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Martimus Prime
2016-10-06, 02:41 AM
Hex Mage, Part I
Written by Martimus Prime for the Sealed Kingdoms Campaign Setting

Presumably you are the one they call Griff.
Too bad for you that you’ve triggered my glyph.
So have you some fun and go chug a booze fif’
‘Cause in the near future you’ll be quite the stiff.
-A note found clutched in the hand of Griff the Gnome-Robber, infamous rogue, deceased

Hex mages are the magical masters of the object lesson and delayed gratification. Imparting targets with latent dark magic, which lies quiescent until the hex mage wills it to come forth or specified conditions come about, a hex mage makes his way in the world by twisting arms and seeking their own brand of karmic justice. On the other hand, hex mages are also skilled at curing curses, transmutations, and enchantments placed on others, earning themselves a place in realms where the land is blighted with foul magics and creatures roam with powers beyond mere physical might.

Hex mages are apparently born with some undeveloped magical talents, similar to a sorcerer without the flashiness, though these talents typically remain poorly controlled without proper training. Sages believe that this may be the result of latent magical “pollution” that suffuses the blood of the hex mage before he is even born, or perhaps a hereditary trait that has always lurked in the lineage of sentient beings from a distant history of primitive living where harsh, retributive justice was the only means of moral arbitration. In any event, hex mages run the gamut of outlooks, from tyrants to liberators, slavers to scoundrels, proto-shamans in tiny tribes to secret enforcers for kings and nations – all that matters, in the mind of the hex mages, is that what is done today will have grand implications tomorrow.



Level
Base Attack
Fort
Ref
Will
Class Features


1
+0
+2
+0
+2
Improved Unarmed Strike, Hexing Strike 1, Hex Breaker (points only)


2
+1
+3
+0
+3
Detect Magic, Lingering Dread (shaken), Hexed Weaponry


3
+2
+3
+1
+3
Hex Sense


4
+3
+4
+1
+4
Contingent Hex


5
+3
+4
+1
+4
Hexing Strike 2, Hex Glyph, Bestow Curse, Lesser Geas


6
+4
+5
+2
+5
Existential Fear +1/-1


7
+5
+5
+2
+5
Hex Breaker (curses)


8
+6/+1
+6
+2
+6
Lingering Dread (frightened)


9
+6/+1
+6
+3
+6
Hex Breaker (enchantments and transmutations)


10
+7/+2
+7
+3
+7
Hexing Strike 3


11
+8/+3
+7
+3
+7
Mettle, Geas


12
+9/+4
+8
+4
+8
Existential Fear +2/-2


13
+9/+4
+8
+4
+8
Craft Cursed Item


14
+10/+5
+9
+4
+9
Lingering Dread (panicked)


15
+11/+6/+1
+9
+5
+9
Hexing Strike 4, Bestow Greater Curse


16
+12/+7/+2
+10
+5
+10
Inevitable Fate


17
+12/+7/+12
+10
+5
+10
Hex Breaker (greater curses and afflictions)


18
+13/+8/+3
+11
+6
+11
Existential Fear +3/-3


19
+14/+9/+4
+11
+6
+11
Reap What You Have Sown


20
+15/+10/+5
+12
+6
+12
Hexing Strike 5




Class Features
Alignment: Any
Starting Gold: 5d4x10gp
Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Hide, Move Silently, Knowledge (arcana), Knowledge (history), Perform (oratory), Profession, Search, Sleight of Hand, Spellcraft, Use Magic Device
Skills: (6 + int mod) x (3 + class level)
Hit Dice: d8
BAB: 3/4
Best Saves: Fort/Will

Hex Mages are treated as having an arcane caster level equal to their level in the hex mage class for the purpose of overcoming spell resistance, using their abilities, and qualifying for prestige classes and feats. All saves are charisma-based (DCs 10 + ½ effective hex mage caster level + charisma modifier) unless otherwise noted. As a special exception to the general rule, dispel magic and greater dispel magic have no effect on hex mage abilities.

Prestige classes that increase arcane caster level can increase the effects of any abilities that use hex points, including number of hex points applied by hexing strike, maximum number on any target, saves to resist their effects, and effective caster level, though those levels do not grant access to these abilities or additional functions of them if not already possessed (e.g. caster level for hexbreaker increases, but it’s ability to emulate new spells are not gained). A hex mage doesn’t qualify for prestige classes that require the ability to cast spells, however, limiting his options somewhat.

Unless otherwise stated, a hex mage may expend any or all hex points he has placed as a swift action that does not provoke an attack of opportunity, counting the hex point cost of each ability triggered against the total number of hex points expended. This allows multiple effects to be triggered all at once (see below). For example, a hex mage of 8th level who has placed 8 hex points on a foe could expend all his hex points as a swift action, allotting 5 hex points to place a bestow curse, 2 to trigger lingering dread, and 1 to deal 1d6 damage. The swift action used to expend hex points overrides the casting time of any spells listed as spell-like abilities - they are effectively cast as a swift action by the hex mage.

Weapon and Armor Proficiencies (Ex):
Hex mages are proficient with simple weapons and light armor, but not shields. A hex mage’s abilities are ingrained in his mind and require no visible effort or gestures on his part, though he may embellish with menacing words or gestures as he sees fit; he suffers no arcane spell failure chance for using his hex mage abilities, though this benefit does not apply to spells and abilities granted by other classes.

Improved Unarmed Strike (Ex):
A hex mage gains Improved Unarmed Strike as a bonus feat at first level. Amongst other things, this means that a hex mage may apply hex points via touch or unarmed strike without provoking attacks of opportunity.

Hexing Strike (Su):
When a hex mage delivers an unarmed attack or makes a touch attack in lieu of an unarmed attack, he may choose to impart a small, but cumulative, amount of destructive magical energy on the target creature. Each touch or strike adds one hex point to the creature, with a maximum cumulative total on any given creature from any given hex mage equal to the number of class levels that the hex mage possesses. Hex point pools acquired from multiple sources are tabulated independently of one another.

Hex points remain until expended or removed, however long that may take, and even persist if the subject is transformed in such a way as to no longer be a valid target for hex points to be placed upon (such as by a flesh to stone spell or a basilisk’s gaze attack - see hex breaker below). They are temporarily suppressed by antimagic field and similar effects, but not removed by them.

At any later point of time, the hex mage may cause any number of accumulated hex points he has placed to detonate, dealing a number of d6s equal to the number of hex points expended in magic damage to the target or targets involved. This damage is considered pure destructive force and overcomes all damage reduction. Spell resistance applies when the hex points are discharged, and the damage can be reduced by half with a successful will save (DC 10 + 1/2 class level + charisma modifier); feats like ability focus must specify damage or any given special affect that is caused by expending hex points (see below). Only hex points that the hex mage has personally applied can be expended in this manner, and the hex mage may opt to harmlessly remove any or all hex points placed by himself as a swift action. Distance between the hex mage and the target makes no difference; as long as both hex mage and target coexist within the same campaign setting, the hex mage may trigger placed hex points at any time as outlined above.

Hexing strike is considered a magical transmutation effect for the purpose of determining how it interacts with other magic. Spells such as detect magic can detect hex points as if they were an ongoing transmutation spell, though no further information is provided (number of hex points present, etc., but see below). Normal spells may remove hex points from a subject - remove curse, break enchantment, limited wish, wish, and miracle can all remove a number of unexpended hex points from a subject equal to the minimum wizard or cleric level required to cast said spell (7, 9, 13, 17, and 17 respectively), though hex points cannot be directly dispelled (via dispel magic or greater dispel magic) due to their nature as a variant form of curse magic.

At fifth level and every five levels thereafter, each touch attack or unarmed strike applies an additional hex point to the creature struck.

