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gooddragon1
2013-10-27, 10:06 PM
The Hexer

A hexer is a magic user who has learned how to manipulate the fate of himself and others through hexes that he bestows.

This magic comes from the ability of the hexer to partially break apart, analyze, and then reassemble the logic of the universe. Such an endeavor is no mean feat and is both physically and intellectually demanding but the rewards can be absolutely incredible in a vast number of situations. The origins of this magic come from the hexes that witches used to bestow being analyzed by learned scholars of magic. As such, most other people tend to believe that it is only capable of inflicting harm due to its history.

GAME RULE INFORMATION
A hexer has the following game statistics.
Abilities: The two most important ability scores to a hexer are his constitution and his intelligence as they both influence his abilities in different ways. A hexer more inclined towards combat may often choose to supplement his other physical ability scores as well.
Alignment: Any.
Hit Die: d8
Starting Age: As Wizard
Starting Gold: 4d4 x 10.

Class Skills
The hexerís class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Open Lock (Dex), and Search (Int), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Hex Aura, Hexing, Trapfinding

2nd|
+1|
+3|
+0|
+3|Hexer's Servant, Unusual Swiftness 1/day

3rd|
+2|
+3|
+1|
+3|Woeful Strike 1/day

4th|
+3|
+4|
+1|
+4|Unusual Swiftness 2/day

5th|
+3|
+4|
+1|
+4|Extended Hexing +1

6th|
+4|
+5|
+2|
+5|Unusual Swiftness 3/day

7th|
+5|
+5|
+2|
+5|Hexer's Servant (Aura Projection)

8th|
+6/1|
+6|
+2|
+6|Woeful Strike 2/day, Unusual Swiftness 4/day

9th|
+6/1|
+6|
+3|
+6|Hexer's Servant (Hexing Projection)

10th|
+7/2|
+7|
+3|
+7|Double Jinx, Extended Hexing +2, Unusual Swiftness 5/day

11th|
+8/3|
+7|
+3|
+7|Hexer's Servant (Hexing Projection +1)

12th|
+9/4|
+8|
+4|
+8|Unusual Swiftness 6/day

13th|
+9/4|
+8|
+4|
+8|Woeful Strike 3/day

14th|
+10/5|
+9|
+4|
+9|Unusual Swiftness 7/day

15th|
+11/6/1|
+9|
+5|
+9|Extended Hexing +3

16th|
+12/7/2|
+10|
+5|
+10|Unusual Swiftness 8/day

17th|
+12/7/2|
+10|
+5|
+10|Hexer's Servant (AC bonus)

18th|
+13/8/3|
+11|
+6|
+11|Woeful Strike 4/day, Unusual Swiftness 9/day

19th|
+14/9/4|
+11|
+6|
+11|Hexer's Servant (Save Bonus)

20th|
+15/10/5|
+12|
+6|
+12|Extended Hexing +4, Hex Master, Unusual Swiftness 10/day [/table]

Class Features

All of the following are class features of the hexer.

Weapon and Armor Proficiency

A hexer is proficient with all simple weapons, light armor, and shields (except tower shields).

Hex Points

The power to alter reality comes with limits but with experience and hardiness a hexer can push these limits ever further. A hexer gains 2 hex points per level and has a bonus number of hex points equal to double his constitution modifier which he uses to enable his abilities. Hex points can be moved around existing investments (starting new ones is almost always swift action however) and abilities with free actions but the total hex points used at any 1 time can never exceed the maximum amount the hexer has available.

Hex Aura (Su)

The mere presence of a hexer can cause shifts in reality in a limited space around him. A hexer can generate 1 of 3 types of auras out to 60 feet as long as he is conscious. Activating, deactivating, or changing auras is a swift action. At 1st level the amount of hex points a hexer can invest in his hex aura is 1. This amount increases by 1 at 10th level and every 10 levels thereafter. Incorporeal targets have a 50% chance to be affected each round (this accounts for the 50% chance incorporeal targets ignore most magical effects). The aura's of multiple hexer's never stack for the purpose of bonuses, penalties, or other purposes (only the highest bonus, penalty, or effect applies though an enemy hexer's aura will usually only interact in the case of two aura's of balance).

