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Grod_The_Giant
2013-03-10, 01:34 AM
Huh. My computer crashed while trying to title this thread. What... :smallcool:... bad luck.


The Hexblade

The Hexblade is an "almost" class. It's almost really cool. Its signature ability is almost (OK, not almost) useful. Its casting is almost good. Well, hopefully now it's not almost anymore.

Hit Die: d8
The Hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wise), Move Silently (Dex), Profession (Wis), Spot (Wis), Swim (Str), Ride (Dex), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.



Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th


1st
+1
+0
+0
+2
Hexblade's Curse, Armored Mage (Light)
2






2nd
+2
+0
+0
+3
Cloak of Misfortune
2






3rd
+3
+1
+1
+3
Iron Mind
2






4th
+4
+1
+1
+4
Bonus Feat
2
2





5th
+5
+1
+1
+4
Summon Familiar
3
2





6th
+6/+1
+2
+2
+5
Luckseeker Blade
3
2





7th
+7/+2
+2
+2
+5
Greater Hexblade's Curse
3
2
2




8th
+8/+3
+2
+2
+6
Bonus Feat
3
3
2




9th
+9/+4
+3
+3
+6
Stolen Luck
4
3
2




10th
+10/+5
+3
+3
+7
Layered Curses
4
3
2
2



11th
+11/+6/+1
+3
+3
+7
Aura Of Unluck
4
3
3
2



12th
+12/+7/+2
+4
+4
+8
Bonus Feat
4
4
3
2



13th
+13/+8/+3
+4
+4
+8
Alter Fortune
4
4
3
2
2


14th
+14/+9/+4
+4
+4
+9
Dire Hexblade's Curse
5
4
3
3
2


15th
+15/+10/+5
+5
+5
+9
Instant Spite
5
4
4
3
2


16th
+16/+11/+6/+1
+5
+5
+10
Bonus Feat
5
4
4
3
2


17th
+17/+12/+7/+2
+5
+5
+10
Mass Curse
5
5
4
3
3


18th
+18/+13/+8/+3
+6
+6
+11
Final Curse
5
5
4
4
3


19th
+19/+14/+9/+4
+6
+6
+11
Cloak of Calamity
5
5
4
4
3


20th
+20/+15/+10/+5
+6
+6
+12
Dark Fate, Bonus Feat
5
5
5
4
3



Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor and shields.

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. For a number of rounds equal to the Hexblade's Charisma modifier plus one-half his level (minimum 1), the target takes a -2 penalty all dice rolls he makes, and all non-opposed dice rolls (such as attacks and saving throws) made against him gain a +2 bonus. A successful Will save (DC 10 + 1/2 Hexblade's class level + Hexblade's Cha modifier) negates the effect.

A Hexblade's curse is never beneficial. If a situation ever arises where it would-- for example, if the victim is subsequently mind-controlled and forced to attack his allies, or if a healing spell is cast on him-- the penalty from the curse does not apply in that instance.

A Hexblade's curse may be used a number of times per day equal to his level plus his Charisma modifier. If an opponent successfully saves against his curse, it does not count as having been used.

Armored Mage (Ex): Because the somatic components required for Hexblade spells are simple, a Hexblade can cast Hexblade spells while wearing light armor and/or using a shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Hexblade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass Hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Spells: A Hexblade can cast a small number of arcane spells, which are drawn from the Hexblade spell list. He knows all spells on his list, and can cast any spell he knows without preparing it ahead of time, just as a warmage can. A Hexblade's caster level is equal to his Hexblade level.

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

Like other spellcasters, a Hexblade can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.

Cloak of Misfortune(Su): Beginning at 2nd level, a Hexblade gains a luck bonus to armor class and saving throws equal to his Hexblade level or Charisma modifier, whichever is lower.

Iron Mind (Ex): At 3rd level and higher, a Hexblade can resist magical and unusual attacks with great willpower. If he makes a successful Will 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), he instead completely negates the effect. An unconscious or sleeping Hexblade does not gain the benefit of iron mind.