Hex Breaker (Su or Sp, see text):

A hex mage is specialized in removing hexes and curses from afflicted individuals just as much as he is at affixing them. By expending hex points that he has placed on an allied creature, the hex mage may remove an equal number of hex points possessed by that creature on a one-for-one basis. This removal may apply to hex points derived from a single or multiple sources, as chosen when the points are expended, as long as the total number of points removed is equal to the number of points expended. Applying hex points for this purpose takes the same action as applying hex points for hexing strike (requiring a touch attack as part of an attack action), and expending them for this purpose is a swift action. This is a supernatural ability.

At 7th level, a hex mage may use this ability to emulate the effects of a remove curse spell as cast by a wizard of the hex mage's class level, affecting either the target of the hex points expended or any single cursed item the bearer is currently affected by, as normal for the spell’s effect. This ability requires the hex mage to expend 7 hex points placed on the afflicted creature. This is a spell-like ability.

At 9th level, a hex mage may use his hex breaker ability to emulate the effect of a break enchantment spell as cast by a wizard of the hex mage's class level, affecting either the target of the hex points expended or any single cursed item the bearer is currently affected by. This ability requires the expenditure of 9 hex points on the target to be affected. This is a spell-like ability.

At 17th level, the hex mage may expend 17 placed hex points on the subject to break the effect of even a bestow greater curse spell or other effects that would normally be too high in level for break enchantment to affect, including functioning as if wish, limited wish, or miracle had been cast on the subject if necessary to remove the effect. This ability cannot emulate any other effect of wish, limited wish, or miracle, and affects either the target of the hex points expended or any single cursed item the bearer is currently affected by. This is a spell-like ability.

Detect Magic (Sp):
At second level, a hex mage gains the ability to detect magic, as the spell cast by a wizard of his level, at will.

Lingering Dread (Su):
At second level, a hex mage may opt to expend 2 or more hex points placed on a creature to fill the creature with supernatural fear. The creature is considered shaken for a number of rounds equal to the number of hex points expended. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.

At 8th level, the hex mage who expends at least 8 hex points on the lingering dread ability may opt to also render the target frightened for a number of rounds equal to the number of hex points expended minus 6. This duration overlaps with the duration of the underlying shaken status effect. Similarly, at 14th level, a hex mage who expends at least 14 hex points on the lingering dread ability may opt to also render the target panicked for a number of rounds equal to the number of hex points expended minus 12. This duration overlaps with the duration of the underlying shaken and frightened status effects.

Hex Sense (Su):
At third level, a hex mage gains the ability to detect, and possibly disrupt, ensorcelled locations and objects. A hex mage gains the ability to locate and disable magic traps as if he were a rogue. Instead of a disable device check, a hex mage may make a modified level check (1d20 + hex mage caster level + charisma modifier) against the disable device DC of the trap; if he succeeds, the trap is disabled. If the trap is a hex glyph (see below), the hex mage may ascertain all parameters of the glyph’s effect and trigger, including the number of hex points, circumstances under which they will be triggered, and the results thereof, with this successful search check. This ability only works on magic traps (including hex glyphs), not mundane traps that do not involve magical effects or triggers.

Similarly, when a hex mage uses his detect magic ability, he can make a caster level check against any item he chooses to focus on for three rounds, opposed by the caster level of the item. If he succeeds, he ascertains whether the item is cursed and, if so, the nature of the curse, though he does not learn any other properties of the item unless they are somehow involved in the curse's effect. Using this ability on a creature with a curse or unexpended hex points applied to it also provides all information pertinent to the effect involved, thought the caster level check is instead opposed by the caster level of the highest level contributing source of hex points in this instance. For example, if a group 5th, 7th, and 10th level hex mages all placed hex points on the party cleric or collaborated in the construction of a cursed sword, a hex mage’s detect magic ability would reveal a transmutation effect on the cleric or sword in question, though he must succeed on a DC 10 caster level check to determine the number of hex points, contingency specifics (see contingent hex below) or other elements of the effect as outlined above.

Contingent Hex (Su):
At fourth level, a hex mage learns how to cause his hex points to be expended at a later date, even if he does not expend them directly. Once he has placed hex points on a target, he may specify conditions under which the hex points will be automatically expended, dealing damage or activating another ability (such as hex breaker or bestow curse) as the hex mage sees fit. The hex mage specifies the conditions and what abilities will be triggered when hex points are placed, though any previously placed points without a set activation condition may be included in the points to be expended when the condition occurs. The player must inform the DM of all conditions. The hex mage need not say anything in character to use this ability, though particularly manipulative hex mages often inform their targets in order to enforce compliance with demands on threat of injury or curse (in a manner similar to that of a mark of justice).

Alternatively, the hex mage may use this ability to set conditions under which one of the ongoing abilities caused by hex points he just placed or expended will deactivate (such as a hex glyph or ongoing curse effect) using the same rules as above.

Any save or spell resistance that an ability used in this manner may allow is made at the time that the contingent hex is triggered, not when it is placed, as normal for the expenditure of hex points. Contingent hex triggering or deactivation conditions must be carefully phrased; a clever victim who somehow becomes aware of these conditions is free to subvert the wishes of the hex mage by exploiting loopholes in their phrasing or interpreting demands enforced with contingent hex as literally as possible.

Hex Glyph (Sp):
At fifth level, a hex mage gains the ability to curse an area just as surely as he can hex a person. By touching a surface or object as a standard action that provokes attacks of opportunity, a hex mage can place a glyph that stores hex points and causes them to be applied when someone triggers the glyph based on conditions specified by the hex mage at the time it is placed. This sigil has most of the characteristics of a glyph of warding, except as noted below.

The sigil must be touched by the hex mage (as if making a touch attack as part of an attack action, with no roll required) to accumulate hex points within it, as if it were a creature being targeted with hexing strike; these hex points replace the regular damage or stored spell of the glyph of warding. The glyph starts off with up to a specified number of hex points in it up to the number that the hex mage's hexing strike applies. The glyph may hold as many hex points as the hex mage that made it has levels, though the total number of hex points that can be stored across all glyphs that the hex mage has active can only cumulatively add up to his class level. The hex mage may dismiss any or all sigils that he had previously placed as a swift action that does not provoke attacks of opportunity, freeing up the capacity to place more.

When the glyph is triggered, the stored hex points are immediately applied to the triggering creature, and may be immediately expended as damage or other hex mage abilities (such as bestow curse) if the hex mage so desired when the hex points were placed in the glyph. If the hex mage opted to have the hex points be immediately expended as damage, then foes adjacent to the creature that triggered the glyph also take the damage (reflex DC 10 + 1/2 class level + charisma modifier for half damage) as the magical energies explode outward from the victim.
Hex Glyph is considered an abjuration effect.

Existential Fear (Ex):
At 6th level, the hex mage's magical talents has rendered him highly adept at the arts of intimidation, coercion, and extortion. He gains a +1 bonus on all intimidate checks, and the numerical penalties imposed by intimidation, intimidation-based abilities (such as the Imperious Command feat), and his lingering dread ability are increased by 1. The bonus on intimidate checks and penalties increases by 1 every six levels thereafter (+2/-2 at 12th, +3/-3 at 18th, and so forth).

Bestow Curse (Sp):
At 5th level, the hex mage gains the ability to expend 5 hex points placed on a creature to target that creature with a bestow curse effect, regardless of range. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.

Lesser Geas (Sp):
At 5th level, the hex mage gains the ability to expend 5 hex points placed on a creature to target that creature with a lesser geas effect, regardless of range. The target is immediately aware of the conditions of the lesser geas as soon as the effect is applied. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.