Aura of Transference: A number of creatures the hexer chooses, up to half his hexer level (rounded down) + his Con modifier (if any), within the aura take an amount of untyped damage each round at the beginning of his turn equal to the number of hex points invested and then the hexer may choose any number of other creatures within the radius to be healed for an amount equal to the total damage dealt split up as the hexer chooses (this ability cannot heal subjects above half their maximum hit point total).

Aura of Shifting: The hexer chooses any number of creatures within the aura to gain a bonus to all their movement speeds equal to 5 feet times the number of hex points invested and the hexer may choose any number of creatures within the aura to receive a penalty to all their movement speeds equal to 5 feet times the number of hex points invested (to a minimum of half their given movement speed (after enhancements) for any particular movement mode).

Aura of Balance: The hexer chooses any number of creatures within the aura to gain a luck bonus to certain rolls equal to the number of hex points invested and the hexer may choose any number of creatures within the aura to receive a luck penalty to certain rolls equal to the number of hex points invested. This bonus or penalty is applied to every dice that is rolled with the exception of damage dice in which case it is applied only once per source (even in cases such as magic missile or scorching ray). The rolls affected by this ability are: attack rolls, bardic knowledge checks, wild empathy checks, damage rolls, caster level checks, dispel checks, saving throws, skill checks, grapple checks, ability checks, turning checks, and turning damage. This luck bonus from this ability can stack with the bonuses that might be provided from the hexing ability.

Hexing (Su)

The most straightforward expression a hexer can perform is to directly impose a shift in the probability of events in reality. A hexer can invest a number of hex points in any creature within close range (25 feet + 5 feet per 2 levels) as a swift action to grant them a luck bonus or penalty to a specific type of d20 roll (melee attack rolls, ranged attack rolls, bardic knowledge checks, wild empathy checks, caster level checks, dispel checks, grapple checks, fortitude saving throws, reflex saving throws, will saving throws, specific skill checks (i.e. jump checks), specific ability checks (i.e. strength checks), turning checks). The maximum number of hex points that can be invested for a given specific bonus or penalty in any given creature is 1 at first level and increases by 1 ever 3 levels thereafter (4th, 7th, 10th, etc.). As such, two or more hexer should not attempt to stack the same type of specific bonus or penalty for a single creature. An investment in another creature lasts a number of rounds equal to 2 + his intelligence modifier (if any) after which time the hex points are refunded. If the hexer tranfers some the invested hex points away to use in another means the hexing still retains the duration it had. However, if the hexer tranfers all of the invested hex points away the hexing ends. If a creature is unwilling to be affected they are allowed a will save DC 10 + the hexer's intelligence modifier + 1/2 the hexer's class level (rounded down) to negate the effect and the hexer is refunded the hex points (though his swift action is wasted and he may not use this ability against that target again for 2 rounds).

Trapfinding

A hexer's ability to break down things and reassemble them allows him to appreciate the nuances of entities such as traps more than many others.

A hexer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

A hexer can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A hexer who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.

Hexer's Servant (Su)

At 2nd level, a hexer gains a small servant that follows him around and assists him in using his abilities. The hexer's servant exists outside reality and cannot be affected by spells, spell-like abilities, or any sort of antimagic effect or dispel check. It cannot, however, release provide benefits within an antimagic field or similar effect. It appears as a diminuitive hexagon and has an energy pool as described below. The servant is an extension of the consciousness of the hexer (though it has no mind of it's own and he cannot see through it) and he can move it to anywhere within his hex aura as a free action (it automatically appears next to him if it would go further than this distance).

Energy Pool: The hexer's servant has an energy pool equal to twice the maximum number of hex points the hexer has. This energy pool is restored each day at a time chosen by the hexer at the start of the week.