Bonus Feat: At 4th level, and every subsequent 4th level, a Hexblade gains a bonus feat. These feats can be drawn from the list of fighter bonus feat, one of the new feats described below, or the following list:


Combat Casting, Arcane Strike (CWar), Arcane Toughness (PHB 2), Battle Caster (CArc), Bonded Familiar (PHB 2), Combat Familiar (PHB 2), Dampen Spell (PHB 2), Great Spell Focus, Greater Spell Penetration, Improved Counterspell, Improved Familiar (CWar), Lurking Familiar (PHB 2), Spell Focus, Spell Penetration or any of the Sudden Metamagic feats (CArc).

Summon Familiar: As the wizard class feature.

Luckseeker Blade (Su): Beginning at 6th level, when making melee or ranged attacks against targets currently affected by his curse, a Hexblade deals bonus damage equal to his Hexblade level.

Greater Hexblade's Curse (Su): At 7th level, the penalty from a Hexblade's curse improves to -4 to dice rolls the target makes and +4 to dice rolls made against the target.

Stolen Luck (Su): Beginning at 9th level, a Hexblade gains a +1 luck bonus to all attack rolls, skill checks and ability checks for every target currently under the effect of his curse.

Layered Curses (Su): Beginning at 10th level, the penalty from a Hexblade's curse stacks with itself, allowing a Hexblade to curse a single foe multiple times.

Aura of Unluck (Su): Beginning at 11th level, a Hexblade may, as a swift action, expend his curse to surround himself with an aura of bad luck. All attacks made against him have a miss chance equal to his Charisma modifier times 5, to a maximum of 50%. This effect lasts for one round per Hexblade level.

Alter Fortune (Sp): Beginning at 13th level, a Hexblade may use the spell alter fortune (http://dndtools.eu/spells/players-handbook-ii--80/alter-fortune--2939/) (PHBII) as a spell-like ability, useable a number of times per day equal to one-half his Charisma modifier. He may attempt to use it more often; however, doing so requires him to pay the experience point cost.

Dire Hexblade's Curse (Su): At 14th level, the penalty from a Hexblade's curse improves to -6 to dice rolls the target makes and +6 to dice rolls made against the target.

Instant Spite (Su): Beginning at 15th level, a Hexblade may place his curse as an immediate action.

Mass Curse (Su): Beginning at 17th level, as a standard action, a Hexblade may curse all foes within 60 feet. Doing so expends one use of his curse, as normal.

Final Curse (Su): Starting at 18th level, a Hexblade may, as an immediate action, dismiss his curse. The formerly cursed creature must make a Will save (DC 10 + 1/2 Hexblade level + Charisma modifier) or take a penalty on the next attack roll, skill check, ability check, or saving throw he makes equal to the Hexblade's level. However, after using this ability, the foe cannot be affected by another curse or aura of unluck from the same Hexblade for 24 hours.

Cloak of Calamity (Su): Beginning at 19th level, any attack which misses due to Aura of Unluck rebounds on the attacker. They are the new target of the attack, using the original attack roll.

Dark Fate (Su): Starting at 20th level, whenever an enemy affected by a Hexblade’s curse makes an attack roll, skill check, ability check, saving throw, or rolling damage, he must roll twice and take the lower result. When he is attacked, the attacker rolls twice and takes the higher result. This is in addition to the normal penalty.  


Hexblade 0-level spells

Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.


New Feats

Curse of Sloth [Curse]
Prerequisite: Greater Hexblade's Curse
Benefit: Instead of a normal curse, you may place a curse of sloth on your target. Each round, the victim of a curse of sloth has a 50% chance to act normally; otherwise, it takes no action. A curse of sloth otherwise functions as a normal Hexblade curse.

