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The Savage Seraph Captain
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Posted: Thu Dec 09, 2010 3:59 am
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Posted: Fri Jan 14, 2011 11:02 pm
Assassin
HD: D8
Base Attack Bonus: As Fighter.
Saves: Good Saves- Will, Reflex. Poor Saves- Fortitude.
The Sublime Assassin’s class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), , Hide (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Sleight of Hand (Dex),, Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
Sneak Attack: As per Rogue
Feinting: At 1th level, a assassin may feint as a swift action. To do this, he takes a -4 penalty on his feint check. He also gains the Improved Feint feat. The penalty drops to -2 at lvl 5 and to 0 at lvl 10.
Uncanny Dodge: At 2nd level, a Sublime Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Poison Use (Ex): At 3rd level, Sublime Assassins are trained in the use of poison and never risk to accidently poison themselves when applying poison to a blade.
Passionate Strike (Ex): At 4th level, a Sublime Assassin may add his Cha to all damage done by physical strikes. Not Multiplied by Criticals.
Subtlety (Ex): A 5th level, a Sublime Assassin gains a +2 bonus to Stealth, Perception and Sleight of Hand checks. This bonus increases to +4 at 10th level and +6 at 15th level.
Evasion (Ex): At 6th level and higher, a Sublime Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex throw against an attack that normally deals damage on a successful save, he instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If the Sublime Assassin is helpless he does not gain the benefit of evasion.
Merciless (Ex): At 7th level, a Sublime Assassin may make a coup de grace as a standard action, instead of a full round action. In addition, he doesn’t provoke attack of opportunity while doing so.
Improved Uncanny Dodge (Ex): At 8th level, a Sublime Assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue of at least four levels higher than the assassin can flank him.
Shadow Blend (Ex): At 9th level, a Sublime Assassin can use the Hide skill in any sort of shadow, even if it doesn’t grant him cover or concealment. The shadow must be large enough to accommodate his body surface. Shadow Blend can only be used if you are wearing light armor or no armor.
Mind Veil (Ex): At 10th level, a Sublime Assassin gains the ability to shield his mind from all forms of divination. He becomes immune to detect thought, detect lies, any attempt to magically discern his alignment, and all attempts to scry for him. He is also immune to Spells that show the future, Like Divination, meaning that any future they will see simply be as if he hadn't shown up.
Slippery Mind (Ex): At 11th Level they gain this ability. This ability represents theSublime Assassin's ability to wriggle free from magical effects that would otherwise control or compel her. If a Sublime Assassin with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Death Attack (Ex): At 12th Level, A Sublime Assassin can use Death Attack as the Assassin PrC, but the DC can use Int or Cha (Whichever is higher.)
Improved Poison Use (Ex): At 13th level, a Sublime Assassin can apply poison to a weapon as a move action.
Crippling Strike (Ex): Gained at 14th Level. A Sublime Assassin with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Improved Evasion (Ex): This ability, gained at 15th level, works like evasion. A Sublime Assassin takes no damage at all on a successful saving throw against attacks that allow a Reflex saving throw for damage. In addition, he takes only halve damage even if he fails his saving throw.
Opportunist (Ex): Gained at 16th Level. Once per round, the Sublime Assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a Sublime Assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Hunter’s Surprise (Ex): Gained at 17th Level. Once per day, a Sublime Assassin with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.
Hide in Plain Sight (Ex): At 18th level, a Sublime Assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in open without anything to actually hide behind.
Assassin’s Promise (Ex): A Sublime Assassin of 19th level gains the ability to ensure his assassination skills. He gains a insight bonus, equal to his HD, on a single sneak attack. In addition, the sneak attack is considered maximized (as if the maximize spell feat is applied to the sneak attack bonus dice). Using this ability, the Sublime Assassin can enhance his sneak attack up to 3 times per day. The Sublime Assassin must declare the use of this ability before rolling any attack dice. The Assassin may use this ability One additional time per 4 levels after. Ex: 18th, 22nd, 26th etc.
Master Strike (Ex): Upon reaching 20th level, a Sublime Assassin becomes incredibly deadly when dealing sneak attack damage. Each time theSublime Assassin deals sneak attack damage, she can choose one of the following three effects:
The target can be...
put to sleep for 1d4 hours paralyzed for 2d6 rounds, or slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the Sublime Assassin's Charisma modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
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The Savage Seraph Captain
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The Savage Seraph Captain
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Posted: Mon Jan 17, 2011 9:37 pm
The Sword Saint
HD: D10
Base Attack Bonus: As Fighter.
Good Saves: Will, Fortitude. Poor Saves: Reflex.
The Sword Saint class skills are: Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Religion), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth and Swim.
Skill Points at Each Level: 4 + Int modifier.
Proficiencies: All simple and martial melee weapons Plus One additional Exotic Weapon. Light, medium, and Heavy Armor and all shields except Tower.
Spells: In order to cast a spell a Swordsaint must have a Charisma score of at least 10+spell level. The save DCs of a Swordsaint's spells are based on his Charisma. Swordsaints do not get bonus spells. These spells do not use spell slots like a normal spellcaster. His spells/day are instead Encounter spells and are cast spontaneously from his spells known. They regain 1 Spell/Encounter per foe that is knocked to 0 or lower.
At 5th level, and every level thereafter, a Swordsaint may change out any of their spells known.