Hexed Weaponry (Su):
At 2nd level, a hex mage may attune himself to a weapon such that the weapon will conduct his hex points into a target struck by it. To do this, the hex mage must spend 10 minutes meditating and uttering ritual incantations over the chosen weapon, which must be of at least masterwork quality. Once this is done, any creature hit in combat by the weapon will gain hex points as if the hex mage had touched it with a bare hand. Ranged weapons bestow this property on ammunition fired from them, if applicable, and thrown weapons conduct hex points into targets struck. This weapon property does not function for anyone other than the hex mage attuned to it; anyone other than the hex mage who attempts to wield hexed weaponry will not conduct hex points through it and generally treats the weapon as if it were not attuned in this manner.

Mettle (Ex):
At 11th level, the hex mage gains the ability to shrug of unusual forms of punishment due to his long familiarity with the dangers of dark magic. If an effect offers a fortitude or will save for partial effect, the hex mage instead ignores the effect entirely on a successful saving throw.

Lesser Geas (Sp):
At 11th level, the hex mage gains the ability to expend 11 hex points placed on a creature as a swift action to target that creature with a geas effect, regardless of range. The target is immediately aware of the conditions of the lesser geas as soon as the effect is applied. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.

Craft Cursed Item (Ex):
At 13th level, the hex mage gains the ability to imbue items with his own magical energies. The hex mage may use item creation feats to create cursed items without having to meet spell prerequisites, so long as his caster level is high enough. He does not suffer any ill effects from handling or using cursed items that he creates, but this protection does not extend to allies.

Bestow Greater Curse (Sp):
At 15th level, the hex mage gains the ability to expend 15 hex points placed on a creature as a swift action to target that creature with a greater bestow curse effect (Book of Vile Darkness). A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect. If the campaign world does not include content from Book of Vile Darkness, using this ability instead applies a bestow curse at double effect. In this case, multiply all numerical effects by 2, or the target rolls twice on the chance to lose actions and takes the worse result, as appropriate for the bestow curse effect chosen. This effect can only be removed by a wish, miracle, the hex breaker ability of a hex mage of at least 17th level (expending at least 17 hex points), or a contingent hex stipulation that allows it to end.

Inevitable Fate (Su): At 16th level, the hex mage has become so proficient with curse magic that his abilities become very difficult to avoid. The saves required to resist the hex mage's abilities are increased by 2, and the hex mage gains a +2 caster level bonus for the purpose of overcoming spell resistance with his hex mage abilities. This untyped bonus stacks with other effects that increase the saves or effective caster levels of hex mage abilities (such as Ability Focus, Spell Penetration, and Practiced Spellcaster feats)

Reap What You Have Sown (Su):
At 19th level a hex mage gains the ability to twist enchantments back on those who would use them against him. When the hex mage is targeted by an effect that he could normally remove with his hex breaker ability, he may make a caster level check opposed by the caster level of the creature that initially generated the effect. If he succeeds on the check, then the effect does not affect him in any way; if he beats the check by five or more, however, the caster instead himself becomes the target of the effect (as if it were a spell reflected by spell turning). This applies even for ongoing effects (such as a hex glyph), regardless of how far away the caster is or how long ago that the caster placed the effect. Against effects related to hex points, this ability triggers at the instant that the hex points are expended.

End of Part I, Continued Below

Martimus Prime
2016-10-06, 02:49 AM
Hex Mage, Part II

Hex Mages in the World
Races
Humans, half elves, and elves form the predominant bulk of hex mages, though any race with some modicum of charisma and a thirst for retribution can benefit from their abilities. Dwarves, orcs, and half orcs rarely have the necessary charisma to be effective hex mages, but sometimes an orc with the proper aptitude serves his tribe as an enforcer for the chief or a witch doctor in lands suffused with baleful magic. Gnomish hex mages use their abilities for light-hearted mischief, while Halfling members of the class work seamlessly alongside rogues and spellthieves (Complete Mage). Elven hex mages accompany rangers on missions involving magical beasts with dangerous supernatural abilities, or serve to clear the way into the strongholds of other magic-using races. Aasimars hailing from archon bloodlines occasionally take up the mantle of hex mage to pursue their forbearers’ work, using the class as a means to condition possibly salvageable evildoers into returning to the righteous path.

Abilities
Charisma is the most important ability score for hex mages, as most of their class abilities scale off of it and hex points are best applied by guile rather than brute force. A high intelligence score provides much-needed skill points, and dexterity is helpful for improving armor class and reflex saves, as well as providing later benefits for those who choose to apply hex points via ranged weapons.

Alignment
Hex mages can be of any alignment, though law and evil predominate amongst their number owing to the retributive and coercive nature of their magical talents. Lawful hex mages tend to work as agents for a higher authority, using their powers to enforce the edicts of the powers that be. Chaotic members of the class actively work mischief and subvert authority by breaking magic-based measures of control - often possessing a flair for the ironic as well. Evil hex mages are consummate arm-twisters, kidnappers, and hijackers. Good hex mages are rare, but typically pursue the class to force evildoers to mend their ways or remove curses from people or areas as supernatural minesweepers.

Religion
Hex mages are very aware of the power of the deities, given their prominent place in the ancient lore of curses. To that end, most hex mages venerate deities of retribution, vengeance and secrets. In the core Dungeons and Dragons setting, St. Cuthbert and Wee Jas claim the most hex mage adherents. Amongst the monstrous races, Kurtulmak appreciates the trap-like nature of hex glyphs, while Lolth attracts many drow hex mage followers seeking to either emulate her rapacious nature (especially with regards to her “tests”) or to keep their underlings forcibly in check.

Other Classes
A hex mage works well as a secondary trap finder, party face, or counter to enemy casters and monsters with curse-based abilities. As such, they cooperate best with primary casters, bards, and rogues, who appreciate their dual dedication to subtle magic and social manipulation. Barbarians, druids, and others tied more closely to tribal life typically see hex mages in their midst as important spiritual warriors and medicine men at their best, and dangerous hedge witches at worst. Clerics may be with you or against you, based entirely on how much your personal code aligns with their own. A hex mage’s abilities often require a degree of finesse that is lost on most martial characters, with paladins especially disinclined to cooperate with a hex mage if his tactics skew too much towards the tyrannical end of things, but monks can at least recognize a shared appreciation for unarmed combat methods when they see it.

A Day in the Life
As a hex mage, you may find that your unique line of work provides few consistent allies, whether in the form of under-cover hex mage comrades working discretely towards a similar goal, cursed individuals secretly bent to your will by fear (often conditioned over a long period of “persuasion,” “encouragement,” and contingent hexes), or supplicants seeking your ability to remove the yoke of dark magic. If you are an agent of a higher power, you can expect the support of that power and associated organizations, though they are likely to deny any such cooperation in the public sphere. In any event, discretion is the watchword of every successful hex mage. The more people know of your abilities, the less likely they are to trust you; the less you are trusted, the harder it is to get close enough to go about your work.

You are fragile, without the flashy variety of a full arcanist or the deadly strength of a man-at-arms, and superstitious people are perhaps justified in seeking your demise. At the same time, however, you are confident in your abilities to serve humble pie to those who underestimate you. Your ability to stack your hex points alongside those of other hex mages allows you to potentially take out grander targets than any one individual of your skill level may hope to defeat, and every round that you remain undetected is another round that the enemy creeps, unknowingly, towards certain doom. As a warrior for your own code of morality and justice, you can teach others the errors of their ways with as much irony or severity as you see fit. By judicious preparation and social guile, you can subvert the plans of those who mean you ill, providing your allies with “preventative care,” laying magical mine fields for invaders in your territory, and making sure that those you encounter in your various dealings are honest with you and yours, on pain of death – or worse.

Tactics
The overarching goal of the hex mage is to set his opponents up for failure beforehand, and the class rewards preparation over direct confrontation.

