ngilop
2013-05-14, 07:41 PM
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[tr]
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
2nd
3rd
4th
[td] 1st
+1
+2
+0
+1
Hexblade's curse
-
-
-
-
2nd
+2
+3
+0
+1
Portent
-
-
-
-
3rd
+3
+3
+1
+2
Jinx, Resistance
-
-
-
-
4th
+4
+4
+1
+2
Dark Companion
1
-
-
-
5th
+5
+4
+1
+2
Bonus feat, Mettle
1
-
-
-
6th
+6
+5
+2
+3
Jinx, Quick Cast 1/day
1
-
-
-
7th
+7
+5
+2
+3
Doom Strike
2
-
-
-
8th
+8
+6
+2
+3
Greater Hexblade's curse
2
1
-
-
9th
+9
+6
+3
+4
Jinx, Aura of Unluck
2
1
-
-
10th
+10
+7
+3
+4
Bonus feat, Major Jinx
3
1
-
-
11th
+11
+7
+3
+4
Quick Cast 2/day
3
2
1
-
12th
+12
+8
+4
+5
Jinx, Aura of Misfortune
3
2
1
-
13th
+13
+8
+4
+5
Hex Strike
4
2
1
-
14th
+14
+9
+4
+6
Major Jinx
4
3
2
1
15th
+15
+9
+5
+6
Bonus feat, Jinx, Dire Hexblade's curse
4
3
2
1
16th
+16
+10
+5
+6
Quick Cast 3/day
5
3
2
1
17th
+17
+10
+5
+7
Dire Jinx
5
4
3
2
18th
+18
+11
+6
+7
Jinx, Major Jinx
5
4
3
2
19th
+19
+11
+6
+7
6
4
3
2
20th
+20
+12
+6
+8
Bonus feat, Manipulate Fate
6
5
4
3
Alignment: Any non-good.
Hit Die: d10
Class Skills: The Hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields.
Because the somatic components required for Hexblade spells are simple, a Hexblade can cast Hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multi-class Hexblade still incurs the normal arcane spell failure chance for arcane spells derived from the other classes.
Spells: Beginning at 4th level, a Hexblade gains the ability to cast a small number of arcane spells which are drawn from the Hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. To learn or cast a spell, 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. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high enough Charisma score. When the above table indicates that the Hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level Hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The Hexblade's selection of spells is extremely limited. Through 3rd level, a Hexblade has no caster level. At 4th level and higher, his caster level is Hexblade level minus three.
Spell List
1st Alarm, Arcane Mark, Blade of Pain and Fear, Bless, Cause Fear, Charm Person, Cheat, Curse of Impending Blades, Detect Magic, Disguise Self, Doom, Ebon Eyes, Enlarge Person, Entropic shield, Expeditious Retreat, Grease, Identify, Improvisation, Inhibit, Jump, Light, Magic Weapon, Mount, Nystul's Magic Aura, Phantom Threat, Prestidigitation, Protection from Chaos/Evil/Good/Law, Read Magic, Resurgence, Shield, Sleep, Tasha's Hideous Laughter, Undetectable Alignment, Unseen Servant, Wall of Smoke.
2nd Aid, Alter Self, Baleful Transposition, Bladeweave, Blindness/Deafness, Bull's Strength, Corpse Candle, Curse of Ill Fortune, Darkness, Eagle's Splendor, Enthrall, False Life, Glitterdust, Invisibility, Mirror Image, Phantom For, Protection from Arrows, Pyrotechnics, Rage, Remove Curse, Resist Energy, See Invisibility, Sonic Weapon, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy, Unluck, Veil of Shadow.
3rd Arcane Sight, Bestow Curse, Blink, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Dolorous Blow, Ethereal Mount, Find the Gap, Girallon’s Blessing, Good Hope, Greater Magic Weapon, Hound of Doom, Invisibility Sphere, Non-detection, Phantom Steed, Poison, Protection from Energy, Repel Vermin, Slashing Darkness, Slow, Spectral weapon, Stinking Cloud, Vampiric Touch, Vipergout, Wind Wall.
4th Aura of Evasion, Baleful Polymorph, Break Enchantment, Confusion, Contact other Plane, Cursed Blade, Defenestrating Sphere, Detect Scrying, Dimension Door, Dominate Person, Draconic Might, Enervation, Fear, Greater Invisbility, Imperious Glare, Phantasmal Killer, Polymorph, Ruin Delver’s Fortune, Scrying, Sending, Solid Fog, Sword of Deception.