Level------Spells/Encounter-----------------Spells Known----Spell Level
1-----------2-----------------------------------------------2--------------------1 2-----------3-----------------------------------------------3-------------------1 3-----------4-----------------------------------------------4--------------------1 4-----------4----------------------------------------------4---------------------1 5-----------5-----------------------------------------------5--------------------2 6-----------5-----------------------------------------------5--------------------2 7-----------6-----------------------------------------------6--------------------2 8-----------7-----------------------------------------------6--------------------2 9-----------7-----------------------------------------------7--------------------3 10----------7----------------------------------------------7--------------------3 11----------9----------------------------------------------8--------------------3 12----------9----------------------------------------------8--------------------3 13----------9----------------------------------------------9--------------------4 14----------10--------------------------------------------9--------------------4 15----------11--------------------------------------------10-------------------4 16----------11--------------------------------------------10-------------------4 17----------12--------------------------------------------11-------------------5 18----------12--------------------------------------------11-------------------5 19----------13--------------------------------------------12-------------------5 20----------14--------------------------------------------12-------------------5
Sword Saint Spell List
1st - Bigby's Tripping Hand*, Blade of Blood*, Bless, Bless Weapon, Burning Hands, Cause Fear, Chill Touch, Command, Cure Light Wounds, Deafening Clang, Jump, Lesser Confusion, Lesser Energized Shield, Lesser Restoration, Lionheart, Magic Weapon, Obscuring Mist, Protection from Good/Law/Chaos/Evil, Ray of Enfeeblement, Resist Energy, Resurgence, Rouse*, Shocking Grasp, Stand*, Swift Expeditious Retreat, True Strike, Warning Shout
2nd - Animalistic Power*, Bear's Endurance, Bigby's Striking Fist*, Bull's Strength, Cure Moderate Wounds, Darkvision, Deflect*, Dimension Hop*, Divine Insight, Divine Protection, Eagle's Splendor, Electric Vengeance*, Energized Shield, Fell the Greatest Foe, Flame of Faith, Knight's Move, Loyal Vassal, Melf's Acid Arrow, Mindless Rage, Owl's Wisdom, Quick March, Remove Paralysis, Rhino's Rush, Scorching Ray, See Invisibility, Seeking Ray*, Shield Other, Sleet Storm, Spider Climb, Strength of Stone, Stretch Weapon*, Swift Fly, Touch of Idiocy, Zeal, Zone of Truth
3rd - Alter Fortune*, Channeled Divine Shield*, Confusion, Crown of Might*, Crown of Protection*, Cure Serious Wounds, Dispelling Touch*, Doom Scarabs*, Energy Aegis*, Energy Surge*, Eternal Rest**, Greater Magic Weapon, Halt*, Hand of the Faithful, Heal Mount, Healing Spirit*, Ice Storm, Keen Edge, Magic Circle, Mass Resurgence, Melf's Unicorn Arrow*, Prayer, Protection from Energy, Ray of Exhaustion, Remove Blindness/Deafness, Remove Curse, Shout, Vampiric Touch, Weapon of the Deity, Word of Binding
4th - Bigby's Interposing Hand*, Blessing of the Righteous*, Channeled Divine Health*, Channeled Pyroburst*, Condemnation*, Crushing Grip*, Cure Critical Wounds, Death Ward, Dimension Door, Dispel Magic, Divine Interdiction, Enervation, Lesser Visage of the Deity, Lucent Lance, Otiluke's Freezing Sphere, Greater Command, Greater Electric Vengeance*, Meteoric Strike*, Neutralize Poison, Recitation, Restoration, Sonic Blast, Sonic Shield*, Telepathic Aura, Thunder Field*, Touch of Madness, Toxic Weapon*, Winged Mount
5th - Bigby's Clenched Fist*, Blade Barrier, Break Enchantment, Castigate, Chain Lightning, Demand, Earth Reaver, Favor of the Martyr, Greater Dispelling Touch***, Greater Energy Surge*, Hide the Path, Hold Monster, Overland Flight, Polar Ray, Saint's Sword****, Slashing Dispel*, Sunburst, Swift Etherealness, Waves of Fatigue, Lightning Storm, Mass Animalistic Power*, Righteous Aura, Song of Discord, Zone of Respite, Zone of Revelation
*From Player's Handbook II **Use Turn Undead as a Cleric of your caster level once benefiting from the Empower Turning feat. ** *Greater Dispelling Touch works as Dispelling Touch, however with no maximum bonus, and magic items carried by a creature CAN be affected. ****As Holy Sword, but can deal extra damage against any one chosen alignment.
Attunement (Ex): Swordsaints know the following Orisons, and can cast them at-will: Resistance, Electric Jolt, Ray of Flame, Ray of Frost, Disrupt Undead, Touch of Fatigue, and Arcane Mark.
Aura of Good/Evil/Neutrality (Ex): The power of an Sword Saint’s aura (see the detect evil/good spell) is equal to his swordsaint level.
Detect Good/Evil (Sp): At will, an swordsaint can use detect good/evil, as the spell. An swordsaint can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good/evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the swordsaint does not detect good/evil in any other object or individual within range.
Smite (Su): Once per day, an swordsaint can Smite. As a swift action, the swordsaint chooses one target within sight to smite. The antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his swordsaint level on all damage rolls made against the target of his smite. Regardless of the target, smite attacks automatically bypass any DR the creature might possess besides x/-.
In addition, while smite is in effect, the swordsaint gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. Lasts Charisma Modifier Rounds long.
At 4th level, and at every three levels thereafter, the swordsaint may smite one additional time per day to a maximum of seven times per day at 19th level.
Combat Casting: At 2nd level, a Swordsaint gains Combat Casting as a bonus feat.
Touch of Corruption (Su): Beginning at 2nd level, an Swordsaint surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his Swordsaint level + his Charisma modifier. As a touch attack, an Swordsaint can cause 1d6 points of damage for every two Swordsaint levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an Swordsaint can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the Swordsaint possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an Swordsaint 2 additional uses of the touch of corruption class feature.
Aura of Cowardice (Su): At 3rd level, an Swordsaint radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the Swordsaint remains conscious, not if he is unconscious or dead.
Plague Bringer (Ex): At 3rd level, the powers of darkness make an Swordsaint a beacon of corruption and disease. An Swordsaint does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Cruelty (Su): At 3rd level, and every three levels thereafter, an Swordsaint can select one cruelty. Each cruelty adds an effect to the Swordsaint’s touch of corruption ability. Whenever the Swordsaint uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the Swordsaint. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the Swordsaint's level + the Swordsaint’s Charisma modifier. At 3rd level, the Swordsaint can select from the following initial cruelties.
Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the Swordsaint.
Sickened: The target is sickened for 1 round per level of the Swordsaint.
At 6th level, an Swordsaint adds the following cruelties to the list of those that can be selected.
Dazed: The target is dazed for 1 round.
Diseased: The target contracts a disease, as if the Swordsaint had cast contagion, using his Swordsaint level as his caster level.
Staggered: The target is staggered for 1 round per two levels of the Swordsaint.
At 9th level, an Swordsaint adds the following cruelties to the list of those that can be selected.
Cursed: The target is cursed, as if the Swordsaint had cast bestow curse, using his Swordsaint as his caster level.
Exhausted: The target is exhausted. The Swordsaint must have the fatigue cruelty before selecting this cruelty.
Frightened: The target is frightened for 1 round per two levels of the Swordsaint. The Swordsaint must have the shaken cruelty before selecting this cruelty.