At 2nd level, the servant can warp a hexer's aura of transference to transfer power from itself to an ally it shares a space with to heal it at a rate equal to the number of hex points invested in the aura per round for an energy cost equal to the amount healed per round without having to deal damage to an enemy. This ability can heal above half up to maximum hit points.

At 7th level, a hexer can choose to project his hex aura from his servant as well as himself (this does not stack the effects and the servant projects the aura out to only half the distance the hexer does) at a cost per round in energy equal to the amount of hex points invested in the aura.

At 9th level, a hexer can choose to bestow a hexing from the location of his servant if it is within 30 feet of him at a cost in energy equal to the amount of hex points that would be invested in the hexing.

At 11th level, when bestowing a hexing on an unwilling target the DC of the save is increased by 1 if the hexer bestows it from his servant.

At 17th level, a hexer gains a +2 bonus to AC whenever his servant is within 10 feet of him.

At 19th level, a hexer gains a +1 bonus to Saving Throws whenever his servant is within 10 feet of him.

Unusual Swiftness (Ex)

At 2nd level, a hexer gains a benefit from the constant combination mental/physical workouts he undergoes in that he can perform small actions much more quickly. Once per day, a hexer may take 1 extra swift or immediate action in a round for the purpose of his hexing or hex aura abilities. The hexer gains another daily use of this ability at 4th level and every 2 levels thereafter (he cannot use this ability more than once in a round). The hexer also gains a 10 foot bonus to all his movement modes.

Woeful Strike (Su)

At 3rd level, a hexer can cause his physical strikes to hit with more power than they would normally appear to possess. Once per day, a hexer may attempt a woeful strike with in place of any melee attack he would make. He adds his Constitution bonus (if any) to his attack roll and deals 1 extra point of damage per hexer level.

At 8th level, and at every five levels thereafter, the hexer gains one additional use of this ability per day.

This ability counts as smite for the purpose of feats and a hexer may use his Intelligence score in place of his Charisma score for the purpose of qualifying for smite related feats.

Extended Hexing (Ex)

A hexer gradually learns to naturally stabilize his changes for longer times with less effort. At 5th level and every 5 levels thereafter the duration of any hexing the hexer bestows on another creature is increased by 1 round.

Double Jinx (Ex)

At 10th level, a hexer can partially schism his mind while bestowing a hexing to perform more hexings. A hexer can use his hexing ability twice as a swift action instead of once.

Hex Master (Ex)

At 20th level, a hexer has reached such a level of mastery with his abilities that he can transcend some limiting conditions that had could not have previously imagined as possible to overcome. A hexer can use his hexing ability without any action requirement at long range (400 feet + 40 feet per level) and his unusual swiftness ability can grant him an extra standard or move action instead of an extra swift or immediate action. Furthermore, the hexer's hex aura, hexing, hexer's servant, and woeful strike abilities are treated as both extraordinary and supernatural abilities whenever it would be beneficial for either ability type (thus he could treat them as both an extraordinary ability to use them in an antimagic field and a supernatural ability to affect an incorporeal creature outside the antimagic field).

===

I copied the class I made over to this site from here: http://www.dandwiki.com/wiki/Hexer_%28gd1%29%283.5e_Class%29

That link has a bit more material than here if you wanted to look at epic progression and a bit more table work.

So yeah there isn't a lot of fluff but I had fun making the class.


(it's so good it's a feat rather than a class feature which gives DM's the option to allow it or not and also gives this class a feat before epic related directly to it)

Instantaneous Hex [General]
Your swiftness now extends even into your mastery over hexes.
Prerequisite: Unusual Swiftness 3/day.
Benefit: You may bestow a hexing as an immediate action. You may also initiate or change your hex aura as an immediate action.
Normal: You can only bestow a hexing, initiate your hex aura, or change your hex aura as a swift action.
Special: This feat provides a very powerful boost to a hexer by allowing them to counter certain forms of attack (among other uses) and thus a DM may choose not to allow it given the power level they are aiming to allow in their game.