Class Features
Hexblade's Curse {Su}: As a swift action a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 minute thereafter. A successful Will save (DC 10 + 1/2 Hexblade class level + Hexblade's Cha modifier) negates the effect. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade's curse. At 8th level the penalty increases to -4 and at 15th the penalty increases again to -6.
Portent {Su}: A Hexblade can cast Omen of Peril with a one minute cast time once per day, plus an additonal number of times equal to his Intelligence modifier. The Hexblade gains anoher use of this ability for every 5th level after 2nd.
Jinx Hexblades learn a number of magic tricks, called Jinxes, that grant them powers or weaken foes. At 3rd level, a Hexblade gains one Jinx of his choice. he gains an additional Jinx at 6th level and for every 3 levels attained after 6th level, A Hexblade cannot select an individual Jinx more than once.
Unless otherwise noted, using a Jinx is a standard action that does not provoke an attack of opportunity. The save to resist a Jinx is equal to 10 + 1/2 the Hexblade’s level + the Hexblade’s Charisma modifier.
Blight {Su}: The Hexblade can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the Hexblade must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A Hexblade can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:
Blight Jinx—type curse; save Will negates; frequency 1/day; effect 1 Con damage.
Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A Hexblade can only have one blight in effect at a time. If another blight Jinx is made, the first immediately ends.
Beast of Ill-Omen {Su}: The Hexblade imbues the target with strange magic, putting a minor curse upon the next enemy. The enemy must make a Will save or be affected by bane (caster level equal to the Hexblade’s level). The Hexblade can use this Jinx at a range of up to 60 feet. Whether or not the target’s save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this Jinx ignore that creature when determining who is affected).
Evil Eye {Su}: The Hexblade can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a –2 morale penalty on one of the following (Hexblade’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This Jinx lasts for a number of rounds equal to 3 + the Hexblade’s Charisma modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Feral Speech {Su}: This Jinx grants the Hexblade the ability to speak with and understand the response of any animal as if using speak with animals, though each time he uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The Hexblade can make himself understood as far as his voice carries. This jinx does not predispose any animal so addressed toward the Hexblade in any way.
At 12th level, the Hexblade can use this Jinx to communicate with vermin.
Fortune {Su}: The Hexblade can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this Jinx is extended by 1 round. Once a creature has benefited from the fortune Jinx, it cannot benefit from it again for 24 hours.
Misfortune {Su}: The Hexblade can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this Jinx. At 8th level and 16th level, the duration of this hex is extended by 1 round. This Jinx affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this Jinx again for 1 day.
Tongues {Su}: A Hexblade with this Jinx can understand any spoken language for a number of minutes per day equal to his level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
At 8th level, a Hexblade can use this ability to speak any language, as per tongues.
Unnerve Beasts {Su}: The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the Hexblade’s Charisma modifier. A creature that saves against the Jinx cannot be affected by the Jinx for 1 day. The reaction of the animals is a mind-affecting charm effect, but the Jinx on the target is not.
Ward {Su}: A Hexblade can use this Jinx to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A Hexblade knows when a warded creature is no longer protected. A Hexblade can have only one ward active at a time. If the Hexblade uses this ability again, the previous ward immediately ends. A Hexblade cannot use this ability on himself.
At 7th level and 14th level, the bonuses provided by this ward increase by +1.
Resistance {Su}: At 3rd level, a Hexblade gains a bonus equal to his Charisma bonus (minimum + 1) on saving throws against spells and spell-like effects as well as to his Armor Class.
Dark Companion {Su}: At 4th level, a hexblade may create a companion resembling a panther, wolf, or a another medium or small sized animal. Any enemy adjacent or atop of the hexblade's dark companion takes a -2 penalty to its saves and to its AC. Your companion's speed is equal to yours, (including all modes of movement you possess), and acts during your turn each round. It follows your mental commands perfectly -in effect, it is merely an extension of your will.
The hexblade's dark companion has no real substance, and thus can't attack or otherwise affect creatures of object. The hexblade cannot change the size of the Shadow in order to effect more enemies then it usually can, (it fills 1 5-foot square).