Nauseated: The target is nauseated for 1 round per three levels of the Swordsaint. The Swordsaint must have the sickened cruelty before selecting this cruelty.
Poisoned: The target is poisoned, as if the Swordsaint had cast poison, using the Swordsaint’s level as the caster level.
At 12th level, an Swordsaint adds the following cruelties to the list of those that can be selected.
Blinded: The target is blinded for 1 round per level of the Swordsaint.
Deafened: The target is deafened for 1 round per level of the Swordsaint.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the Swordsaint.
These abilities are not cumulative. For example, a 12th-level Swordsaint’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed.
Channel Negative Energy (Su): When an Swordsaint reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An Swordsaint uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Spell Channeling (Ex): As a standard action, a Swordsaint may make a melee attack in combination with casting a spell, both the attack and spell targeting the same foe, the spell effecting the foe if the attack hits. The spell is cast before the attack roll is made, and whether the attack hits or misses, the spell remains cast. If the attack misses the spell fizzles and is wasted. A Swordsaint may only cast spells with a range of touch, or ranged touch with this ability, though when casting such a spell a separate attack is not necessary. If the melee attack hits the spell is automatically delivered.
Spells that generate multiple touches, or rays, charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with your attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way you cannot cast another spell with your Spell Channeling ability.
Fiendish Boon (Sp): Upon reaching 5th level, an Swordsaint receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the Swordsaint to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per Swordsaint level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.
Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below).
These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:
+1: flaming, keen, vicious
+2: anarchic, flaming burst, unholy, wounding
+3: speed
+5: vorpal
These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit Fall From Grace are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the Swordsaint but resumes giving bonuses if returned to the Swordsaint. These bonuses apply to only one end of a double weapon. An Swordsaint can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a fiendish spirit is destroyed, the Swordsaint loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the Swordsaint takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows an Swordsaint to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the Swordsaint can only gain the service of a single creature. Once selected, the choice is set, but it may be changed whenever the Swordsaint gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, an Swordsaint may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the Swordsaint’s level. The servant immediately appears adjacent to the Swordsaint. An Swordsaint can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the servant gains the advanced template. At 15th level, an Swordsaint’s servant gains spell resistance equal to the Swordsaint’s level + 11.
Should the Swordsaint’s fiendish servant die or be banished, the Swordsaint may not summon another servant for 30 days or until he gains an Swordsaint level, whichever comes first. During this 30-day period, the Swordsaint takes a –1 penalty on attack and weapon damage rolls.
Quick Cast (Ex): Starting at 6th level, a Swordsaint may cast a single spell, once per day, as a swift action. At 10th level and every five levels after a Swordsaint may use this ability an additional time each day.
Passionate Smite (Ex): Starting at 7th level, a Swordsaint adds his Charisma modifier to all damage rolls he makes against any creature with at least one alignment axis opposing one of his alignment axes.
Aura of Despair (Su): At 8th level, enemies within 20 feet of an Swordsaint take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.
This ability functions only while the Swordsaint is conscious, not if he is unconscious or dead.
Aura of Vengeance (Su): At 9th level, an Swordsaint can expend two uses of his smite ability to grant the ability to smite to all allies within 20 feet, using his bonuses. Allies must use this smite ability by the start of the Swordsaint’s next turn and the bonuses last for 1 minute. Using this ability is a free action.
Zealous Defiance (Ex): Starting at 11th level, a Swordsaint adds his Charisma bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.
Aura of Sin (Su): At 13th level, an Swordsaint’s weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 20 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while the Swordsaint is conscious, not if he is unconscious or dead.
Fervent Denial (Ex): Starting at 14th level, a Swordsaint adds his Charisma bonus to attack rolls made as part of an attack of opportunity and to his AC against attacks of opportunity.
Aura of Depravity (Su): At 17th level, an Swordsaint gains DR 5/good. Each enemy within 20 feet takes a –4 penalty on saving throws against compulsion effects. This ability functions only while the Swordsaint is conscious, not if he is unconscious or dead.
Blessed Fanaticism (Ex): Starting at 18th level, a Swordsaint may act normally anytime he would otherwise be disabled, staggered, unconscious, or dead for a number of rounds each day equal to his Charisma bonus. He need not take these rounds in succession.
Unholy Champion (Su): At 20th level, an Swordsaint becomes a conduit for the might of the dark powers. His DR increases to 10/Good + Epic. Whenever he uses smite and successfully strikes an outsider, the outsider is also subject to a banishment, using his Swordsaint level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.
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Posted: Tue Jan 18, 2011 3:58 pm
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The Savage Seraph Captain
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The Savage Seraph Captain
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Posted: Wed Jan 26, 2011 12:58 pm
Hexblades
”If you can’t beat ‘em, cheat.”
Miss Envy, a Hexblade
Sometimes known as Curse-Swords, Luck-thieves, or Baneblades, Hexblades are fearsome warriors who combine martial prowess with a supernatural proficiency with curses, hexes, banes and other such magics. Bending the laws of chance and probability around themselves, Hexblades leech luck from their enemies, cast dire and horrific curses, inflict tainted wounds, and project maleficent auras with which they control the battlefield. If they are accused of hubris, perhaps it is well-earned, for the Hexblades are truly dire foes to meet on any battlefield.
Abilities: Charisma controls almost all of the Hexblade’s supernatural abilities, and is thus one of her most important attributes. As a martial character, a Hexblade also places a high value on Strength and Constitution. The priority given to Intelligence, Dexterity, and Wisdom depend on personal taste, as well as the personality of the individual Hexblade; it should, however, be noted that a high Wisdom score allows the Hexblade to better resist hostile magics.
Role: A Hexblade acts as an aggressive support character in combat, plunging into the midst of the enemy so that he might better affect them with his draining auras and lash out with cursed strikes and dire proclamations. Hexblades also serve to soak up damage that might otherwise be dealt to more vulnerable party members, relying on their good saving throws and supernatural protections to shrug off effects that would devastate other martial characters and making use of attacks of opportunity to engage enemies that attempt to rush past them to engage softer targets such as rogues and spellcasters.
Background: Hexblades are typically born, rather than made. Early in childhood, a potential Hexblade displays an unconscious power to twist the laws of probability around them, manifesting in unexplained accidents and happenstances that reliably target those who anger or frighten the Hexblade-to-be. These powers blossom into their full potential during puberty, at which point the budding Hexblade must put a leash on them or risk them running out of her control, potentially turning her into a Calamity Vortex (see the Calamity Vortex template, below). From there, these Hexblades advance through experimentation, discipline, and martial dedication. These Hexblades tend to use their powers carefully, always mindful of the consequences of a lost curse or a misplaced aura.