If fighting is inevitable, then you should hold off on triggering your hex points to gain the benefits of your higher-level abilities as the battle matures, using contingent hex and your ability to stack debuffing effects to hamper and interrupt your foes at carefully chosen moments. You must carefully decide between engaging the fighting members of the opposing force (typically low will saves, but hard to hit and dangerous in close quarters) and the spellcasters (typically high will saves, but with low hit points and especially vulnerable to penalties targeting their mental ability scores).

Outside of combat, look for chokepoints to judiciously drop hex glyphs and perhaps lure enemies into them. Later on, prepare an arsenal of cursed items to keep the enemy on their toes - dust of choking and sneezing is a popular choice for direct combat and potions of poison are good for assassinations, as you are immune to their effects so long as you were the one that made them.

Hex Mage Starting Packages
Royal Agent
LN human hex mage
Feats: Persuasive
Skills: Bluff 3 ranks, decipher script 2 ranks, intimidate 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge (arcana) 2 ranks, search 3 ranks, sleight of hand 3 ranks, spellcraft 2 ranks, use magic device 2 ranks
Equipment: leather armor, dagger (concealed), backpack, bedroll, waterskin, trail rations (4 days), manacles, silk rope, signet ring, sealing wax, flint and steel, tent, torch (x3), masterwork tool of intimidate (bag of interrogation implements), 5gp

Tribal Spirit Warrior
CN wood elf hex mage
Feats: Two Weapon Fighting
Skills: Hide 4 ranks, intimidate 2 ranks, move silently 4 ranks, perform (oratory) 2 ranks, search 4 ranks, spellcraft 2 ranks.
Equipment: leather armor, rapier, longbow, 20 arrows, backpack, bedroll, waterskin, rations (5 days), flint and steel, tent, hemp rope, 1gp


Example Character
Dr. Baurus Hobbes, Associate Professor of Xeno-Magical Defense
Human Hex Mage 13
Medium Humanoid (Human)
HP: 13d8+13 (75hp)
Abilities: str 8, dex 14, con 12, int 13, wis 10, cha 18 (20)
Speed: 30ft ground
Space/Reach: 5ft x 5ft / 5ft
Initiative: +2
Saves: fort +9, ref +6, will +8
AC: 22 (+0 size, +2 dex, +7 armor, +2 shield, +1 ring)
Base Attack/Gapple: +9/+8
Full Attack: +1 hexchrome dagger (1d4 plus 4 hex points, 19-20/x2) +12/7 melee or +12/7 ranged; masterwork sling (1d4 plus 3 hex points, x2) +12/7 ranged
Special Qualities: Humanoid traits, hexing strike (3 points), hex breaker (remove hex points/remove curse/break enchantment), detect magic, hex sense, contingent hex, hex glyph, hexed weaponry, mettle, craft cursed item, lingering dread (shaken, frightened), existential fear (+2/-2), lesser geas, geas
Feats: Improved Unarmed Strike (b), Weapon Finesse, Combat Expertise, Improved Feint, Craft Hex Mage Contract, Ability Focus (bestow curse), Craft Wondrous Item
Skills: Bluff 15 ranks, concentration 3 ranks, craft (alchemy) 1 rank, decipher script 5 ranks, intimidate 15 ranks, hide 6 ranks, move silently 6 ranks, knowledge (arcana) 3 ranks, knowledge (history) 3 ranks, perform (oratory) 3 rank, search 15 ranks, sense motive 5 ranks, sleight of hand 10 ranks, spellcraft 7 ranks, use magic device 7 ranks
Languages: Common, Draconic
Alignment: Lawful Neutral
Equipment: dust of sneezing and choking (crafted), stone of weight (crafted)(x2), wand of reduce person, potion of pass without trace, ring of force shield, ring of protection +1, cloak of charisma +2, circlet of persuasion, +2 mithril breastplate, masterwork sling (hexed weaponry), 10 bullets, +1 dagger (hexed weaponry), spell component pouch
Intro: “Please, allow me to teach you a lesson in humility…”


New Spell
Delay Hex
Brd 2, Clr 2, Drd 2, Pal 1, Rgr 1
Abjuration
Components: V, S, M
Range: Touch
Target: one creature touched
Casting Time: 1 standard action
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You utter a droning mantra and touch the target with a paper talisman inscribed with various incantations and prayers to the deities of protection in runic script. The talisman magically adheres to the touched creature for the duration of the effect. The target gains a small degree of resistance against effects derived from hex points placed on him or her, whether this resistance is desired or not. Any hex points placed on the subject of a delay hex spell can only be triggered for any purpose in limited increments, possibly preventing activated abilities requiring more hex points to be expended than the delay hex effect allows.

The maximum number of hex points on the target of delay hex that can be expended each round starts at 10 at caster level 1st and is reduced by 1 for every two caster levels thereafter, with a minimum of 0 being expendable at 19th level. If the hex points were to be expended to activate an ability that requires more hex points than is currently allowed, then the ability cannot activate until enough hex points have been expended (by using swift actions to expend the maximum amount allowed by the spell in subsequent rounds), and the results are delayed until after the spell’s duration has lapsed. If the hex mage opts to not expend further hex points in pursuit of activating the ability (leaving too few hex points expended to activate the ability), then the hex points previously expended to this end are simply wasted.

This spell prevents both offensive and beneficial uses of hex points, meaning that the spell may be used against enemies seeking to use the benefits of allied hex mage’s hexbreaker abilities. Whenever hex points are expended against the target of the spell, the talisman briefly glows with a faint purple light.

Material Component: A strip of paper inscribed with protective incantations


New Feats
Occult Hexmaster
The outré powers that grant you your magical abilities have lent your eldritch blast an additional payload of dark magical energies.

Prerequisites: Eldritch blast, hexed weaponry

Benefit: Your hex mage caster levels and warlock caster levels stack for the purpose of determining the damage of your eldritch blast, the number of hex points applied by your hexing strike, and the maximum number of hex points you may place on any one target, but not any other benefits of the classes. In addition, your eldritch blast will apply hex points to your target or targets as if they were struck in melee with your hexing strike.

Versatile Hexmaster
Your martial prowess makes you a potent combatant, but the injuries you inflict are as persistent as they are supernatural.

Prerequisites: Hexing strike, hexblade’s curse

Benefit: Your hex mage levels and hexblade levels stack for the purpose of determining the number of hex points applied by your hexing strike, the maximum number of hex points you may place on any one target, and the number of times per day you can use your hexblade’s curse, but not any other benefits of the classes. In addition, when you expend hex points placed on a target (whether directly or via any ability, such as contingent hex or hex glyph) you may also expend a daily use of your hexblade’s curse to affect the same target with it as part of the same action, regardless of the distance between you and the target. When you do so, you determine which effect applies to the target first.

Beguiling Hexmaster
Your hex mage talents supplement your roguish abilities, especially when the social guile required of both can come into play.

Prerequisites: Sneak attack +1d6, hexing strike, bluff 6 ranks

Benefit: Your hex mage levels and rogue levels stack for the purpose of determining the number of hex points applied by your hexing strike, the maximum number of hex points you may place on any one target, and the damage dealt by your sneak attack, but not any other benefits of the classes. In addition, if the target of your hexing strike is not cognizant of the fact that he is being hexed or attacked as a result of a bluff check (for example, because you are applying hex points to him via a handshake and you succeeded in your bluff check to get close), you may apply your sneak attack damage to the target whenever the hex points surreptitiously applied to him are expended. This additional damage may only affect a given target once before additional hex points must be applied to the target (again, with a successful bluff check), and only works against a target that is dealt damage by the expended hex points.

Special: A rogue may select Beguiling Hexmaster in lieu of a rogue special ability, so long as he meets the prerequisites for the feat.

Cursed Materials
You may curse the very structure of an object, causing it to fail at an inopportune time.