Any creature can enter a dark companion's 5-foot space without restriction, as can the dark companion exist in someone else's space. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your dark companion is treated as a spell whose level is equal to the highest level hexblade spell the hexblade can cast. If it is dispelled, it becomes the hexblade's normal shadow for 24 hours. After 24 hours, the Shadows comes to life once more.
A dark companion can't create flanking situations, nor does it provoke attacks of opportunity from movement. Enemies may, once identifying it as something other then a shadow/a shade/the dark, can make a DC 10 knowledge (Arcana) check, (or an Int check if untrained). If successful, the enemy will recognize it as an illusion. If it is more then 120 feet from the hexblade at the start of the hexblade's turn, of if the hexblade loses line of effect to it, it instantly reappears adjacent to the hexblade.
Mettle {Ex}: At 5th level and higher, a Hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hexblade does not gain the benefit of mettle.
Quick Cast {Ex}: At 6th level a Hexblade can cast 1 hexblade spell as a swift action, provided the original casting time is a standard action. At 11th and again at 16th level the hex blade gains another use of this ability.
Doom Strike {Ex}: Upon reaching 7th level a Hexblade gains this ability. When a Hexblade makes a successful attack on a target that is suffering from the effects of his Hexblade’s curse, he deals an addition point of damage per Hexblade level.
Aura of Unluck {Su}: Upon reaching 9th level a hexblade can once per day activate this ability. Activating the aura is a swift action, and the aura lasts for a number of rounds equal to 2 + the Hexblade's Charisma bonus (if any). At 16th level and higher, a Hexblade can use his aura of unluck twice per day. A 20th-level Hexblade can activate this aura three times per day. All opponents within 10 feet of the Hexblade must roll twice for any given roll required and take the lesser die roll.
Major Jinx at 10th 14th, and again at 18th a Hexblade can select one Major Jinx from the following list.
Agony {Su}: With a quick incantation, a Hexblade can place this Jinx on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the Hexblade’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this Jinx again for 1 day
Bounty {Su}: The Hexblade may bless a bush, plant, or tree that is planted in the ground, so that it creates a plentiful harvest. Each day at dawn, this blessed bush grows a number of goodberries equal to twice his Hexblade level. Berries on the tree remain until they are picked, but the tree can never manifest a number of berries greater than twice his level at one time. The Hexblade may only have one Bounty active at a time, but can shift his blessing to a new plant with a ritual requiring 1 hour.
Infected Wounds {Su}: The target’s wounds become infected (Fortitude negates). The target takes 1d4 points of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect
Nightmares {Su}: Calling upon fell powers, a Hexblade can place a Jinx on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.
Weather Control {Su}: A Hexblade with this Jinx can use control weather once per day, but creating the weather takes 1 full hour of chanting.
Aura of Misfortune {Su}: At 12th level any melee or ranged attack made against the Hexblade while this aura is active has a 20% true miss chance. Activating or deactivating the aura is a swift action. This also applies to beneficial spells that require touch.
Hexed Strike{Su}: A Hexblade takes a full round action and makes 1 attack. If the target is succesfully damaged, the Hexblade can affect the target with a Jinx, or Major Jinx as a free action, A Hexblade can not benefit from this ability more than once in any round.
Dire Jinx: At 17th level a Hexblade selects one Dire Jinx from the following list.
Curse of Nonviolence {Su}: The Hexblade can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this Jinx again for 1 day.
Dire Prophecy {Su}: The Hexblade curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the Hexblade may end it by bringing its full force upon his victim all at once. Doing so gives the victim a penalty equal to the Hexblade's level to his Armor Class or on any single attack roll, opposed ability or skill check, or saving throw. The Hexblade must decide to apply this penalty before the roll to be modified is made. If the Hexblade does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the Jinx is successful, a creature cannot be the target of this Jinx for 1 day. This is a curse effect.
Natural Disaster {Su}: A Hexblade using this Jinx calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A Hexblade must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A Hexblade can only use this ability once per day.
Manipulate Fate {Su}: When attaining this ability, a Hexblade can as a standard action activate this curse. All opponents within 60' must make a Saving Throw or suffer a -4 Luck Penalty to all rolls, while all Allies within 60' gain a +4 Luck Bonus to all rolls. A Hexblade can only use this ability once in an encounter. In addition a Hexblade can select one fifth level wizard spell to cast once per day as a spell-like ability.