Lingering Curse [Curse]
Prerequisite: Greater Hexblade's Curse
Benefit: A number of times per day equal to your Charisma modifier, you may expend your curse as a standard action to place a Lingering Curse on your target. A lingering curse has only half the effect of your normal curse, but has a permanent duration-- it cannot be dispelled, and it can only be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Targets get a will save (DC 10 + 1/2 Hexblade's class level + Hexblade's Cha modifier) to negate the curse.

Martial Curse [Curse]
Prerequisite: Hexblade Curse
Benefit: You may attempt to curse a target as a free action after striking them with a ranged or melee attack. If you do, the save DC is equal to to 10+1/2 Hexblade level + Strength modifier (for a melee attack) or 10+1/2 Hexblade level + Dexterity modifier (for a ranged attack).

Mystic Curse [Curse]
Prerequisite: Hexblade Curse
Benefit: The target of your curse also takes a -2 penalty to caster level. If this penalty would reduce the target's caster level below the minimum to cast spells of a certain level, he cannot cast those spells until the curse ends.
Special: When you gain the Greater Curse ability, the caster level penalty improves to -4. The penalties further improved to -6 when you gain the Dire Curse ability.

Physical Curse [Curse]
Prerequisite: Hexblade Curse
Benefit: You may choose to force targets of your Hexblade curse make a Fortitude save instead of a Will save.

Empedocles
2013-03-10, 11:12 AM
I'll be reviewing this with bold.


Huh. My computer crashed while trying to title this thread. What... :smallcool:... bad luck.


The Hexblade

The Hexblade is an "almost" class. It's almost really cool. Its signature ability is almost (OK, not almost) useful. Its casting is almost good. Well, hopefully now it's not almost anymore.

Very true!

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. For a number of rounds equal to the Hexblade's Charisma modifier plus one-half his level, the target takes a -2 penalty all dice rolls he makes, and all non-opposed dice rolls (such as attacks and saving throws) made against him gain a +2 bonus. A successful Will save (DC 10 + 1/2 Hexblade's class level + Hexblade's Cha modifier) negates the effect.

I feel like the biggest issue with the curse, for me at least, is that the save scales poorly. You didn't really address that here. That makes me sad :smallfrown:

After using his curse, a Hexblade must wait 1d4+1 rounds before using it again. Any effect that removes or dispels a curse eliminates the effect of a Hexblade's curse.

At 10th level, this recharge time improves to d4 rounds, and at 20th level, to d4-1 rounds.

How about at 20th level there is no recharge? At that level there probably wouldn't even be much of an advantage to using it every single round, so why not cut out some die rolls?

Armored Mage (Ex): Because the somatic components required for Hexblade spells are simple, a Hexblade can cast Hexblade spells while wearing light armor and/or using a shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Hexblade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass Hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Spells: A Hexblade can cast a small number of arcane spells, which are drawn from the Hexblade spell list. He knows all spells on his list, and can cast any spell he knows without preparing it ahead of time, just as a warmage can. A Hexblade's caster level is equal to his Hexblade level.

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

Like other spellcasters, a Hexblade can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.

Cloak of Misfortune(Su): Beginning at 2nd level, a Hexblade gains a luck bonus to armor class and saving throws equal to his Charisma modifier.

Iron Mind (Ex): At 3rd level and higher, a Hexblade can resist magical and unusual attacks with great willpower. If he makes a successful Will 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), he instead completely negates the effect. An unconscious or sleeping Hexblade does not gain the benefit of iron mind.

Bonus Feat: At 4th level, and every subsequent 4th level, a Hexblade gains a bonus feat. These feats can be drawn from the list of fighter bonus feat, one of the new feats described below, or the following list:


Combat Casting, Arcane Strike (CWar), Arcane Toughness (PHB 2), Battle Caster (CArc), Bonded Familiar (PHB 2), Combat Familiar (PHB 2), Dampen Spell (PHB 2), Great Spell Focus, Greater Spell Penetration, Improved Counterspell, Improved Familiar (CWar), Lurking Familiar (PHB 2), Spell Focus, Spell Penetration or any of the Sudden Metamagic feats (CArc).