Prerequisites: Hex glyph, craft (any) 9 ranks or knowledge (architecture and engineering) 4 ranks

Benefit: You may apply hex points directly into objects to imbue them with damaging energies. This effect functions exactly as the normal application of hex points via a hexing strike, but the target is any single object or up to one five foot cube of inanimate matter, and hex points placed in this manner are counted against the total number of hex points you can have placed in hex glyphs at any given time. You may use this ability in conjunction with other hex mage abilities, as long as the object is a valid target. For example, you could set a contingency to deal damage directly to a floor when an enemy walks over it or undo a polymorph any object effect on a transmuted object via the use of your hex breaker ability, but you could not apply a bestow curse effect to the object because it is not a valid target of the bestow curse spell. Any damage dealt by this effect ignores hardness.

In addition, any unattended inanimate matter or objects within five feet of the target of a hex glyph that was filled with hex points set to be expended for damage immediately are dealt damage as if they were other creatures. Magical objects may make a saving throw for half damage, as normal.

Normal: Expending placed hex points deals damage only to creatures.

Name-Bound Hex
You may use the power of a person’s truename to deny them any chance to resist your hex mage abilities.

Prerequisites: Contingent hex, truespeak 9 ranks.

Benefit: If someone under the effect of your contingent hex ability is within 60ft and you have line of sight to them, you may take a full round action (provoking attacks of opportunity) to speak his true name and a description of the triggering conditions of the contingent hex. This description may be poetic, cryptic, or in riddle form, but must be honest and complete. You must know the target’s true name and successfully speak it (usually DC 15 + (2 x CR of the target)). If your truespeak check succeeds, then the effect triggered by the contingent hex (such as expending hex points for damage or to place a bestow curse on the target) offers no saving throw.

Craft Hex Mage Contract [Item Creation]
You can combine the power of hexes with a written contract to strike cast-iron bargains that you can be sure will be followed to the letter.

Prerequisites: Any lawful alignment, contingent hex, decipher script 5 ranks, sense motive 5 ranks

Benefit:
You may create a magical contract involving one or more parties, a procedure requiring at least 10 minutes of concentration during which the writing of the actual document take place. At the end of the creation period, the contract becomes a semi-permanent conduit for your hex mage abilities in a similar manner to that of a contingent hex, except as noted here.
Any creature who, willfully and without immediate duress, signs the contract is immediately filled with a number of hex points equal to the maximum that you could place on the creature at the time at which the contract was made. These hex points are treated as part of a contingent hex, except that all contingencies are enumerated in the contract (including what will trigger them, the effect that they will have when they are triggered, and what will remove them). The contract itself is considered the source of these hex points for all intents and purposes, meaning they are counted in a separate pool from any you might later place and cannot be directly triggered or removed by you without resorting to the hex breaker class ability or a similar effect. DMs are encouraged to take terms as literally as possible; for the purpose of the contract consider words written on it to have their generally accepted dictionary definitions.

Any signatory that willfully violates the terms of the contract suffers the full effects of the contingent hex enumerated therein. Signatories to the contract cannot save against or resist whatever effect is generated when the hex points are triggered. Fulfilling the terms of the contract is the only way to be sure that the hex points go away - destroying the contract has no effect. Even you, as the creator of the contract, are not immune to the effects if you sign the contract. For example, if you sign that you agree to provide payment for services rendered and then fail to pay when the other party upholds their end of the bargain, then you will also be affected by the contingent hex contained in the contract.

From now on, any spell component pouch you carry is assumed to also carry all the necessary materials required to create contracts. This includes sealing wax, a sealing wax stamp, ink, quill pens, and sheets of cheap parchment.

As an additional benefit, you gain a +2 bonus on decipher script checks to identify “fine print” or clauses in contracts that might not be immediately obvious.

Practiced Hex Mage
Your hex points build up on a target more quickly than it would for other, less skilled hex mages

Prerequisites: Hexing Strike class feature
Beneft: You may treat your hex mage level as two higher for the purpose of determining how many hex points you apply with hexing strike. For example, a 3rd level hex mage may apply 2 hex points with a touch attack instead of one, because he is treated as being 5th level for this purpose only. This bonus stacks with other sources of increased hex point delivery (such as a hexchrome weapon).

Normal: Your hexing strike ability applies one hex point to a target, plus one for every five levels attained in hex mage or an appropriate prestige class.

New Items
Hexing Effigy
This simple cloth doll typically comes with an assortment of needles, and is always crafted in the vague likeness of a specific creature (usually a hated enemy of the hex mage responsible for the doll’s creation). At least one physical piece of the creature depicted, or one of it’s personal possessions, must be included in the construction of a hexing effigy for it to be functional.

A hexing effigy serves as an expendable reservoir of curse energy, allowing the hex mage to apply hex points to the target depicted at any distance as an attack action (as if via his hexing strike ability), though a maximum number of hex points equal to the caster level of this item can be applied via any one hexing effigy before it no longer provides this function. The cap on the number of hex points that the hex mage may have unexpended on a target at any given time remains a limitation, even when they are applied by this method. Once placed, these hex points remain dormant, as normal; however, any creature can thereafter insert the pins provided as a swift action to expend them, opting to use any abilities the hex mage that placed the hex points would have had access to (damage, bestow curse, etc.). Once the maximum number of hex points a hexing effigy can place have been placed through it, and all hex points placed via the hexing effigy are expended, the item is too saturated with corrupting energies to be effective and becomes inert. It continues to register as a faint source of transmutation magic to spells such as detect magic even after being rendered inert.
These items are often used to the maximum extent allowed and then given to trusted companions in order to leave the hex mage free to deal with other issues without losing the ability to inflict injury on the target by proxy.

Hexing effigies cost as much as a scroll of the appropriate caster level would cost to create, treating half the caster level (rounded down) as the level of the spell. This works out to the caster level squared times 6.25. They are generally not sold. The creator of the hexing effigy must have the contingent hex class feature and the Craft Wondrous Item feat. CL varies. Price varies. Weight: 1 lb.

Ioun Stone – Carved Bone Tetrahedron
When equipped, this item increases the effective level of the user by 1 for the purpose of using hex mage abilities already unlocked, including number of hex points applied by hexing strike, maximum number on any target, saves to resist their effects, and effective caster level. This bonus does not stack with itself. A carved bone tetrahedron ioun stone can be created by any hex mage with the craft cursed item class ability and the Craft Wondrous Item feat. CL 15th. Price: 30000gp. Weight: -

New Material
Hexchrome
Hexchrome, named for the hermit-like hex mages who first discovered it's properties, acts as a conduit for curse energies. When a hex glyph is triggered for damage over a stretch of ore rich in chromium, there is a one in a hundred chance that the ore becomes suffused with the baleful magical energies involved, the resulting fractures filling with dark purple crystalline structures. This lends the processed material a curiously purple sheen when used as an alloy for weaponry.

Any weapon with a solid striking surface, including ammunition, can be crafted with hexchrome. The resulting weapon allows hex points to be transmitted through it when it strikes an opponent (as the cursed weaponry class feature). If the user can already create cursed weaponry, then the weapon instead delivers one more hex point per strike than the user normally could apply by that ability.

Unfortunately, hexchrome is extremely fragile unless the crystalline structure of the metal is carefully aligned; unless weapon is created as being of at least masterwork quality, then the hexchrome alloy weapon breaks apart when the user rolls a natural 1 on an attack roll. Hexchrome weapons weigh the same as their standard counterparts, and cost an additional 2000gp to make (or 2300gp for masterwork quality). This is also the price for up to 10 pieces of hexchrome ammunition.

End of Part II, Continued Below

Martimus Prime
2016-10-06, 02:57 AM
- Altered thread title.
- Added Existential Fear, Lingering Dread, Lesser Geas, Geas, and Inevitable Fate class features.
- Added more description to clarify the mechanics of hex points
- Moved Bestow Curse and Greater Bestow Curse to two levels earlier, on par with cleric spellcasting progression.
- Removed spoiler tags for ease of reading.
- Updated the example character to reflect adjustments in the class.
- Added a Tactics section to Part II.