Other Hexblades are taught, either by an extremely learned spellcaster or by a more experienced Hexblade. Strangely in contrast with the forced self-discipline of naturally-born Hexblades, these training regimens involve forcing the potential Hexblade to suffer under hostile magics (cast at her without warning and at random intervals), survive ambushes, engage in harsh intellectual and philosophical tests in the midst of battle and other seemingly pointless exercises, all designed to hone her body and mind, allowing her to reach into the part of her mind that lets her send forth curses. This harsh, spontaneous regimen tends to create Hexblades who use their powers recklessly, hoping to end any engagement as swiftly as possible and reclaim their curses from the corpses of their enemies.
Regardless, most Hexblades, for one reason or another, develop a fondness for tattoos. For self-taught Hexblades, the markings either serve to help them focus, or else act as a sort of reinforcement of their reputation – a skin-borne resume, as it were. For trained Hexblades, tattoos are often used to mark milestones of their advancement, and thus the student acquires the habit of marking significant occurrences, whether they are success or failure, with a permanent reminder of the event. Particularly common is the teardrop tattoo of the Whispering Guild (see Organizations, below), which marks all of the Guild’s graduates.
Organization: As a profession, Hexblades do not have any special pull towards or away from organization; depending on alignment or personal preference, a Hexblade may join an adventuring party, a military force, a mercenary company, a temple, or any other organization that strikes their fancy. Clever or unscrupulous Hexblades tend to advance quickly at the expense of their superiors, either through “proving” the incompetence of the one who stands in the way of their advancement, or surreptitious murder.
One organization made up entirely of Hexblades is the so-called Whispering Guild. Founded as an elite mercenary unit, the Whispering Guild derives its name from its member’s practice of maintaining absolute silence while fulfilling a contractual obligation. Guild dues are four hundred gold pieces (or an equivalent value in gems or other treasure) per year, and members gain access to their way houses (both open and covert), guaranteed work in the form of mercenary contracts, guard duties, assassination, protection, et cetera, a network of information brokers and reduced prices when purchasing magical or enhanced equipment from the Guild’s armory. Graduates from the Whispering Guild’s rather harsh training regimen are marked with a blue tear drop beneath their left eye; those who choose to remain with the Guild for further employment are marked with another tear drop, this one below their right eye, after a year and a day of satisfactory service, marking their graduation to Journeyman status. Each rank in the Whispering Guild comes with increased resources, responsibilities, and privileges, as well as another tattoo indicative of the Guildsman’s new rank.
Regardless of their personal allegiances, two Hexblades who recognize each other on the battlefield tend to ignore each other if at all possible. Far from a matter of honor or brotherhood, this practice stems out of the recognition that a Hexblade is more than likely to shrug off the powers of a sister Hexblade than nearly anyone else, and thus that fighting her is a waste of time, resources, and energy which would be better expended hindering or eliminating another opponent. Left with no other choices, Hexblades forced to confront each other tend to conserve their powers and fight a duel of martial prowess.
Alignment: Any. Despite the underhanded nature of their powers and, to some, unscrupulous nature of their practices, a Hexblades powers may be used towards any end a Hexblade points them towards. That said, Hexblades do have a tendency to be selfish and amoral (a perfectly understandable attitude, given their talents), and thus tend towards chaos over law and evil over good. In games that use the Color Wheel alignment system, Hexblades tend towards Black and/or Blue as their primary colors, with Red and/or White as their secondary color(s).
Races: Because Hexblades often result from similar conditions that produce sorcerers – magical bloodlines, ancient curses laid down upon ancestors, happenstance – races which breed quickly tend to produce the most Hexblades. As such, humans, halflings, orcs, half-elves, and other races with rapid population growth comprise the lion’s share of the world’s Hexblades. However, the drow boast an impressive – and growing – number of Hexblades, and tieflings, half-fiends, and demons in particular often take up the Hexblade’s path. It should be noted that Hexblades are not particularly surprised to find a member of any race among their ranks; part of their attitude stems from pride in the strength of their art, but part of it stems from the general glass-half-empty worldview that many members of the class share, declaring that even the beings most traditionally against the use of their powers may “succumb” to the “temptation” of becoming a Hexblade.
Religion: A Hexblade’s religion is very greatly influenced by his attitude towards being a Hexblade. Trained Hexblades, typically having joined the class with none of the “growing pains” experienced by natural-born members of the class, tend to worship deities of victory, magic, war, fate, luck, and strength, whom they clearly see as their patrons. Such Hexblades may view themselves as champions of their deity, depending on how pious they are, or else as avatars of divine will, striking down the unworthy with their power.
Natural-born Hexblades, on the other hand, tend to gravitate at a young age toward deities of luck, protection, magic, self-sacrifice and perseverance, drawing upon their faith to get them through the strange events occurring around them and beyond their control. Once they begin to master their powers, natural-born Hexblades typically experience either a waning of faith, as confidence in their own power grows alongside understanding of their condition, or a renewed faith in their deity, seeing their newfound control as a divine gift, which they then turn to the cause of their patron.
Regardless of their attitudes, Hexblades tend to be most concerned about religion when idle and least concerned about religion when working actively towards some task or goal. Hexblades pay thanks and prayer to their deity, to be sure, but a Hexblade is much more likely than a paladin, druid, or cleric to give credit where credit is due with regards to their own accomplishments. Hexblades also tend to be intensely uncomfortable around clergy or faithful of gods or goddesses of charity, plenty, healing and other inherently beneficent powers; such faiths remind them that their powers are parasitic in nature, a truth which many Hexblades are understandably uncomfortable confronting.
Other Classes: Most Hexblades respect power, and thus have the easiest time working with those who can prove they are powerful; wizards, clerics, druids, savvy rogues and righteous paladins all earn the Hexblade’s respect as powerful, dedicated individuals, provided that they aren’t complete incompetents. Hexblades tend to sneer at fighters, barbarians, and bards as weaklings; rangers receive almost not consideration whatsoever from the Luck-Thieves, who disregard them as the pets and lackeys of the more-powerful druids. Sadly, their chauvinistic attitudes are all too often proven correct, which does not help matters – or tensions in the party – any at all.