<<<<<<Still working on this class, consider it my final rough draft>>>>>>
[tr]
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
2nd
3rd
4th
[td] 1st
+1
+2
+0
+1
Hexblade's curse
-
-
-
-
2nd
+2
+3
+0
+1
Portent
-
-
-
-
3rd
+3
+3
+1
+2
Jinx, Resistance
-
-
-
-
4th
+4
+4
+1
+2
Dark Companion
1
-
-
-
5th
+5
+4
+1
+2
Bonus feat, Mettle
1
-
-
-
6th
+6
+5
+2
+3
Jinx, Quick Cast 1/day
1
-
-
-
7th
+7
+5
+2
+3
Doom Strike
2
-
-
-
8th
+8
+6
+2
+3
Greater Hexblade's curse
2
1
-
-
9th
+9
+6
+3
+4
Jinx, Aura of Unluck
2
1
-
-
10th
+10
+7
+3
+4
Bonus feat, Major Jinx
3
1
-
-
11th
+11
+7
+3
+4
Quick Cast 2/day
3
2
1
-
12th
+12
+8
+4
+5
Jinx, Aura of Misfortune
3
2
1
-
13th
+13
+8
+4
+5
Hex Strike
4
2
1
-
14th
+14
+9
+4
+6
Major Jinx
4
3
2
1
15th
+15
+9
+5
+6
Bonus feat, Jinx, Dire Hexblade's curse
4
3
2
1
16th
+16
+10
+5
+6
Quick Cast 3/day
5
3
2
1
17th
+17
+10
+5
+7
Dire Jinx
5
4
3
2
18th
+18
+11
+6
+7
Jinx, Major Jinx
5
4
3
2
19th
+19
+11
+6
+7
6
4
3
2
20th
+20
+12
+6
+8
Bonus feat, Manipulate Fate
6
5
4
3
Alignment: Any non-good.
Hit Die: d10
Class Skills: The Hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields.
Because the somatic components required for Hexblade spells are simple, a Hexblade can cast Hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multi-class Hexblade still incurs the normal arcane spell failure chance for arcane spells derived from the other classes.
Spells: Beginning at 4th level, a Hexblade gains the ability to cast a small number of arcane spells which are drawn from the Hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. To learn or cast a spell, 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. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high enough Charisma score. When the above table indicates that the Hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level Hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The Hexblade's selection of spells is extremely limited. Through 3rd level, a Hexblade has no caster level. At 4th level and higher, his caster level is Hexblade level minus three.
Spell List
1st Alarm, Arcane Mark, Blade of Pain and Fear, Bless, Cause Fear, Charm Person, Cheat, Curse of Impending Blades, Detect Magic, Disguise Self, Doom, Ebon Eyes, Enlarge Person, Entropic shield, Expeditious Retreat, Grease, Identify, Improvisation, Inhibit, Jump, Light, Magic Weapon, Mount, Nystul's Magic Aura, Phantom Threat, Prestidigitation, Protection from Chaos/Evil/Good/Law, Read Magic, Resurgence, Shield, Sleep, Tasha's Hideous Laughter, Undetectable Alignment, Unseen Servant, Wall of Smoke.
2nd Aid, Alter Self, Baleful Transposition, Bladeweave, Blindness/Deafness, Bull's Strength, Corpse Candle, Curse of Ill Fortune, Darkness, Eagle's Splendor, Enthrall, False Life, Glitterdust, Invisibility, Mirror Image, Phantom For, Protection from Arrows, Pyrotechnics, Rage, Remove Curse, Resist Energy, See Invisibility, Sonic Weapon, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy, Unluck, Veil of Shadow.
3rd Arcane Sight, Bestow Curse, Blink, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Dolorous Blow, Ethereal Mount, Find the Gap, Girallon’s Blessing, Good Hope, Greater Magic Weapon, Hound of Doom, Invisibility Sphere, Non-detection, Phantom Steed, Poison, Protection from Energy, Repel Vermin, Slashing Darkness, Slow, Spectral weapon, Stinking Cloud, Vampiric Touch, Vipergout, Wind Wall.
4th Aura of Evasion, Baleful Polymorph, Break Enchantment, Confusion, Contact other Plane, Cursed Blade, Defenestrating Sphere, Detect Scrying, Dimension Door, Dominate Person, Draconic Might, Enervation, Fear, Greater Invisbility, Imperious Glare, Phantasmal Killer, Polymorph, Ruin Delver’s Fortune, Scrying, Sending, Solid Fog, Sword of Deception.