- Added hexchrome special material to Part II and made the weapon for the example character a +1 hexchrome dagger.


- Added Practiced Hex Mage feat.
- Added a special rule to the Beguiling Hexmaster feat to allow rogues to gain the feat in lieu of a rogue special ability.
- Added clarification text to the Inevitable Fate class feature.
- Added clarification text to the section explaining how prestige classes that improve caster level interact with hex mage abilities.


- Added a special exemption from dispelling to hex mage abilities.
- After lengthy deliberation, moved hexed weaponry to 2nd level


- Four brand-new prestige classes
- Minor grammar tweaks

Zaydos
2016-10-06, 04:26 AM
Alright, first things first. You don't need to spoil the class's crunch. It makes it harder to read it and doesn't help in any way. A table also makes it easier to grok when everything is coming online and get a feel for how the class actually progresses.

They're pretty simple to make. By which I mean find one that has the same BAB/Saves and copy paste it swapping out the special column.

Hex Mage


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Improved Unarmed Strike, Hexing Strike, Hex Breaker


2nd

+1

+3

+0

+3
Detect Magic


3rd

+2

+3

+1

+3
Hex Sense


4th

+3

+4

+1

+4
Contingent Hex


5th

+3

+4

+1

+4
Hex Glyph, Hexing Strike (2 hex points)


6th

+4

+5

+2

+5
-


7th

+5

+5

+2

+5
Bestow Curse, Hex Breaker (Remove Curse)


8th

+6/1

+6

+2

+6
Hexing Weapon


9th

+6/1

+6

+3

+6
Hex Breaker (Break Enchantment)


10th

+7/2

+7

+3

+7
Hexing Strike (3 hex points)


11th

+8/3

+7

+3

+7
Mettle


12th

+9/4

+8

+4

+8
-


13th

+9/4

+8

+4

+8
Craft Curse Item


14th

+10/5

+9

+4

+9
-


15th

+11/6/1

+9

+5

+9
Greater Bestow Curse, Hexing Strike (4 hex points)


16th

+12/7/2

+10

+5

+10
-


17th

+12/7/2

+10

+5

+10
Hex Breaker (Remove Greater Curse)


18th

+13/8/3

+11

+6

+11
-


19th

+14/9/4

+11

+6

+11
Reap what you Sow


20th

+15/10/5

+12

+6

+12
Hexing Strike (5 hex points)



HD type: d8.

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Hide (Dex), Move Silently (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Perform (oratory) (Cha), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skills per Level: 6 + Int modifier.


Class Features
Alignment: Any
Starting Gold: 5d4x10gp
Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Hide, Move Silently, Knowledge (arcana), Knowledge (history), Perform (oratory), Search, Sleight of Hand, Spellcraft, Use Magic Device
Skills: (6 + int mod) x (3 + class level)
Hit Dice: d8
BAB: 3/4
Best Saves: Fort/Will

Alright basic enough. Question, though, what are you balancing them against?


Hex Mages are treated as having an arcane caster level equal to their level in the hex mage class for the purpose of overcoming spell resistance, using their abilities, and qualifying for prestige classes and feats. All saves are charisma-based (DCs 10 + ½ effective hex mage caster level + charisma modifier, unless otherwise stated).
Prestige classes that increase arcane caster level can increase the effects of any abilities that use hex points, including number of hex points applied by hexing strike, maximum number on any target, saves to resist their effects, and effective caster level, though those levels do not grant access to these abilities if not already possessed. A hex mage doesn’t qualify for prestige classes that require the ability to cast spells, however, limiting his options somewhat.

What PrCs can they access... Acolyte of the Skin and...?


Weapon and Armor Proficiencies (Ex):
Hex mages are proficient with simple weapons and light armor, but not shields. A hex mage’s abilities are ingrained in his mind and require no visible effort or gestures on his part, though he may embellish with menacing words or gestures as he sees fit; he suffers no arcane spell failure chance for using his hex mage abilities, though this benefit does not apply to spells and abilities granted by other classes.

So kind of squishy.


Improved Unarmed Strike (Ex):
A hex mage gains Improved Unarmed Strike as a bonus feat at first level. Amongst other things, this means that a hex mage may apply hex points via touch or unarmed strike without provoking attacks of opportunity.

Hexing Strike (Su):
When a hex mage delivers an unarmed attack or makes a touch attack in lieu of an unarmed attack, he may choose to impart a small, but cumulative, amount of destructive magical energy on the target creature. Each touch or strike adds one hex point to the creature, with a maximum cumulative total on any given creature from any given hex mage equal to the number of class levels that the hex mage possesses. Hex point pools acquired from multiple sources are tabulated independently of one another.

Hex points remain until expended or removed, however long that may take, and even persist if the subject is transformed in such a way as to no longer be a valid target for hex points to be placed upon (such as by a flesh to stone spell or a basilisk’s gaze attack - see hex breaker below). They are temporarily suppressed by antimagic field and similar effects, but not removed by them.

At any later point of time, as a swift action that does not provoke attacks of opportunity, the hex mage may cause any number of accumulated hex points he has placed to detonate, dealing a number of d6s equal to the number of hex points expended in magic damage to the target or targets involved. This damage is considered pure destructive force and overcomes all damage reduction. Spell resistance applies when the hex points are discharged, and the damage can be reduced by half with a successful will save (DC 10 + 1/2 class level + charisma modifier); feats like ability focus must specify damage or any given special affect that is caused by expending hex points (see below). Only hex points that the hex mage has personally applied can be expended in this manner, and the hex mage may opt to harmlessly remove any or all hex points placed by himself as a swift action. Distance between the hex mage and the target makes no difference; as long as both hex mage and target coexist within the same campaign setting, the hex mage may trigger placed hex points at any time as outlined above.

Hexing strike is considered a magical transmutation effect for the purpose of determining how it interacts with other magic. Spells such as detect magic can detect hex points as if they were an ongoing transmutation spell, though no further information is provided (number of hex points present, etc., but see below). Normal spells may remove hex points from a subject - remove curse, break enchantment, limited wish, wish, and miracle can all remove a number of unexpended hex points from a subject equal to the minimum wizard or cleric level required to cast said spell (7, 9, 13, 17, and 17 respectively), though hex points cannot be directly dispelled (via dispel magic or greater dispel magic) due to their nature as a variant form of curse magic.

At fifth level and every five levels thereafter, each touch attack or unarmed strike applies an additional hex point to the creature struck.

At this level it's effectively Sneak Attack which you don't have to trigger, but can just apply to any unarmed strike, and has a Will halves. Of course your unarmed strikes deal 1d3 nonlethal damage so umm... Not too great a trade.

Also odd that you can't use Greater Dispel Magic due to their nature as a variant form of curse magic when GDM dispels things that require Remove Curse


Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.

Which means it can as written remove Greater Bestow Curse. Ultimately, though, this is just a fluff incongruity rather than a mechanical thing (though note the reason for GDM removing curses in 3.5 but not 3.0 is probably so that Sorcerers don't need to know both).


Hex Breaker (Su or Sp, see text):

A hex mage is specialized in removing hexes and curses from afflicted individuals just as much as he is at affixing them. By expending hex points that he has placed on an allied creature, the hex mage may remove an equal number of hex points possessed by that creature on a one-for-one basis. This removal may apply to hex points derived from a single or multiple sources, as chosen when the points are expended, as long as the total number of points removed is equal to the number of points expended. Applying hex points for this purpose takes the same action as applying hex points for hexing strike (requiring a touch attack as part of an attack action), and expending them for this purpose is a swift action. This is a supernatural ability.

