Day, Summon Familiar
5.Medium Armor
6.Bonus Feat
7.Hexblade’s Curse 3/Day
8.Aura of Unluck 1/Day
9.Bonus Feat, Greater Curse
10.Hexblade’s Curse 4/Day
11.Mass Curse
12.Aura of Unluck 2/Day, Bonus Feat
13.Hexblade’s Curse 5/Day
14.Greater Aura of Unluck
15.Bonus Feat
16.Aura of Unluck 3/Day, Hexblade’s Curse 6/Day
17.Dire Curse
18.Bonus Feat
19.Hexblade’s Curse 7/Day, Mass Greater Curse
20.Aura of Unluck 4/Day, Death Sentence
CLASS SKILLS
The hexblade’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
CLASS FEATURES
The following are class features of the hexblade.
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, 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. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.
Forced Omens (Sp): A foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. At will, a hexblade can use prestidigitation, as the spell.
Hexblade's Curse (Su): Once 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 all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. Spell resistance does not apply to a hexblade's curse, but a successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) reduces the effect by half and cuts the duration to just 1 round.
At 4th level, and at every three levels thereafter, the hexblade may curse one additional time per day, as indicated on Table: Hexblade, to a maximum of seven times per day at 19th level. 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.
A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.
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.
Bonus Feat: At 3th level, and every three levels thereafter, a hexblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be from the following list: Arcane Strike, Combat Casting, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Silent Spell, Spell Focus, Spell Penetration, Still Spell, or any Hex feat. He must meet the prerequisites for these feats as normal.
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.
Summon Familiar (Ex): At 4th level, a hexblade gains a familiar, using his hexblade level -3 as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from hexblade spell list. A hexblade can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Charisma modifier.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the class table above. In addition, he receives bonus spells per day if he has a high Charisma score.
A hexblade’s selection of spells in extremely limited. At fourth level, a hexblade gains knowledge of two 1st-level spells of his choice. At each new hexblade level, he gains knowledge of one or more new spells from the hexblade spell list, as indicated on the table below.
Upon reaching 7th level, and every three hexblade levels gained thereafter (10th; 13th; 16th; and 19th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged.
A hexblade may swap only a single spell at any given time, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a paladin or a ranger, a hexblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. To regain his daily spell slots, a hexblade must spend 1 hour each day in quiet meditation where he clears his mind and refreshes his arcane energies. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level -3.
Spells per Day
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 1 - - -
5th 2 - - -
6th 2 - - -
7th 2 1 - -
8th 2 2 - -
9th 3 2 - -
10th 3 2 1 -
11th 3 2 2 -
12th 3 3 2 -
13th 4 3 2 1
14th 4 3 2 2
15th 4 3 3 2
16th 4 4 3 2
17th 5 4 3 2
18th 5 4 3 3
19th 5 4 4 3
20th 5 5 4 4
Spells Known
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 2 - - -
5th 2 - - -
6th 3 - - -
7th 3 2 - -
8th 4 2 - -
9th 4 3 - -
10th 5 3 2 -
11th 5 4 2 -
12th 6 4 3 -
13th 6 5 3 2
14th 6 5 4 2
15th 6 6 4 3
16th 6 6 5 3
17th 6 6 5 4
18th 6 6 6 4
19th 6 6 6 5
20th 6 6 6 5
Medium Armor (Ex): At 5th level, a hexblade gains proficiency with medium armor. A hexblade can cast hexblade spells while wearing medium armor without incurring the normal arcane spell failure chance. 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.
Aura of Unluck (Su): At 8th level, once per day, a hexblade can create a baleful aura of misfortune. Any melee or ranged attack (including spells) made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the hexblade have a 20% chance to be negated (similar to fortification).
Activating the aura is an immediate action, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma modifier. At 12th level, and at every four levels thereafter, the hexblade may activate the aura one additional time per day.
Greater Curse (Su): At 9th level, the hexblade’s Curse ability improves. If the target fails his saving throw, he suffers a penalty of -4 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save reduces the effect by half and cuts the duration to just 1 round.
Mass Curse (Su): At 11th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his hexblade's curse ability (but not his greater curse ability). At 19th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his greater curse ability (but not his dire curse ability).
Greater Aura of Unluck (Su): At 14th level, when activating his aura of unluck, the miss chance increases to 50% instead of 20%.
Dire Curse (Su): At 17th level, the hexblade’s curse ability once again grows more potent. If the target fails his saving throw, he suffers a penalty of -6 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save reduces the effect by half and cuts the duration to just 1 round.
Death Sentence (Su): At 20th level, the hexblade becomes the true curse master. He can alter his hexblade’s curse to a more deadly variation. By spending a daily use of his curse ability, he can put a death sentence on an opponent. The target of a death sentence automatically suffers the effect of the hexblade's curse, no save allowed. At the 2nd round, the affliction improves to greater curse. At the 3rd round, it improves to dire curse. Finally, at the beginning of the 4th round, the target makes a Fortitude save (DC 10 + 1/2 hexblade's class level + Charisma modifier) or die. Once a creature has been targeted by a death sentence and passes the save, that creature is immune to the hexblade's death sentence for 24 hours.
HEXBLADE SPELLS
Hexblades gain access to the following spells. While most of these spells are found in the Core Rulebook, those marked with an asterisk (*) appear in Complete Warrior.
1st-Level Hexblade Spells - alarm, arcane mark, augment familiar*, cause fear, charm person, comprehend languages, crafter's curse, detect magic, detect poison, disguise self, endure elements, entropic shield, expeditious retreat, feather fall, hideous laughter, hold portal, identify, jump, lesser confusion, light, magic aura, magic weapon, memory lapse, mount, obscuring mist, phantom threat*, protection from chaos/evil/good/law, ray of enfeeblement, read magic, shadow weapon, silent image, sleep, undetectable alignment, unseen servant, vanish, ventriloquism.
2nd-Level Hexblade Spells - alter self, arcane lock, bear’s endurance, blindness/deafness, bull’s strength, darkness, darkvision, eagle’s splendor, enthrall, false life, fog cloud, ghostly disguise, glide, glitterdust, invisibility, knock, levitate, locate object, magic mouth, make whole, mirror image, obscure object, phantom trap, protection from arrows, pyrotechnics, rage, resist energy, scare, see invisibility, shatter, spider climb, steal voice, summon swarm, touch of idiocy, unnatural lust, whispering wind.
3rd-Level Hexblade Spells - arcane sight, beast shape I, clairaudience/clairvoyance, charm monster, confusion, deep slumber, deeper darkness, dispel magic, fly, greater magic weapon, hold person, hound of doom*, invisibility sphere, magic circle against chaos/evil/good/law, major image, nondetection, phantom steed, poison, protection from energy, ray of exhaustion, repel vermin, sands of time, slow, stinking cloud, vampiric touch, wind wall.
4th-Level Necromancer Spells - baleful polymorph, beast shape II, bestow curse, break enchantment, contact other plane, crushing despair, cursed blade*, detect scrying, dimension door, dominate person, elemental body I, enervation, familiar melding, fear, greater false life, greater invisibility, hallucinatory terrain, locate creature, malicious spite, phantasmal killer, polymorph, rusting grasp, scrying, sending, shadow step, solid fog.