All of these are on it's bonus feat list (gains 1 epic bonus feat per 3 levels)

Distant Hexing [Epic]
You have learned how to affect targets at great distance with your hexing ability.
Prerequisite: Hex master class feature.
Benefit: The distance at which you can affect a creature with your hexing ability increases by 100%.
Normal: The hexing ability has a range of close before 20th level and a range of long after 20th level.
Special: You can gain this feat multiple times. Its effects stack.

Expand Hex Aura [Epic]
You have learned how to expand the area you can affect with your hex aura.
Prerequisite: Hex master class feature.
Benefit: The radius of your hex aura becomes equal to 10 times your hexer level in feet.
Normal: The radius of your hex aura is 60 feet.

Expanded Hex Reserve [Epic]
You have greater reserves to fuel your hex abilities.
Prerequisite: Hex master class feature.
Benefit: The number of hex points you have is doubled.
Normal: You gain 2 hex points each level and double your constitution modifier in bonus hex points.
Special: You can gain this feat multiple times. Its effects stack. In this case two doublings equals a tripling, and so forth.

Hexcasting [Epic]
You have learned how to cast almost any spell due to the already far reaching nature of your abilities.
Prerequisite: Hex master class feature.
Benefit: You can cast a number of arcane spells each day equal to the maximum number of points you could invest in your hex aura ability. You cast these spells as a wizard of your hexer level would (and thus are able to cast up to 9th level spells) except that these spells come from the cleric class list, you need not prepare them in advance, you cannot apply metamagic to them, you can make a spellcraft check in place of a concentration check when casting them if needed, and there is no spell failure chance associated with them.
Special: This feat allows you to qualify for the epic spellcasting feat. An example of this feat is at 22nd level you would be able to cast up to 8 spells of up to 9th level each.

Improved Extended Hexing [Epic]
Your hexing ability lasts longer.
Prerequisite: Hex master class feature.
Benefit: The duration of your hexing ability is increased by 100%.
Normal: The duration of your hexing ability is equal to your 2 + your intelligence modifier (if any) rounds.
Special: You can gain this feat multiple times. Its effects stack.

Improved Hex Capacity [Epic]
You can invest more energy in your hex abilities.
Prerequisite: Hex master class feature.
Benefit: You can invest 1 more point than normally allowed by your hexing and hex aura abilities.
Normal: You are limited by your level in how many hex points you can invest in your hexing and hex aura abilities.
Special: You can gain this feat multiple times. Its effects stack.

Protective Servant [Epic]
Your servant is much more adept at offering protection.
Prerequisite: Hex master class feature.
Benefit: You may negate an amount of damage you and any targets of your choice within close range (25 feet + 5 feet per 2 levels) of your hexer's servant would receive up to your hexer level per target (each target can be protected from damage up to your hexer level) in a round by expending an amount of the servants energy pool equal to the amount of damage prevented.
Furthermore, Your servant provides its AC and save bonuses to you regardless of how far it is from you.
Normal: Your servant provides you a +2 bonus to AC and a +1 bonus to saves only while it is within 10 feet of you.

Tenacious Hexing [Epic]
You rebound more quickly from failed hexing attempts on enemies.
Prerequisite: Hex master class feature.
Benefit: You must only wait until the next round to attempt another hexing on an creature that successfully saves against your attempt.
Normal: You must wait 2 rounds before you can attempt another hexing on a creature who makes their saving throw against that ability.

Unbound Hexing [Epic]
You have found the secret to affecting even more probabilities.
Prerequisite: Hex master class feature, Hexer Level 30th.
Benefit: You can apply your hex aura of balance and hexing abilities to any roll given the right investments and proximity.
Normal: You may affect only specific rolls with your hex aura and hexing abilities.
Special: With aura of balance you may apply the bonus or penalty to all rolls. With hexing you must pick which roll to apply the bonus or penalty to.

TheFamilarRaven
2013-10-28, 07:38 PM
Looking over the class, I can't really find much wrong with it. It's a nice support class.