Adaptation: Because Hexblades are designed to fit into any campaign world, adaptation should prove fairly easy for any Dungeon Master who wants to include Hexblades in their campaign world. If a given Dungeon Master or player is dissatisfied with the Hexblade’s role as a base class, converting them into a prestige class should prove relatively simple.
Hit Die: D8.
Starting Gold: 6d4 x 10 gold pieces.
Class Skills: The Hexblade’s class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int) and Spot (Wis).
Skill Points at First Level: (4 + Intelligence modifier) x4 Skill Points at Each Additional Level: 4 + Intelligence Modifier
Base Attack Bonus: As Rogue.
Saves: Good- ReflexWill. Bad- Fortitude.
Level ----------- Curses Known 1--------------- 1 2--------------- 1 3--------------- 2 4--------------- 2 5--------------- 3 6--------------- 3 7--------------- 4 8--------------- 4 9--------------- 5 10--------------- 5 11--------------- 6 12--------------- 6 13--------------- 7 14--------------- 7 15--------------- 8 16--------------- 8 17--------------- 9 18--------------- 9 19--------------- 10 20--------------- 11
Class Features
Sneak Attack: As Rogue.
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, as well as with the whip. They are proficient with light and medium armor, and with shields (but not tower shields). Though her curses include somatic components, a Hexblade’s powers are not affected by wearing armor due to the simplicity of said gestures (often involving nothing more complex than pointing).
Hexblade’s Curses (Su): Hexblades do not learn spells; instead, their power manifests as curses, specific manifestations of negative magical energies which the Hexblade inflicts upon her enemies, objects, or even the world around her. A creature or object that is the target of a Hexblade’s curse is entitled to a Will save (DC 10 + ½ the Hexblade’s class level + the Hexblade’s charisma modifier) to either avoid or reduce the effects, depending on the curse in question. The effects of a curse last for a number of minutes equal to the Hexblade’s class level plus her charisma modifier, or until dismissed by the Hexblade as a free action. A creature who successfully saves against a Hexblade’s curse is immune to further applications of that particular curse for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.
A Hexblade may use a total number of curses per encounter equal to 2 + ¼ her class level plus her charisma modifier, regardless of the power level of the curses involved. Invoking a curse is either a swift or move action (Hexblade’s choice, chosen on a curse-by-curse basis) which may be done once per round, involving both verbal and somatic components (thus, a helpless or silenced Hexblade cannot invoke her curses). Invoking a curse does not provoke attacks of opportunity. A Hexblade may not invoke a curse that is already affecting a target.
At first level, the Hexblade may only learn the weakest curses, known as Spites. At fifth level, she may learn Taboos in place of Spites if she so chooses. At tenth level, she may choose to learn Banes in place of Taboos or Spites. At fifteenth level, she may choose to learn Geasa in place of Banes, Taboos, or Spites, and at twentieth level she may choose to learn a Malediction in place of a Gaesa, Bane, Taboo, or Spite.
Cursed Aura (Su): Rather than afflicting a single being with a potent misfortune, a Hexblade may instead emanate a baleful aura, weakening and hindering her foes. A number of times per day equal to her charisma modifier, the Hexblade may emanate the aura form of any curse she knows as a move action. This aura extends ten feet from the Hexblade in a spherical emanation, and affects all beings hostile to the Hexblade, as well as those beings the Hexblade designates (the Hexblade may designate additional beings within her aura as a free action at the beginning of her turn, though she may not “re-designate” beings who have already rolled saving throws against her aura, regardless of their success or failure), who are entitled to Will saves (DC 10 + ½ the Hexblade’s class level + the Hexblade’s charisma modifier) to reduce or negate the effects, depending on the curse in question. A being that fails its save against a Hexblade’s cursed aura is affected until they are no longer in the aura’s area, or the aura’s duration runs out, whatever comes first (though a being that leaves the aura and re-enters must make a new saving throw against it, even if t hey had previously succeeded at their saving throw). Cursed auras last a number of rounds equal to the Hexblade’s class level plus her charisma modifier, or until the Hexblade dismisses the effect as a free action.
A Hexblade may only have up to one cursed aura active at any given time. She may not activate auras associated with curses that are currently affecting a creature or object, or that are being used to charge a cursed strike.
At sixth level, a Hexblade’s cursed auras project twenty feet out from her. This increases to forty feet at eleventh level, and eighty feet at sixteenth level.
Shared Misfortune (Su): Whenever the Hexblade with an active cursed aura fails her saving throw against a hostile spell or supernatural ability that does not deal hit point damage, she may designate another being within her aura’s radius as a free action. That being is also affected by the spell or supernatural ability that the Hexblade failed her save against (and is entitled to the same save that the Hexblade attempted). Beings targeted by Shared Misfortune do benefit from a +4 luck bonus to their saving throw; this bonus decreases by one for every three Hexblade levels, to a minimum of +0. This is done before the spell’s effects actually take place, meaning that a Hexblade who fails her save against a mind-control or compulsion effect still exercises her own unhindered free will in designating her victim.
If the originator of the effect that the Hexblade copies dismisses the effect (or the original effect is dispelled), both instances of the effect are dismissed (or dispelled). Effects without saving throws cannot be duplicated by Shared Misfortune.
Resist Magic (Ex): Hexblades resist magical and supernatural effects with unusual fortitude; starting at level two, the Hexblade adds her charisma modifier to her saving throws against spells, spell-like abilities, and supernatural abilities. This bonus does not stack with the bonus granted by a paladin’s divine grace, or other, similar abilities.
Expertise (Ex): At second level, the Hexblade gains the ability to feint as a swift action and gains Poison Use. (As Per Assassin)
Cursed Strike (Su): Starting at third level, the Hexblade may channel her powers of misfortune into a baleful strike that saps the energy of her victim and leaves wounds that are difficult to recover from or heal. A number of times per encounter equal to her one-half of her charisma modifier (rounded down, minimum one), the Hexblade may charge her weapon (defined as any one weapon on or within her person) with one of her available Spites (that is, a Spite not currently affecting a target or being used to power a cursed aura). The next foe she strikes with that weapon (or with ammunition fired by that weapon, in the case of ranged weapons) takes an additional 2d6 points of damage and must succeed at a Fortitude save (DC 10 + 1/2 the Hexblade's class level + her charisma modifier) or suffer a -2 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour. Furthermore, this extra damage cannot be healed naturally, nor through such abilities as fast healing, regeneration, or similar effects. A weapon may hold a cursed strike for a number of minutes equal to the Hexblade’s class level, but may only hold one cursed strike at a time. A missed attack does not waste the charge. Once her cursed strike is discharged, the Hexblade must wait three rounds before she may charge a weapon in this fashion again. A Hexblade may only charge her weapon with a cursed strike as long as she has at least one use left of her hexblade's curse for the encounter.