I like these bonus feats a lot.

Summon Familiar: As the wizard class feature.

Cursed Casting (Su): Beginning at 6th level, a Hexblade may expend his curse to cast a Hexblade spell as a swift action.

This is a lot. Consider how quickly he regains his Hexblade's Curse ability. In the original hexblade, this wouldn't be a problem but here...Dunno, I just don't like it much.

Greater Hexblade's Curse (Su): At 7th level, the penalty from a Hexblade's curse improves to -4 to dice rolls the target makes and +4 to dice rolls made against the target.

Luckseeker Blade (Su): Beginning at 9th level, a Hexblade deals bonus damage equal to his Hexblade level against targets currently affected by his curse.

Now this is a nice touch!!!

Layered Curses (Su): Beginning at 10th level, the penalty from a Hexblade's curse stacks with itself, allowing a Hexblade to curse a single foe multiple times.

I think you should limit how many curses can be layered, and then increase the number that can be layered as he levels up. E.g. at 5th level 2 curses can be stacked, at 10th level 3, 15th level 4, and 20th level 5 (or something along those lines).

Aura of Unluck (Su): Beginning at 11th level, a Hexblade may, as a swift action, expend his curse to surround himself with an aura of bad luck. All attacks made against him have a miss chance equal to his Charisma modifier times 5. This effect lasts for one round per Hexblade level.

See, this is much better then the cursed casting, and feels way more hexbladey.

Stolen Luck (Su): Beginning at 13th level, a Hexblade he gains a +1 luck bonus to all attack rolls, saving throws, skill checks and ability checks for every target currently under the effect of his curse.

Also an awesome touch.

Dire Hexblade's Curse (Su): At 14th level, the penalty from a Hexblade's curse improves to -6 to dice rolls the target makes and +6 to dice rolls made against the target.

Instant Spite (Su): Beginning at 15th level, a Hexblade may place his curse as an immediate action.

Immediate seems weird. Why not just as a swift action?

Mass Curse (Su): Beginning at 17th level, as a standard action, a Hexblade may curse all foes within 60 feet. Doing so expends one use of his curse, as normal, and adds two rounds to the countdown before he can use it again.

Final Curse (Su): Starting at 18th level, a Hexblade may, as an immediate action, dismiss his curse. The formerly cursed creature must make a Will save (DC 10 + 1/2 Hexblade level + Charisma modifier) or take a penalty on the next attack roll, skill check, ability check, or saving throw he makes equal to your Hexblade level. However, after using this ability, the foe cannot be affected by another curse or aura of unluck from the same Hexblade for 24 hours.

Cloak of Calamity (Su): Beginning at 19th level, any attack which misses due to Aura of Unluck rebounds on the attacker. They are the new target of the attack, using the original attack roll.

Dark Fate (Su): Starting at 20th level, whenever an enemy affected by a Hexblade’s curse makes an attack roll, skill check, ability check, saving throw, or rolling damage, he must roll twice and take the lower result. When he is attacked, the attacker rolls twice and takes the higher result.  

Cool 20th level cap

I hope you found some of that feedback useful!

bobthe6th
2013-03-10, 11:22 AM
Why not half caster?


Cloak of Misfortune(Su): Beginning at 2nd level, a Hexblade gains a luck bonus to armor class and saving throws equal to his Charisma modifier.

way to good as a dip, I suggest make it Hexblade level or charisma modifier whichever is lower.


Aura of Unluck (Su): Beginning at 11th level, a Hexblade may, as a swift action, expend his curse to surround himself with an aura of bad luck. All attacks made against him have a miss chance equal to his Charisma modifier times 5. This effect lasts for one round per Hexblade level.

this needs a cap, like 50%... as someone is going to get their charisma up to 50 and become immune to anything that requires an attack roll.