Just a few things.

Maybe it's just me, but this class seems to help people just as much as hinder them, so I'm not sure about the name Hexer, because Hexes typically don't help people. But that could just be me.

For shifting aura, maybe specify that you gain (points invested X 10) feet increase in movement speed. Because as it stands now. I could say "I have have a movement speed of 30ft, so with 1 point invested, I gain 10ft of movement." or I COULD say "I have a movement of 6 squares, so I gain 10 squares extra movement with 1 point invested." obviously anyone who says the latter is silly and incorrect because movement speed is always in terms of feet, but still ...


As far as smite goes, I don't feel like the name fits the theme of the class. Maybe change the name to something like "Woeful Strike"? And then mention that is a treated as being the Smite class feature for the purpose of Smite related feats.

gooddragon1
2013-10-28, 07:55 PM
Looking over the class, I can't really find much wrong with it. It's a nice support class.

Just a few things.

Maybe it's just me, but this class seems to help people just as much as hinder them, so I'm not sure about the name Hexer, because Hexes typically don't help people. But that could just be me.

For shifting aura, maybe specify that you gain (points invested X 10) feet increase in movement speed. Because as it stands now. I could say "I have have a movement speed of 30ft, so with 1 point invested, I gain 10ft of movement." or I COULD say "I have a movement of 6 squares, so I gain 10 squares extra movement with 1 point invested." obviously anyone who says the latter is silly and incorrect because movement speed is always in terms of feet, but still ...


As far as smite goes, I don't feel like the name fits the theme of the class. Maybe change the name to something like "Woeful Strike"? And then mention that is a treated as being the Smite class feature for the purpose of Smite related feats.

Yeah, the hexes are mainly an alteration of reality for the purpose of this class which can be good or bad.

Suggested changes implemented. I just couldn't think of a good name besides smite.

Zaydos
2013-10-31, 05:20 PM
Looking over the class.

Nothing seems to broken, although the aura of balance is probably notably stronger than the other two. The passive buffing is interestingly different from a bard's but can't be as optimized and the lowered ceiling lets it work.

The hexing ability itself has the problem of scaling. Even at low levels a variable +1 to pretty much everything is fine, but even at high levels a +10 is too much. I'd suggest slowing it to 1/3rd level due to the ease with which you can reassign it. The offensive use is actually less problematic since a save negates and although some of these are powerful for at-will effects they stop short of a save or lose (although may enable those).

Overall I'd say it looks like it might be a rather fun static buffer with the ability to wade into melee as some active ability.

gooddragon1
2013-10-31, 05:24 PM
Looking over the class.

Nothing seems to broken, although the aura of balance is probably notably stronger than the other two. The passive buffing is interestingly different from a bard's but can't be as optimized and the lowered ceiling lets it work.

The hexing ability itself has the problem of scaling. Even at low levels a variable +1 to pretty much everything is fine, but even at high levels a +10 is too much. I'd suggest slowing it to 1/3rd level due to the ease with which you can reassign it. The offensive use is actually less problematic since a save negates and although some of these are powerful for at-will effects they stop short of a save or lose (although may enable those).

Overall I'd say it looks like it might be a rather fun static buffer with the ability to wade into melee as some active ability.

Thank you for this. I had thought the +10 might have been a problem but didn't think of the warlock scaling as a solution.

EDIT: On second thought I'll probably just go with 1/3rd progression. It's a bit lower but it can still work. Still, thanks for confirming my suspicion on the +10.

EDIT: Just realized that's what you suggested in the first place. d'oh.

No dead levels yay!

Balanced some of the servant's abilities. Also gave it something (very minor) if it runs out of energy at low levels (can act as a mirror).

ngilop
2013-11-04, 06:47 PM
HOLY MOLY!! i think this class is awesome! its balance is great, middle of the road and themattically appropiate.

My only suggestion would be to give the Hexer some spell like abilities that run off of their Hex Pool..

Like for 1 Hex point they can cast Bless/Doom and for 3 Hex points they can bestow curse, ect etc.

