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Just another in my slow cycle of posting my class rewrites and custom classes to the boards for opinions and comments. If you read the title, then you obviously know you're about to read my hexblade rewrite.
Note: Before any one else brings it up. I've seen Mearls' fix. It was workable, but doesn't fit for me. Please comment on this work.
I've also bolded the changes to make them easier to find.
Edit: Hit Die: d10
Class Skills The hexblade’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier.
[code]Table: The Hexblade Level BAB Fort Ref Will Special 1st +1 +2 +0 +2 Hexblade's Curse 2nd +2 +3 +0 +3 Arcane Resistance 3rd +3 +3 +1 +3 Mettle 4th +4 +4 +1 +4 Dark Companion 5th +5 +4 +1 +4 Bonus Feat 6th +6/+1 +5 +2 +5 Hobbling Curse 7th +7/+2 +5 +2 +5 Greater Hexblade's Curse 8th +8/+3 +6 +2 +6 9th +9/+4 +6 +3 +6 Weapon Breaker Curse 10th +10/+5 +7 +3 +7 Bonus Feat 11th +11/+6/+1 +7 +3 +7 12th +12/+7/+2 +8 +4 +8 Aura of Unluck 1/day 13th +13/+8/+3 +8 +4 +8 14th +14/+9/+4 +9 +4 +9 Armor Breaker Curse 15th +15/+10/+5 +9 +5 +9 Bonus Feat 16th +16/+11/+6/+1 +10 +5 +10 Aura of Unluck 2/day 17th +17/+12/+7/+2 +10 +5 +10 18th +18/+13/+8/+3 +11 +6 +11 Improved Mettle 19th +19/+14/+9/+4 +11 +6 +11 Dire Hexblade's Curse 20th +20/+15/+10/+5 +12 +6 +12 Aura of Unluck 3/day, bonus feat[/code] Class Features Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons. A hexblade is proficient 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 or a buckler 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 (most do). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Hexblade's Curse (Su): 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, caster level 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. A hexblade can use this ability a number of times equal to one half their hexblade level + their Charisma modifier. 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.
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, up to a maximum amount equal to his Hexblade level.
Mettle (Ex): See Complete Warrior pg. 7
[b]Dark Companion (Su): This is identical to the variant in the Player's Handbook II (pg. 47) except as noted below. At 11th level, your Dark Companion can create flanking situations and draw attacks of opportunity unless the opponent it is trying to flank or draw an attack of opportunity from makes a Will save (DC 10 + 1/2 your Hexblade level + your Charisma modifier) At 18th level, your Dark Companion can automatically flank and draws attacks of opportunity.[/b]
Spells: Beginning at 4th 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, hexblade must have a Charisma score equal to at least 10 + the spell. 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 spell allotment is given on Table: The Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Hexblade Spells Known indicates that the hexblade gets 0 spells per day of a given spell level, 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: Hexblade Spells Known. (Unlike spells per day, the number of spells a hexblade knows is not affected by his Charisma score; the numbers on Table: Hexblade Spells Known are fixed.) Upon reaching 8th level, and at every even hexblade level after that, 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, and it must be at least one level lower than the highest-level hexblade spell the hexblade can cast. A hexblade may swap only 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. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is his hexblade level -3. As noted above, 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 allotment of spells per day for the spell’s level.
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: Ability Focus, Arcane Strike, Combat Casting, Greater Spell Focus, Greater Spell Penetration, Skill Focus (Concentration), Skill Focus (Spellcraft), Skill Focus (Use Magic Device), Spell Focus, Spell Penetration. (I intend to add to this list, but have not yet)
[b]Hobbling Curse (Su): A hexblade of 6th level or higher can perform a hobbling curse instead of a normal curse when cursing a target. A target affected by this ability has its speed for all movement modes halved. Additionally, the creature is treated as though it were wearing heay armor and carrying a heavy load for the purposes of all abilities that are affected by such things (flight, evasion, etc.) Flying creature forced to land by this affect can land safely without taking falling damage. Spellcasters who cannot normally cast while wearing heavy armor suffer a 25% spell failure chance. A hexblade can only affect a target with one of his curse types at a time. If the target is successfully targeted by a new curse, the old one is ended immediately.[/b]
Greater Hexblade's Curse (Su): See Complete Warrior pg. 8
[b]Weapon Breaker Curse(Su): A hexblade of 9th level or higher can perform a weapon breaker cusres instead of a normal curse when cursing a target. Instead of the normal effects of a curse, targets of the weapon breaker curse apply the curse penalty to attack rolls, weapon damage rolls, caster level checks, and the save DC of any abilities the target might have, including spells. A hexblade can only affect a target with one of his curse types at a time. If the target is successfully targeted by a new curse, the old one is ended immediately.[/b]
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 made against the hexblade while this aura of unluck is active has a 50% miss chance. Activating the aura is an immediate action. The aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any). At 16th level and every four levels thereafter, a hexblade gains the ability to use his aura of unluck an extra time per day.