Grod_The_Giant
2013-03-10, 11:44 AM
I feel like the biggest issue with the curse, for me at least, is that the save scales poorly. You didn't really address that here. That makes me sad
Really? 10+1/2 level + [stat] is the standard save DC formula.


How about at 20th level there is no recharge? At that level there probably wouldn't even be much of an advantage to using it every single round, so why not cut out some die rolls?
Hmm...


This is a lot. Consider how quickly he regains his Hexblade's Curse ability. In the original hexblade, this wouldn't be a problem but here...Dunno, I just don't like it much.
The Paladin gets a feat to do this at will. Then again, the Hexblade's list is a lot better and more offensive than the Paladin's... you're right.


I think you should limit how many curses can be layered, and then increase the number that can be layered as he levels up. E.g. at 5th level 2 curses can be stacked, at 10th level 3, 15th level 4, and 20th level 5 (or something along those lines).
Bear in mind that to layer a lot of curses, the target has to be surviving-- with curses already on him-- for quite a few rounds. I don't think you'll ever manage to build up more than two or three.


Immediate seems weird. Why not just as a swift action?
It was already swift (moved down from the original free action)




Why not half caster?
Have you seen the Hexblade spell list? It's really good. From Charm Person at 1st level to Baleful Polymorph at 4th, it's got game-changing and encounter-ending spells at each level.


way to good as a dip, I suggest make it Hexblade level or charisma modifier whichever is lower.
Yeah, OK, truth. Good idea.


this needs a cap, like 50%... as someone is going to get their charisma up to 50 and become immune to anything that requires an attack roll.
Not a bad idea.

Empedocles
2013-03-10, 11:58 AM
Really? 10+1/2 level + [stat] is the standard save DC formula.


Hmm...


The Paladin gets a feat to do this at will. Then again, the Hexblade's list is a lot better and more offensive than the Paladin's... you're right.


Bear in mind that to layer a lot of curses, the target has to be surviving-- with curses already on him-- for quite a few rounds. I don't think you'll ever manage to build up more than two or three.


It was already swift (moved down from the original free action)

Yeah, but I feel like it's just too easy to resist with that save formula. More of a pet peeve though. Maybe some feats to increase save DC?

You're right about the layering, and sorry about the swift action thing - I totally forgot. Thought it was a move action.

bobthe6th
2013-03-10, 12:37 PM
Have you seen the Hexblade spell list? It's really good. From Charm Person at 1st level to Baleful Polymorph at 4th, it's got game-changing and encounter-ending spells at each level.

just looked it up... and wow is it a grab bag. I would sugest that it would be better to spread out the list into 6 levels, just to spread out the better spells.

Or really, just edit the list(like who will cast summon swarm at 8th level?)... hideous laughter is not on par with magic weapon.

Grod_The_Giant
2013-03-12, 12:44 PM
just looked it up... and wow is it a grab bag. I would sugest that it would be better to spread out the list into 6 levels, just to spread out the better spells.

Or really, just edit the list(like who will cast summon swarm at 8th level?)... hideous laughter is not on par with magic weapon.
Hmm. Maybe split off a 5th level, as the Duskblade, but not 6 levels, I'm sorry. It's a feel thing as much as anything else:

No casting-- I KILL THINGS WITH SWORDS!!!1!
4th level casting-- I've got a few tricks up my sleeve, but I'm a warrior, first and foremost.
6th level casting-- I'm a mage with a few swords up my sleeve, not a warrior.
9th level casting-- I KILL THINGS WITH MAGIC!!!1!


Also, I feel like the hexblade's list is reasonable for the levels when you get the spells.

Grod_The_Giant
2013-03-15, 11:35 AM
Added some new feats to give a bit of variety to ye olde curse.