I think that would shore up the class and give them some customization.

gooddragon1
2013-11-07, 06:48 PM
HOLY MOLY!! i think this class is awesome! its balance is great, middle of the road and themattically appropiate.

My only suggestion would be to give the Hexer some spell like abilities that run off of their Hex Pool..

Like for 1 Hex point they can cast Bless/Doom and for 3 Hex points they can bestow curse, ect etc.

I think that would shore up the class and give them some customization.

Thanks for the review and I had thought about giving spells initially but I wanted to try and make it independent of most magic systems.

Also, I'm aiming for tier 3 or at least 4 and I think spell access might push it to much over.

Zaydos
2013-11-07, 06:54 PM
Besides Aura of Balance is already very similar to a Bless/Bane effect, and at-will permanent duration spells is iffy (unless the 3 points are invested until the spell ends in which case it would be odd at least).

gooddragon1
2013-11-07, 07:01 PM
So, without any changes, did I get to tier 3 with this class?

Rebonack
2013-11-07, 08:04 PM
The wording on the 2nd level Servant ability is a little bit obtuse. I would suggest rewriting that ability and working on making it a little bit clearer. Technically not a balance issue, but ease of comprehension is always a plus!

In terms of power this guy certainly falls somewhere between T4 and T3, though I'm not totally sure which. Maybe I'll be able to figure that out talking through it...

Primary Role: Support-skank. With passive combat healing and the ability to toss around some hefty boosts and penalties in a fashion unique from the Bard the Hexer has a well defined primary role on the party. HOWEVER as a buffer/debuffer the Bard beats out the Hexer due to access to a number of nasty hard disables and some scary optimization tricks.

Secondary Role: Melee-bopper. The Smite-esc skill hurts quite a bit and tying it to Con means that the Hexer should have the bulk to survive some action in combat. HOWEVER the Bard can pick up comparable damage with Arcane Strike whilst applying it to multiple attacks and being able to use it more often.

Secondary Role: Trap-monkey. The Hexer can find and disable traps! Combined with his ability to buff skill checks this makes for some great trap-finding prowess. This is the major advantage that the Hexer has over the Bard, though his low skill point gain really eats into his skill selection. The Factotum probably makes for a better Trap-monkey, however they lack the Hexer's nice buffing abilities assuming the Factotum doesn't feel inclined to blow some spell slots.

So where does this guy fall into the tiers? Well...

Cheesecake All Over the Ceiling Tier: Able to do EVERYTHING amazingly well to the point of being game-breaking. Can switch up their game-breaking combo on a day to day basis.
(Not here)
Cheesecake All Over the Floor Tier: Able to do EVERYTHING amazingly well to the point of being game-breaking. However, they're limited by spell selection.
(Not here)
Shot For the Moon and Hit a Satellite Tier: Able to do a few things amazingly well with some potential for breaking the game.
(Not here)
Everyone Tries to Make These Tier: Able to do one thing amazingly well while being okay at other things OR able to do all things really well without being amazing.
(Maybe here)
You're Special Just the Way You Are Tier: Able to do one thing amazingly well and falling flat on everything else OR able to do all many competently, though not standing out in any real way.
(Probably here)
Have You Tried Turning it Off and Back On? Tier: Not even good at doing the thing they're supposed to be good at OR they're so unfocused they have no idea what's going on.
(Not here)
Samurai Tier: Samurai Samurai Samurai Samurai Samurai
(Not here)

At the moment I would say that the Hexer is hovering a bit below the Bard in terms of their power. I would suggest either reinforcing their primary roll or expanding their secondary roles a bit. A few possibilities:

An expanded Skill List and skills per level would help them tremendously. One of the safest ways to improve the flexibility of a class is by giving them a better skill lost so they can contribute meaningfully to a wider range of issues.

Give them some hard disables as they level up. Curse and Greater Curse would fit the flavor quite well and are both potent save-or-lose spells that can shut down problematic foes in a hurry.