At level seven, the Hexblade may use one of her available Taboos in order to charge a cursed strike. A weapon charged with a Taboo deals an additional 4d6 points of damage, and a being which fails its save against the strike suffers a -4 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -2. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.
At level twelve, the Hexblade may use one of her available Banes in order to charge a cursed strike. A weapon charged with a Bane deals an additional 6d6 points of damage, and a being which fails its save against the strike suffers a -6 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -4. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.
At level seventeen, the Hexblade may use one of her available Geasa in order to charge a cursed strike. A weapon charged with a Geasa deals an additional 9d6 points of damage, and a being which fails its save against the strike suffers a -10 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -6. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.
Evasion (Ex): At 3rd Level, a Hexblade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex throw against an attack that normally deals damage on a successful save, he instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If the Hexblade is helpless he does not gain the benefit of evasion.
Passionate Strike (Ex): At 4th level, a Hexblade may add his Cha to all damage done by physical strikes. Not Multiplied by Criticals.
Improved Uncanny Dodge (Ex): At 4th level, a Hexblade can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue of at least four levels higher than the Hexblade can flank him.
Mind Veil (Ex): At 5th level, a Hexblade gains the ability to shield his mind from all forms of divination. He becomes immune to detect thought, detect lies, any attempt to magically discern his alignment, and all attempts to scry for him. He is also immune to Spells that show the future, Like Divination, meaning that any future they will see simply be as if he hadn't shown up.
Baneful Aura (Su): A Hexblade of sixth level or higher may enhance the malignant properties of her cursed auras; by halving its duration as a free part of activating one of her cursed auras, she causes those beings who fail their saves against the effect to suffer an additional -2 luck penalty to attack rolls, damage rolls, saving throws, and armor class for as long as they are affected by the aura.
Slippery Mind (Ex): At 7th Level they gain this ability. This ability represents the Hexblade's ability to wriggle free from magical effects that would otherwise control or compel her. If a Hexblade with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Unraveling Strike (Su): The power of a Hexblade’s magics may sever the bindings of magics, unraveling spells which she finds distasteful. Starting at level eight, the Hexblade may charge her weapon (defined as any one weapon on or within her person) with dispelling energy as a move action. The next being struck by said weapon (or ammunition fired from said weapon, in the case of ranged weapons such as bows) suffers the effect of a targeted greater dispel magic, as cast by a sorcerer of the Hexblade’s class level. A weapon may only hold a dispelling charge for a number of minutes equal to the Hexblade’s class level, and may not hold both a cursed strike and a dispelling charge at the same time.
The Hexblade may only have up to one weapon charged with an Unraveling Strike at any given time.
Extended Auras (Su): Also starting at eighth level, the Hexblade finds it easier to maintain her cursed auras. They now last a number of minutes equal to her class level plus her charisma modifier, or until she dismisses the effect as a free action.
Death Attack (Ex): At 9th Level, A Hexblade can use Death Attack as the Assassin PrC, but the DC Uses Cha.
Crippling Strike (Ex): Gained at 9th Level. A Hexblade with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion. A Hexblade takes no damage at all on a successful saving throw against attacks that allow a Reflex saving throw for damage. In addition, he takes only halve damage even if he fails his saving throw.
Opportunist (Ex): Gained at 10th Level. Once per round, the Hexblade can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a Hexblade with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Empower Aura (Su): As the Hexblade’s power grows, she can intensify the effects of her cursed auras; a Hexblade of eleventh level or higher may choose to expend two additional uses of her cursed aura ability as a free part of activating one of her cursed auras. If she does, the penalties it levies increase by one-half (rounded down, minimum one), and its save DC increases by one-half of her charisma modifier (rounded down, minimum one). If she chooses to use this ability in conjunction with her baneful aura ability, it does not affect the penalty levied by her baneful aura ability.
Improved Poison Use (Ex): At 13th level, a Hexblade can apply poison to a weapon as a move action.
Bane Blade (Su): The weapon of a powerful Hexblade is practically drawn to her enemies, thirsting for their blood; starting at level thirteen, any masterwork or magical weapon held by the Hexblade gains the bane special quality, directed against a specific creature type, race, or spellcasters. All weapons held by the Hexblade share the same bane quality, but the Hexblade may change the target of the bane as a standard action which does not provoke attacks of opportunity. Weapons held by an unconscious or sleeping Hexblade do not benefit from this ability.
Hide in Plain Sight (Ex): At 14th level, a Hexblade can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Hexblade can hide himself from view in open without anything to actually hide behind.
Black Dog’s Blessing (Su): As her power grows, the Hexblade’s curses allow her to ignore certain spells and effects, and to reach past the common plane of existence in order to strike at her enemies. While emanating a cursed aura, a Hexblade of level fourteen or higher ignores difficult and/or dangerous terrain (such as ice, or caltrops) and may strike at ethereal or incorporeal creatures as though they were physical. Furthermore, the Hexblade may perceive ethereal creatures, though their outlines are hazy and indistinct (inflicting a -6 circumstance penalty on Knowledge checks to identify them) while she has a cursed aura active.
The Black Dog is also an omen of death, and perhaps as a consequence of the common name for this ability, a Hexblade of fourteenth level or higher may inflict critical hits on undead beings.
Insidious Auras (Su): The cursed auras of a Hexblade at level fifteen or higher are truly dire things; the Hexblade may make a DC 30 Concentration check as in order to activate a cursed aura (or maintain a previously existing one) while within an antimagic field or similar effect. If the Hexblade fails, the aura does not activate (or ceases to function), but the Hexblade is free to try again on her next turn. The Concentration check permitted by this ability is a free part of attempting to activate her aura (in the event of a fresh activation), or a free action that occurs the moment she enters or is affected by the antimagic field or similar effect (in the event that she is trying to maintain a previously-activated aura).
Dire Aura (Su): Starting at level sixteen, the luck penalty levied by the Hexblade’s baneful aura class feature increases to -6 instead of -2. The Hexblade may still voluntarily choose to levy the smaller penalty, if she so wishes.