Garryl
2013-03-15, 02:36 PM
Hexblade's Curse is too open-ended. A bonus (or penalty) on all rolls doesn't even make sense or have reliably defined effects, like Hit Dice (leveling up while cursed means permanent HP loss), percentile miss chances (does rolling high or low mean you hit?), Hexblade's Curse recharge times (-2 to rounds between uses), Reincarnation (what's a percentile roll off the table mean?), Prismatic spells, and so on. I'd suggest limiting it to attack rolls, weapon damage rolls, saving throws, skill checks, ability checks, level checks, and opposed rolls (although you might want to pare that down a bit). Likewise, rather than boosting rolls made against the subject of the curse, just apply a penalty to AC. That will also stop the curse from actually increasing the effects of friendly spells, like healing and the 3.0E versions of the Bull's Strength line.

Hexblade's Curse should have a minimum duration of 1 round.

How does the damage from Luckseeker's Blade work? Does it cause damage when you afflict a target with a curse? Or did you mean to give a bonus on damage rolls?

Typo in Stolen Luck ("a Hexblade he gains"). The luck bonus on saves is redundant with the luck bonus from Cloak of Misfortune. It's unlikely to ever exceed your Charisma modifier.

You switch between 2nd and 3rd person in Final Curse. (Snarky: My Hexblade level is 0, does that mean that someone else's Final Curse imposes only a -1 penalty?)

I'd like to see more options for curses than just numerical penalties. Similarly, the majority of the class features are just numerical. Here are some ideas (http://www.minmaxboards.com/index.php?topic=243.260;msg=128403), if you want.

Grod_The_Giant
2013-03-15, 04:57 PM
Hexblade's Curse is too open-ended. A bonus (or penalty) on all rolls doesn't even make sense or have reliably defined effects, like Hit Dice (leveling up while cursed means permanent HP loss), percentile miss chances (does rolling high or low mean you hit?), Hexblade's Curse recharge times (-2 to rounds between uses), Reincarnation (what's a percentile roll off the table mean?), Prismatic spells, and so on. I'd suggest limiting it to attack rolls, weapon damage rolls, saving throws, skill checks, ability checks, level checks, and opposed rolls (although you might want to pare that down a bit). Likewise, rather than boosting rolls made against the subject of the curse, just apply a penalty to AC. That will also stop the curse from actually increasing the effects of friendly spells, like healing and the 3.0E versions of the Bull's Strength line.
The idea was that the curse should a) make you worse at everything, and b) be easy to remember. Sure, I could write it as applying to attacks, damage, saves, skills, ability checks, AC, and save DCs... but that's a thoroughly silly amount to remember, and it's effectively the same.

It shouldn't boost spells, though-- I'll make a note about how it can't have a positive effect.


Hexblade's Curse should have a minimum duration of 1 round.
Good catch, thanks.


How does the damage from Luckseeker's Blade work? Does it cause damage when you afflict a target with a curse? Or did you mean to give a bonus on damage rolls?
Whoops, that is weird verbage. I'll fix that.


Typo in Stolen Luck ("a Hexblade he gains"). The luck bonus on saves is redundant with the luck bonus from Cloak of Misfortune. It's unlikely to ever exceed your Charisma modifier.
Gah, good catch.


You switch between 2nd and 3rd person in Final Curse. (Snarky: My Hexblade level is 0, does that mean that someone else's Final Curse imposes only a -1 penalty?)
Thanks.


I'd like to see more options for curses than just numerical penalties. Similarly, the majority of the class features are just numerical. Here are some ideas (http://www.minmaxboards.com/index.php?topic=243.260;msg=128403), if you want.
I just posted some [curse] feats, which should help. I'm open to suggestions. Don't forget that he has a spell list, and access to all the spells on it-- that offers a lot of variety and options.

CreepyShutIn
2015-06-27, 09:47 AM
Been looking through this a lot since I'm making a Hexblade character soon, and I just noticed a hole you might want to patch: The 9th level ability, Stolen Luck, gives a luck bonus per person under the curse... and Lingering Curse makes partial, permanent curses. The easy fix of course is to add a caveat to the Feat so it doesn't apply to Stolen Luck, just so people don't go around cursing everyone they can find for nigh-infinite luck bonuses to everything.