Class Features
Hexblade's Curse {Su}: As a swift action a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 minute thereafter. A successful Will save (DC 10 + 1/2 Hexblade class level + Hexblade's Cha modifier) negates the effect. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade's curse. At 8th level the penalty increases to -4 and at 15th the penalty increases again to -6.
Portent {Su}: A Hexblade can cast Omen of Peril with a one minute cast time once per day, plus an additonal number of times equal to his Intelligence modifier. The Hexblade gains anoher use of this ability for every 5th level after 2nd.
Jinx Hexblades learn a number of magic tricks, called Jinxes, that grant them powers or weaken foes. At 3rd level, a Hexblade gains one Jinx of his choice. he gains an additional Jinx at 6th level and for every 3 levels attained after 6th level, A Hexblade cannot select an individual Jinx more than once.
Unless otherwise noted, using a Jinx is a standard action that does not provoke an attack of opportunity. The save to resist a Jinx is equal to 10 + 1/2 the Hexblade’s level + the Hexblade’s Charisma modifier.
Blight {Su}: The Hexblade can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the Hexblade must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A Hexblade can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:
Blight Jinx—type curse; save Will negates; frequency 1/day; effect 1 Con damage.
Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A Hexblade can only have one blight in effect at a time. If another blight Jinx is made, the first immediately ends.
Beast of Ill-Omen {Su}: The Hexblade imbues the target with strange magic, putting a minor curse upon the next enemy. The enemy must make a Will save or be affected by bane (caster level equal to the Hexblade’s level). The Hexblade can use this Jinx at a range of up to 60 feet. Whether or not the target’s save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this Jinx ignore that creature when determining who is affected).
Evil Eye {Su}: The Hexblade can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a –2 morale penalty on one of the following (Hexblade’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This Jinx lasts for a number of rounds equal to 3 + the Hexblade’s Charisma modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Feral Speech {Su}: This Jinx grants the Hexblade the ability to speak with and understand the response of any animal as if using speak with animals, though each time he uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The Hexblade can make himself understood as far as his voice carries. This jinx does not predispose any animal so addressed toward the Hexblade in any way.
At 12th level, the Hexblade can use this Jinx to communicate with vermin.
Fortune {Su}: The Hexblade can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this Jinx is extended by 1 round. Once a creature has benefited from the fortune Jinx, it cannot benefit from it again for 24 hours.
Misfortune {Su}: The Hexblade can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this Jinx. At 8th level and 16th level, the duration of this hex is extended by 1 round. This Jinx affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this Jinx again for 1 day.
Tongues {Su}: A Hexblade with this Jinx can understand any spoken language for a number of minutes per day equal to his level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
At 8th level, a Hexblade can use this ability to speak any language, as per tongues.
Unnerve Beasts {Su}: The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the Hexblade’s Charisma modifier. A creature that saves against the Jinx cannot be affected by the Jinx for 1 day. The reaction of the animals is a mind-affecting charm effect, but the Jinx on the target is not.
Ward {Su}: A Hexblade can use this Jinx to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A Hexblade knows when a warded creature is no longer protected. A Hexblade can have only one ward active at a time. If the Hexblade uses this ability again, the previous ward immediately ends. A Hexblade cannot use this ability on himself.
At 7th level and 14th level, the bonuses provided by this ward increase by +1.
Resistance {Su}: At 3rd level, a Hexblade gains a bonus equal to his Charisma bonus (minimum + 1) on saving throws against spells and spell-like effects as well as to his Armor Class.
Dark Companion {Su}: At 4th level, a hexblade may create a companion resembling a panther, wolf, or a another medium or small sized animal. Any enemy adjacent or atop of the hexblade's dark companion takes a -2 penalty to its saves and to its AC. Your companion's speed is equal to yours, (including all modes of movement you possess), and acts during your turn each round. It follows your mental commands perfectly -in effect, it is merely an extension of your will.
The hexblade's dark companion has no real substance, and thus can't attack or otherwise affect creatures of object. The hexblade cannot change the size of the Shadow in order to effect more enemies then it usually can, (it fills 1 5-foot square).