Cursed (Ex): A Hexblade of 17th level gains the ability to ensure his assassination skills through perfect timing of misfortunes. He gains a insight bonus, equal to his HD, on a single sneak attack. In addition, the sneak attack is considered maximized (as if the maximize spell feat is applied to the sneak attack bonus dice). Using this ability, the Hexblade can enhance his sneak attack up to 3 times per day. The Hexblade must declare the use of this ability before rolling any attack dice. The Hexblade may use this ability One additional time per 4 levels after.
Vampiric Blade (Su): Also at eighteenth level, the Hexblade’s draining nature manifests itself through her weapons; once per day (as a free action), she may enter a state wherein the Hexblade gains hit points equal to the damage she inflicts with manufactured weapons. Furthermore, she gains also gains hit points in this manner equal to half the damage inflicted by her cursed strike ability. This state lasts for a number of rounds equal to one-half the Hexblade's class level (rounded down). Any hit points healed in excess of the Hexblade’s full maximum hit points are gained as temporary hit points which last up to an hour, though the Hexblade may only gain a number of temporary hit points equal to her full maximum hit point total in this fashion.
Mark of the Black Cat (Su): A Hexblade of nineteenth level or higher can mark a being as the victim of her most intimate attentions and misfortunes; as a free part of any attack with a manufactured weapon, the Hexblade can inflict the sigil of a black cat’s face upon her opponent (Will save DC 10 + ½ the Hexblade’s class level + the Hexblade’s charisma modifier negates). A Hexblade may only have a maximum number of beings marked this way equal to her Charisma modifier at any one time.
While the being is marked, the Hexblade always knows exactly where the victim is, even if they are on another plane of existence or invisible. Furthermore, once per day as a move action, the Hexblade may inflict a -10 luck penalty to all of the marked victim's rolls for one hour. The marked being suffers a -4 penalty on all saving throws against the Hexblade’s class features. The Hexblade may choose to retract the mark at any time, but cannot be forced to do so by magical compulsion.
No two Hexblade’s marks look exactly alike, and the discerning observer may be able to determine which Hexblade hunts a marked being with a DC 40 Knowledge (Arcana) check.
Master Strike (Ex): Upon reaching 20th level, a Hexblade becomes incredibly deadly when dealing sneak attack damage. Each time the Hexblade deals sneak attack damage, she can choose one of the following three effects:
The target can be...
put to sleep for 1d4 hours paralyzed for 2d6 rounds, or slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the Hexblade's level + the Hexblade's Charisma modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that Hexblade's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Curses
Spites:
Fool's Feet [Spite] Curse: The victim's movement speeds are reduced by fifteen feet (to a minimum of five feet) if they fail their save. Aura: Victims failing their saving throws lose all dodge bonuses to armor class.
Curse of Frailty [Spite] Curse: If the object targeted by this curse fails its save, it loses all hardness for a number of rounds equal to the Hexblade's charisma modifier. Aura: Objects within the aura that fail their saves take a penalty to their hardness equal to [1.5 x the Hexblade's charisma modifier].
Jitter Tongue [Spite] Curse: The being failing its save against this curse finds that it stutters and stumbles over words, suffering a 25% spell failure chance for any spell that has a verbal component, as well as a -2 competence penalty on Bluff, Diplomacy, and Gather Information checks. Aura: Beings failing their save against this aura suffer a 10% failure chance on spells that include a verbal component.
Taboos
Hemophilia [Taboo] Curse: The victim of this curse is rendered completely unable to heal naturally if they fail their save; even abilities such as fast healing or regeneration utterly fail to increase their hit points (and, in fact, a creature with regeneration loses that ability entirely for the duration of this curse's effect). Magical healing, however, will still affect them. Aura: Victims who fail their save against this aura find the effectiveness of magical healing upon their persons cut down by 50% (round down).
Agony Leech [Taboo] Curse: The victim of this curse feels a burning sensation in their blood and bodies, suffering a pain penalty on attack and damage rolls (as well as skill checks) equal to the Hexblade's charisma modifier. Furthermore, any being striking the victim in melee for the duration of the curse (excepting the scenario of the being striking itself) gains one-half of the damage they deal to it, rounded up. Aura: Beings failing their save against this aura suffer 2d6 points of damage. The Hexblade emanating this aura gains a Fast Healing rating equal to the number of beings damaged this way for as long as she continues to emanate the aura.
Supernal Feedback [Taboo] Curse: A being failing its save against this curse suffers 3d6 + the Hexblade's class level points of damage whenever they attempt to cast a spell (and must subsequently succeed at a concentration check in order to successfully complete the spell). Aura: Beings failing their save against this aura suffer a penalty on their spell and spell-like ability save DCs equal to one-half the Hexblade's charisma modifier (round down, minimum one).
Banes:
Zealotry Undone [Bane] Curse: If the victim of this fearsome curse fails their save, they suffer from a crushing sense of apathetic indifference. While under the effects of Zealotry Undone, their alignment is considered to be Neutral (any class features, feats, et cetera lost as a result of this shift return at the end of the curse's duration). Furthermore, they take a -4 morale penalty on all rolls except saving throws and have the save DCs of any of their spells or spell-like abilities reduced by 2. Aura: Victims failing their save against this aura suffer a morale penalty equal to the Hexblade's charisma modifier on all rolls except saving throws. Furthermore, they gain no benefit from insight, profane, or sacred bonuses to any roll or attribute.
Fate Shackles [Bane] Curse: If the victim of this curse fails their saving throw, they are rendered physically incapable of moving further than thirty feet from the Hexblade. Attempting to run or otherwise move naturally out of that radius knocks them prone (trying to crawl out is especially not reccomended, dealing 2d4 points of damage per attempt and knocking them back five feet). Magical or psionic teleportations that attempt to move them out of that radius or into another plane simply fail, wasting any spell slots or power points in the process (though they are free to use such powers to move within the radius, if they wish). In fact, for the duration of the curse, only deific intervention can pull them away from the Hexblade who so cursed them. It should be noted that the Hexblade can use this curse on items, though the holder of an attended item recieves may make a saving throw on its behalf.
The Hexblade is free to move outside of this radius if she wishes, but doing so suspends the effects of the curse until she resumes being within thirty feet of her victim. Aura: As above, but characters and items failing their save cannot move out of the Aura's radius of effect or thirty feet from the Hexblade, whichever is greater.
Fatal Attraction [Bane] Curse: If the victim of this curse fails their save, they lose all benefits of damage reduction and/or hardness for the duration. Furthermore, the Hexblade may designate one damage type (such as slashing, fire, divine power, et cetera) upon invoking this curse. The victim recieves half-again (+50%) as much damage from attacks of that type. Aura: Upon activating this aura, the Hexblade designates two damage types (such as slashing, fire, divine power, et cetera). Victims failing their saving throws against this aura recieve half again (+50%) as much damage from attacks of that type.