Hope that helps!

gooddragon1
2013-11-08, 12:21 AM
The wording on the 2nd level Servant ability is a little bit obtuse. I would suggest rewriting that ability and working on making it a little bit clearer. Technically not a balance issue, but ease of comprehension is always a plus!

In terms of power this guy certainly falls somewhere between T4 and T3, though I'm not totally sure which. Maybe I'll be able to figure that out talking through it...

Primary Role: Support-skank. With passive combat healing and the ability to toss around some hefty boosts and penalties in a fashion unique from the Bard the Hexer has a well defined primary role on the party. HOWEVER as a buffer/debuffer the Bard beats out the Hexer due to access to a number of nasty hard disables and some scary optimization tricks.

Secondary Role: Melee-bopper. The Smite-esc skill hurts quite a bit and tying it to Con means that the Hexer should have the bulk to survive some action in combat. HOWEVER the Bard can pick up comparable damage with Arcane Strike whilst applying it to multiple attacks and being able to use it more often.

Secondary Role: Trap-monkey. The Hexer can find and disable traps! Combined with his ability to buff skill checks this makes for some great trap-finding prowess. This is the major advantage that the Hexer has over the Bard, though his low skill point gain really eats into his skill selection. The Factotum probably makes for a better Trap-monkey, however they lack the Hexer's nice buffing abilities assuming the Factotum doesn't feel inclined to blow some spell slots.

So where does this guy fall into the tiers? Well...

Cheesecake All Over the Ceiling Tier: Able to do EVERYTHING amazingly well to the point of being game-breaking. Can switch up their game-breaking combo on a day to day basis.
(Not here)
Cheesecake All Over the Floor Tier: Able to do EVERYTHING amazingly well to the point of being game-breaking. However, they're limited by spell selection.
(Not here)
Shot For the Moon and Hit a Satellite Tier: Able to do a few things amazingly well with some potential for breaking the game.
(Not here)
Everyone Tries to Make These Tier: Able to do one thing amazingly well while being okay at other things OR able to do all things really well without being amazing.
(Maybe here)
You're Special Just the Way You Are Tier: Able to do one thing amazingly well and falling flat on everything else OR able to do all many competently, though not standing out in any real way.
(Probably here)
Have You Tried Turning it Off and Back On? Tier: Not even good at doing the thing they're supposed to be good at OR they're so unfocused they have no idea what's going on.
(Not here)
Samurai Tier: Samurai Samurai Samurai Samurai Samurai
(Not here)

At the moment I would say that the Hexer is hovering a bit below the Bard in terms of their power. I would suggest either reinforcing their primary roll or expanding their secondary roles a bit. A few possibilities:

An expanded Skill List and skills per level would help them tremendously. One of the safest ways to improve the flexibility of a class is by giving them a better skill lost so they can contribute meaningfully to a wider range of issues.

Give them some hard disables as they level up. Curse and Greater Curse would fit the flavor quite well and are both potent save-or-lose spells that can shut down problematic foes in a hurry.

Hope that helps!

"able to do all many competently, though not standing out in any real way."

I think I'm okay with this definition. Not great, but able to contribute, and not something that will make DM's shirk away in fear of imbalance. Personally, after reading about a DM worried about save or lose on turn 1 in this thread (http://www.giantitp.com/forums/showthread.php?t=313093) if I were to include a hard hitter it would be more like:

50% chance to do nothing, 50% chance to act normally for duration equal to hex point investment (max investment equal to a standard hexing). So like 7 rounds by 20th level of not save or kill/lose but save or have a 50% chance to lose a turn each round. Multiple uses would probably have a separately tracked duration but no cumulative effect.

Thanks for showing me that list though and giving me ideas about how to boost it's power. I'm going to playtest it tomorrow and if they say it's too weak I'll bring up these ideas. Though I feel like if you shoot for tier 3.5 or 4 DM's won't be as worried about the homebrew wrecking their game. I want a class that players and DM's can look at and say: "Not broken but can always contribute in a meaningful way."