[b]Armor Breaker Curse(Su): A hexblade of 14th level or higher can perform an armor breaker cusres instead of a normal curse when cursing a target. Instead of the normal effects of a curse, targets of the armor breaker curse apply the curse penalty to their armor class, saving throws, spell resistance, damage redcution, and energy resistances. A hexblade can only affect a target with one of his curse types at a time. If the target is successfully targeted by a new curse, the old one is ended immediately.[/b]
[b]Improved Mettle (Ex): At 18th level, a hexblades mettle abililty improved. He still negates all effects on a successful Fortitude or Will saving throw against attacks, but henceforth, he only suffers the partial effect on a failed save. If an attack (such as the wail of the banshee spell) does not have a lesser effect (half or partial), then he still suffers the full effect on a failed save.[/b]
Dire Hexblade's Curse (Su): See Complete Warrior pg. 8
Spells Per Day [code]Level 1st 2nd 3rd 4th 1 - - - - 2 - - - - 3 - - - - 4 0 - - - 5 1 - - - 6 2 - - - 7 2 0 - - 8 3 1 - - 9 3 2 - - 10 3 2 0 - 11 4 3 1 - 12 4 3 2 - 13 4 3 2 0 14 4 4 3 1 15 5 4 3 2 16 5 4 3 2 17 5 4 4 3 18 5 5 4 3 19 5 5 4 3 20 6 5 4 4[/code] Spells Known [code]Level 1st 2nd 3rd 4th 1 - - - - 2 - - - - 3 - - - - 4 2* - - - 5 3 - - - 6 3 - - - 7 3 2* - - 8 3 3 - - 9 4 3 - - 10 4 3 2* - 11 4 3 3 - 12 4 4 3 - 13 5 4 3 2* 14 5 4 4 3 15 5 4 4 3 16 5 5 4 3 17 6 5 5 4 18 6 5 5 4 19 6 5 5 4 20 6 6 6 5[/code] *Provided the Hexblade has a high enough Charisma modifier to have a bonus spell of this level.
For the moment, I have not modified the Hexblade spell list in any way, although I will likely post that here later. If you have any suggestions on spells to add to the list, feel free to mention them. Until then, I eagerly await your comments.
Edit: Spelling Edit: Removed the opposed rolls section of Weapon Breaker Curse. Clarified that Weapon Breaker Curse only affects caster level checks, not all level checks. Add a new section to each special curse. - 01/01/08 [code]A hexblade can only affect a target with one of his curse types at a time. If the target is successfully targeted by a new curse, the old one is ended immediately.[/code] Edit: Modifed the formatting some. 02/03/08
Edit: Spelling. 07/10/08
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The aditional curse's aren't really much better than the original. Hobbling is the most non-normal curse, with it's encumbrance and speed penalties.
Weapon Breaker removes the penalty on ability checks and skill checks to add it to opposed checks (Trip, Disarm), and the save DC's of the targets spells and abilities. You're right. Looking at it now, it does seem just a bit stronger. I'll remove the opposed rolls section of Weapon Breaker.
Armor Breaker removes the penalty to attack rolls, ability checks, caster level checks, and weapon damage rolls. Instead it applies the penalty to armor class, saving throws, spell resistance, damage reduction, and energy resistances. It does nothing to actuallyprevent the target from killing you. Doesn't seem to powerful to me.
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The Play-by-Post recruitment hub for the forums. Stop by, join us, and sign up for some games while you are there
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