At 7th level, a hex mage may use this ability to emulate the effects of a remove curse spell as cast by a wizard of the hex mage's class level, affecting either the target of the hex points expended or any single cursed item the bearer is currently affected by, as normal for the spell’s effect. This ability requires the hex mage to expend 7 hex points placed on the afflicted creature as a swift action. This is a spell-like ability.

At 9th level, a hex mage may use his hex breaker ability to emulate the effect of a break enchantment spell as cast by a wizard of the hex mage's class level, affecting either the target of the hex points expended or any single cursed item the bearer is currently affected by. This ability requires the expenditure of 9 hex points on the target to be affected as a swift action. This is a spell-like ability.

At 17th level, the hex mage may expend 17 placed hex points on the subject as a swift action to break the effect of even a bestow greater curse spell or other effects that would normally be too high in level for break enchantment to affect, including functioning as if wish, limited wish, or miracle had been cast on the subject if necessary to remove the effect. This ability cannot emulate any other effect of wish, limited wish, or miracle, and affects either the target of the hex points expended or any single cursed item the bearer is currently affected by. This is a spell-like ability.

K. As a note Greater Bestow Curse doesn't need Wish, just CL 17+ Remove Curse.


Detect Magic (Sp):
At second level, a hex mage gains the ability to detect magic, as the spell cast by a wizard of his level, at will.

Little bennie.


Hex Sense (Su):
At third level, a hex mage gains the ability to detect, and possibly disrupt, ensorcelled locations and objects. A hex mage gains the ability to locate and disable magic traps as if he were a rogue. Instead of a disable device check, a hex mage may make a modified level check (1d20 + hex mage caster level + charisma modifier) against the disable device DC of the trap; if he succeeds, the trap is disabled. If the trap is a hex glyph (see below), the hex mage may ascertain all parameters of the glyph’s effect and trigger, including the number of hex points, circumstances under which they will be triggered, and the results thereof, with this successful search check. This ability only works on magic traps (including hex glyphs), not mundane traps that do not involve magical effects or triggers.

Similarly, when a hex mage uses his detect magic ability, he can make a caster level check against any item he chooses to focus on for three rounds, opposed by the caster level of the item. If he succeeds, he ascertains whether the item is cursed and, if so, the nature of the curse, though he does not learn any other properties of the item unless they are somehow involved in the curse's effect. Using this ability on a creature with a curse or unexpended hex points applied to it also provides all information pertinent to the effect involved, thought the caster level check is instead opposed by the caster level of the highest level contributing source of hex points in this instance. For example, if a group 5th, 7th, and 10th level hex mages all placed hex points on the party cleric or collaborated in the construction of a cursed sword, a hex mage’s detect magic ability would reveal a transmutation effect on the cleric or sword in question, though he must succeed on a DC 10 caster level check to determine the number of hex points, contingency specifics (see contingent hex below) or other elements of the effect as outlined above.

How common do you intend cursed items to be? At the moment this is usually just bad trap sense.

Also at 3rd level rogue pulls ahead in damage straight up if they can get a flank buddy. Evasion probably pulls ahead of Detect Magic. Though you could dual-wield unarmed strikes to double your attacks per round with touch attacks for accuracy. Close to rogue at this point.


Contingent Hex (Su):
At fourth level, a hex mage learns how to cause his hex points to be expended at a later date, even if he does not expend them directly. Once he has placed hex points on a target, he may specify conditions under which the hex points will be automatically expended, dealing damage or activating another ability (such as hex breaker or bestow curse) as the hex mage sees fit. The hex mage specifies the conditions and what abilities will be triggered when hex points are placed, though any previously placed points without a set activation condition may be included in the points to be expended when the condition occurs. The player must inform the DM of all conditions. The hex mage need not say anything in character to use this ability, though particularly manipulative hex mages often inform their targets in order to enforce compliance with demands on threat of injury or curse (in a manner similar to that of a mark of justice).

Alternatively, the hex mage may use this ability to set conditions under which one of the ongoing abilities caused by hex points he just placed or expended will deactivate (such as a hex glyph or ongoing curse effect) using the same rules as above.

Any save or spell resistance that an ability used in this manner may allow is made at the time that the contingent hex is triggered, not when it is placed, as normal for the expenditure of hex points. Contingent hex triggering or deactivation conditions must be carefully phrased; a clever victim who somehow becomes aware of these conditions is free to subvert the wishes of the hex mage by exploiting loopholes in their phrasing or interpreting demands enforced with contingent hex as literally as possible.

K. At this point all you can do with your hex is damage but it does let you hex captives. Hex something with 1 hit die and make it so that if it considers disobeying or harming you it will die. Let it know this and let one of the captives die. Powerful, at 4th level kind of, maybe, if someone really tries to milk it, otherwise it's useless.


Hex Glyph (Sp):
At fifth level, a hex mage gains the ability to curse an area just as surely as he can hex a person. By touching a surface or object as a standard action that provokes attacks of opportunity, a hex mage can place a glyph that stores hex points and causes them to be applied when someone triggers the glyph based on conditions specified by the hex mage at the time it is placed. This sigil has most of the characteristics of a glyph of warding, except as noted below.

The sigil must be touched by the hex mage (as if making a touch attack as part of an attack action, with no roll required) to accumulate hex points within it, as if it were a creature being targeted with hexing strike; these hex points replace the regular damage or stored spell of the glyph of warding. The glyph starts off with up to a specified number of hex points in it up to the number that the hex mage's hexing strike applies. The glyph may hold as many hex points as the hex mage that made it has levels, though the total number of hex points that can be stored across all glyphs that the hex mage has active can only cumulatively add up to his class level. The hex mage may dismiss any or all sigils that he had previously placed as a swift action that does not provoke attacks of opportunity, freeing up the capacity to place more.

When the glyph is triggered, the stored hex points are immediately applied to the triggering creature, and may be immediately expended as damage or other hex mage abilities (such as bestow curse) if the hex mage so desired when the hex points were placed in the glyph. If the hex mage opted to have the hex points be immediately expended as damage, then foes adjacent to the creature that triggered the glyph also take the damage (reflex DC 10 + 1/2 class level + charisma modifier for half damage) as the magical energies explode outward from the victim.
Hex Glyph is considered an abjuration effect.

Set things up and you've got an effective way to deliver your 7th level ability you don't have yet. Other than that it's some decent 1/encounter damage but only on the low side of decent and really dependent upon the DM playing along.


Bestow Curse (Sp):
At 7th level, the hex mage gains the ability to expend 7 hex points placed on a creature as a swift action to target that creature with a bestow curse effect. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.

Either I'm cursing defeated foes, using contingent curses on defeated foes (better hope they don't know 5th level clerics), setting it up with hex glyph (which is not easy), or I'm cursing someone after hitting them 4 times in melee, which requires 2 rounds of doing nothing as a full round action in melee with them to set it up. A rogue with a flank buddy has dealt over half their health in this time. A warlock has cursed them twice. A warlock generally does it better and has Eldritch Blast for better damage per round... sans Hellfire and Glaive.


Hexed Weaponry (Su):
At 8th level, a hex mage may attune himself to a weapon such that the weapon will conduct his hex points into a target struck by it. To do this, the hex mage must spend 10 minutes meditating and uttering ritual incantations over the chosen weapon, which must be of at least masterwork quality. Once this is done, any creature hit in combat by the weapon will gain hex points as if the hex mage had touched it with a bare hand. Ranged weapons bestow this property on ammunition fired from them, if applicable, and thrown weapons conduct hex points into targets struck. This weapon property does not function for anyone other than the hex mage attuned to it; anyone other than the hex mage who attempts to wield hexed weaponry will not conduct hex points through it and generally treats the weapon as if it were not attuned in this manner.

I can actually deal damage in melee now... sort of kind of. I mean I'm now equal to the rogue against sneak attack immune enemies (assuming they don't use one of the dozen ways around that).