Discorporate [Bane] Curse: The victim of this curse (and their equipment) gain the incorporeal subtype upon failing their save. Furthermore, they are affected as though by silence (no further save, as cast by a cleric of the Hexblade's class level) while under the effects of the curse and suffer an additional 10% spell casting failure chance for spells that contain somatic components as their incorporeal bodies jerk and drift under only partial control. Aura: Victims who fail their saves against this aura find themselve partially discorporated, much to the distress of their physical bodies; they suffer a -6 enhancement penalty to Strength, Dexterity, and Constitution. Furthermore, they cannot charge or run.
Geasa:
Shatter Minds [Geasa] Curse: If the victim of this curse fails its save, it is affected as though by the feeblemind spell for the curse's duration. Furthermore, after recovering from the effects of the curse, they suffer from a permanent, debilitating madness; they lose four points of Wisdom to permanent drain. Aura: Beings failing their saves against this aura take 1d6 points of intelligence and wisdom damage. Furthermore, they suffer the effects of the confusion spell while within the aura's radius.
Painwrack [Geasa] Curse: The victim of this curse is overwhelmed with unknowable pain; they suffer a -6 pain penalty to Constitution, as well as a -10 pain penalty to all rolls, a -5 pain penalty to armor class, and a -4 pain penalty to the save DCs of all of their spells, spell-like abilities, and/or supernatural abilities. Aura: Victims of this aura who fail their saves suffer a -8 pain penalty to all rolls, a -3 pain penalty to armor class, and a -3 pain penalty to the save DCs of all of their spells, spell-like abilities, and/or supernatural abilities.
Total Disarmament [Geasa] Curse: Should the victim of this curse fail their saving throw, all equipment held, worn, or carried on their person flies off of them, landing in a random direction 1d6 x 20 feet away from them. The victim is entitled to a Strength check (DC equal to the curse's save DC) to try and retain any items actually in their hands, but any other item (including items strapped, glued, or otherwise attached to the being) separates without damage to the item or victim and goes flying. Aura: Beings failing their save against this aura are immediately divested of anything in their hands (though they may attempt a Strength check, as above), as well as all loose packs, satchels, containers, et cetera (including their contents), which land in a random direction 1d6 x 20 feet away from them.
Supernal Dissonance [Geasa] Curse: The victim of this curse must succeed at a Concentration check (DC 30 + the Hexblade's charisma modifier) in order to cast any spells, use spell-like abilities, or manifest powers (though a successful save against this curse grants them a +8 circumstance bonus to their check). Furthermore, they themselves may only benefit from a number of bonus-granting spells equal to their charisma modifier. Aura: Victims of this aura that fail their save are immediately affected as though by a targeted greater dispel magic spell cast by a sorcerer of the Hexblade's class level. The Hexblade may choose to exclude her own curses from this effect.
Maledictions:
Word of Malice [Malediction] Curse: If the victim fails its save against this curse, all beings able to perceive it immediately shift from whatever attitude they held towards that being to hostile. They may resume their previous attitude at the end of the duration, but don't necessarily have to; however, during the duration of the curse, no force short of divine intervention will change their attitude towards the being in question. Furthermore, they benefit from a +8 morale bonus to attack and damage rolls against the victim of the curse, and the victim suffers a -4 morale penalty against saving throws against their spells, spell-like abilities, and supernatural abilities. Aura: Victims who fail their saves against this aura are affected as though by confusion, rage, and divine power (no further saves, equivalent caster level equal to the Hexblade's class level) for the duration of the aura (subject to the normal rules of leaving the aura, et cetera).
Word of Despair [Malediction] Curse: Should the victim of this curse fail their saving throw, they lose all numerical bonuses to any of their attributes from any source for the duration of the curse and may not benefit from any new numerical bonuses, regardless of their source. Furthermore, they suffer a -10 morale penalty to all rolls except saving throws and a -4 morale penalty to all ability scores. Aura: Victims failing their saving throws against this aura suffer a -8 morale penalty to all rolls except saving throws and a -2 morale penalty to all ability scores. Furthermore, they may not benefit from numerical morale, insight, profane, or sacred bonuses while under the aura's effects.
Word of Binding [Malediction] Curse: Upon failing their save against this curse, the victim is bound tight by a magical force that restricts their movement and prevents the use of magical powers; in essence, rendering them helpless and unable to use supernatural, or spell-like abilities (including casting spells or manifesting powers) for the duration of the curse. Aura: Victims of this aura who fail their saving throws have their movement speeds (in all forms) reduced to zero, as well as becoming flat-footed.
Feats
Extra Emanations [General] You may emanate cursed auras more times per day than is usual. Prerequisites: Cursed Aura class feature Benefit: You gain two more daily uses of your Cursed Aura ability. Special: This feat may be taken multiple times. Its effects stack.
Enervating Strike [General] Your cursed strikes crush the life force of your enemies, causing crippling weakness. Prerequisites: Cursed Strike class feature, Power Attack Benefit: Victims who fail their Fortitude save against one of your cursed strikes also suffer a -4 enhancement penalty to Strength and Dexterity for one hour.
Greater Life Leech [Spelltouched] Your life-draining aura has reached horrific proportions. Prerequisites: Life Leech Benefit: At the beginning of your turn, all beings within thirty feet of you that are at or below 50% of their full normal hit point total take 1d6 points of damage. You gain an equal amount as temporary hit points that last up to an hour. You can't suppress this effect, which functions on both friend and foe.
Blade Thirst [General] Your weapons are especially vicious, ripping into your enemies with untold zeal. Prerequisites: Bane Blade class feature Benefit: Weapons you hold or wield gain the vicious quality. Furthermore, as a swift action, you may infuse them with an additional bane quality of your choice, lasting for a number of rounds equal to your Hexblade class level.
Phantasmal Strike [General] Your cursed strikes can affect even ethereal and incorporeal creatures. Prerequisites: Cursed Strike (Taboos) class feature, Knowledge (Arcana) 2 ranks Benefit: Weapons that are charged with one of your cursed strikes are considered to have the ghost touch property for the purposes of the attack which discharges the strike. Furthermore, they may strike ethereal creatures as though they were on the material plane (though, of course, a successful blow discharges the strike, ending this benefit).
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