Any creature can enter a dark companion's 5-foot space without restriction, as can the dark companion exist in someone else's space. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your dark companion is treated as a spell whose level is equal to the highest level hexblade spell the hexblade can cast. If it is dispelled, it becomes the hexblade's normal shadow for 24 hours. After 24 hours, the Shadows comes to life once more.
A dark companion can't create flanking situations, nor does it provoke attacks of opportunity from movement. Enemies may, once identifying it as something other then a shadow/a shade/the dark, can make a DC 10 knowledge (Arcana) check, (or an Int check if untrained). If successful, the enemy will recognize it as an illusion. If it is more then 120 feet from the hexblade at the start of the hexblade's turn, of if the hexblade loses line of effect to it, it instantly reappears adjacent to the hexblade.
Mettle {Ex}: At 5th level and higher, a Hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hexblade does not gain the benefit of mettle.
Quick Cast {Ex}: At 6th level a Hexblade can cast 1 hexblade spell as a swift action, provided the original casting time is a standard action. At 11th and again at 16th level the hex blade gains another use of this ability.
Doom Strike {Ex}: Upon reaching 7th level a Hexblade gains this ability. When a Hexblade makes a successful attack on a target that is suffering from the effects of his Hexblade’s curse, he deals an addition point of damage per Hexblade level.
Aura of Unluck {Su}: Upon reaching 9th level a hexblade can once per day activate this ability. Activating the aura is a swift action, and the aura lasts for a number of rounds equal to 2 + the Hexblade's Charisma bonus (if any). At 16th level and higher, a Hexblade can use his aura of unluck twice per day. A 20th-level Hexblade can activate this aura three times per day. All opponents within 10 feet of the Hexblade must roll twice for any given roll required and take the lesser die roll.
Major Jinx at 10th 14th, and again at 18th a Hexblade can select one Major Jinx from the following list.
Agony {Su}: With a quick incantation, a Hexblade can place this Jinx on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the Hexblade’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this Jinx again for 1 day
Bounty {Su}: The Hexblade may bless a bush, plant, or tree that is planted in the ground, so that it creates a plentiful harvest. Each day at dawn, this blessed bush grows a number of goodberries equal to twice his Hexblade level. Berries on the tree remain until they are picked, but the tree can never manifest a number of berries greater than twice his level at one time. The Hexblade may only have one Bounty active at a time, but can shift his blessing to a new plant with a ritual requiring 1 hour.
Infected Wounds {Su}: The target’s wounds become infected (Fortitude negates). The target takes 1d4 points of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect
Nightmares {Su}: Calling upon fell powers, a Hexblade can place a Jinx on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.
Weather Control {Su}: A Hexblade with this Jinx can use control weather once per day, but creating the weather takes 1 full hour of chanting.
Aura of Misfortune {Su}: At 12th level any melee or ranged attack made against the Hexblade while this aura is active has a 20% true miss chance. Activating or deactivating the aura is a swift action. This also applies to beneficial spells that require touch.
Hexed Strike{Su}: A Hexblade takes a full round action and makes 1 attack. If the target is succesfully damaged, the Hexblade can affect the target with a Jinx, or Major Jinx as a free action, A Hexblade can not benefit from this ability more than once in any round.
Dire Jinx: At 17th level a Hexblade selects one Dire Jinx from the following list.
Curse of Nonviolence {Su}: The Hexblade can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this Jinx again for 1 day.
Dire Prophecy {Su}: The Hexblade curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the Hexblade may end it by bringing its full force upon his victim all at once. Doing so gives the victim a penalty equal to the Hexblade's level to his Armor Class or on any single attack roll, opposed ability or skill check, or saving throw. The Hexblade must decide to apply this penalty before the roll to be modified is made. If the Hexblade does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the Jinx is successful, a creature cannot be the target of this Jinx for 1 day. This is a curse effect.
Natural Disaster {Su}: A Hexblade using this Jinx calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A Hexblade must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A Hexblade can only use this ability once per day.
Manipulate Fate {Su}: When attaining this ability, a Hexblade can as a standard action activate this curse. All opponents within 60' must make a Saving Throw or suffer a -4 Luck Penalty to all rolls, while all Allies within 60' gain a +4 Luck Bonus to all rolls. A Hexblade can only use this ability once in an encounter. In addition a Hexblade can select one fifth level wizard spell to cast once per day as a spell-like ability.
<<<<<<Still working on this class, consider it my final rough draft>>>>>>