Mettle (Ex):
At 11th level, the hex mage gains the ability to shrug of unusual forms of punishment due to his long familiarity with the dangers of dark magic. If an effect offers a fortitude or will save for partial effect, the hex mage instead ignores the effect entirely on a successful saving throw.

A nice perk at any level, could come earlier (Evasion is better than Mettle to be honest since Reflex is save halves, Mettle is save negates 90%).


Craft Cursed Item (Ex):
At 13th level, the hex mage gains the ability to imbue items with his own magical energies. The hex mage may use item creation feats to create cursed items without having to meet spell prerequisites, so long as his caster level is high enough. He does not suffer any ill effects from handling or using cursed items that he creates, but this protection does not extend to allies.

K, that's nice. At 13th level if I spend a feat I can make cursed items... woo?


Bestow Greater Curse (Sp):
At 15th level, the hex mage gains the ability to expend 15 hex points placed on a creature as a swift action to target that creature with a greater bestow curse effect (Book of Vile Darkness). A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect. If the campaign world does not include content from Book of Vile Darkness, using this ability instead applies a bestow curse at double effect. In this case, multiply all numerical effects by 2, or the target rolls twice on the chance to lose actions and takes the worse result, as appropriate for the bestow curse effect chosen. This effect can only be removed by a wish, miracle, the hex breaker ability of a hex mage of at least 17th level (expending at least 17 hex points), or a contingent hex stipulation that allows it to end.

Greater Bestow Curse was updated in Spell Compendium. Remove Curse gets rid of it now with sufficient CL (17 to be precise).


Reap What You Have Sown (Su):
At 19th level a hex mage gains the ability to twist enchantments back on those who would use them against him. When the hex mage is targeted by an effect that he could normally remove with his hex breaker ability, he may make a caster level check opposed by the caster level of the creature that initially generated the effect. If he succeeds on the check, then the effect does not affect him in any way; if he beats the check by five or more, however, the caster instead himself becomes the target of the effect (as if it were a spell reflected by spell turning). This applies even for ongoing effects (such as a hex glyph), regardless of how far away the caster is or how long ago that the caster placed the effect. Against effects related to hex points, this ability triggers at the instant that the hex points are expended.


So I get Curse, Enchantment, and Transmutation spell turning. Nice.

Overall, though... Combat abilities wise a warlock beats them flat out. At 6th level a warlock picks up the ability to bestow curses better than they can till 15th level. At 12th level a warlock gets a better version of Craft Cursed Item. At 11th level a warlock gets Devour Magic which beats out Hex Breaker. You get Greater Bestow Curse at 15th level, Reap What You Have Sown, and better skill points (6 instead of 2) but Warlock beats them overall.

Rogue out DPRs them, out skill monkeys them. They can't curse people, but you can only do that 1/encounter when you can set up a glyph ahead of time which isn't the best either.

Honestly I'd make Hex Sense a Least Invocation and maybe make an ACF for Reap what you Sow, could even make a Greater Curse of Despair Invocation, but I'm not seeing why to play this over a warlock.

Would I allow it in a campaign? Yeah, I'd warn the player not to complain if they ended up under powered though.

As for the feats I'll try and read over them some other time but I'm sleepy now.

remetagross
2016-10-06, 07:56 AM
The fluff is nice, and I think this class indeniably has some flavor. However, I think it lacks versatility. Only dealing damage or Bestow Curse with hex points is quite limited.

Maybe you could also bestow Lesser Geas and Geas, as they are somewhat curselike ? Like, Lesser Geas for 6 hex points, and Geas for 12, so that you get it one level earlier than spellcasting classes.

Or maybe, the hex points could, after a certain level, deal ability damage, or even negative levels ? Not at a rate of 1:1, of course. Beginning at level 4, 4 hex points = 1d4 points of ability damage save for Con damage, where 4 hex points = 1d2 points of ability damage. Beginning at level 8, 8 hex points = 1d4 negative level that can eventually become level drain. Beginning at level 14, 7 hex points = 1d4 ability drain, or 1d2 for Con drain.

Also, to keep up with the others in terms of power, maybe the exploding hex points could deal 1d6 damage + 1d6 for every six Hex Mage levels you get ?

Skills points are cool, as are HD and saves; however, I wouldn't be surprised it the Hex Mage had good Ref saves too, as he is dealing with explosive stuff and traps.
Finally, I find it a little too bad that there isn't a new class feature or a class feature improvement at each level. You should spread around your current class feature setup as to allow this, as there is nothing more compelling to prestige class out of a base class than a dead level.

Overall, funny and certainly at home in any fantasy setting, but a bit underwhelming from its lack of power and versatility.

Martimus Prime
2016-10-06, 12:51 PM
I'm getting a lot of welcome feedback so far, including some concerns I'd had myself on rereading my draft. Once I get back home from work I'll make a more in-depth response and shop some tweaks around to see if we can address the issue presented.

EDIT: Alright, I'm back. Time to dig into this, paraphrasing for brevity of course.


Alright basic enough. Question, though, what are you balancing them against?

It's been a minute since my rough draft, but IIRC I was looking mostly at monk and rogue for balance. I wanted to have a class that could reward advance preparation for combat and/or do interesting things in a more RP-centered setting.


What PrCs can they access...

This is a valid point, and part of a similar problem that I have with warlock, but I'm not exactly sure how to fix it beyond maybe allowing the hex mage to be treated as having access to the various curse spells for the purpose of qualifying. The first bit (about effective arcane CL) is more about making sure it's clear how regular magic interacts with this class' abilities.


At this level it's effectively Sneak Attack which you don't have to trigger, but can just apply to any unarmed strike, and has a Will halves. Of course your unarmed strikes deal 1d3 nonlethal damage so umm... Not too great a trade.

They do get improved unarmed strike at level 1, so technically they could do lethal damage, but this is more about making it so that making those melee touch attacks don't provoke AoO. From playtesting, it looks like Greater Unarmed Strike and Improved Grapple would work well here; not sure if I should add some sort of scaling.


(Greater Dispel Magic stuff)

I'm debating making this class ability a specific exception to this to improve the power level.


(Comparison to rogue in re. trap sense and sneak attack)

I think there's a possible argument here to move up hexed weaponry to help this early damage output, a point you address later along with the overall damage output. Again, I was hoping to reward players who like to play party faces and like laying plans ahead of time (sort of an evil lawyer, trap hunter, or extortionist kind of character). The hex mage will not out-DPR the rogue if the rogue is set up to capitalize on flanking, but for single-burst damage if the hex mage is set up to capitalize on bluff-enabled surprise, his damage dice scale twice as fast. In playtesting, I hit the party psion for 20d6 of damage as a swift action because he couldn't help handling the "poor, opressed awakened animal" in a village's stockade, not knowing it was actually a lycanthrope with hex mage levels.

You may have a point though in terms of maybe increasing the rate at which hex points build up per hit, though, so it's more playable for folks with a more direct take on combat. Maybe a one-time feat to increase the hex points per hit, a la binder's one-time +2 to effective binder level or rogue's craven feat would be good here.

I didn't feel that the class warranted full trapfinding due to the themes involved.


At this point all you can do with your hex is damage but it does let you hex captives... otherwise it's useless.

I'm not so sure. I purposefully left the phrasing of contingent hex wide open to allow for improvisation. For example, when I pitched this to my play group, a potential use for this I gave was phrasing a contingent hex as "the next time the target attempts to cast a spell, the hex points will trigger for damage in time to force a concentration check" or "if the target attempts to attack me, the hex points will trigger for damage in time to interrupt iterative attacks." YMMV on how useful or within the spirit of the core rules such a use might be, but it was part of the intention.


(Evasion)

Would evasion fit in this class? I could perhaps see it being so, for the reasons remetagross brings up.


(Craft Cursed Item)

The devil is in the details here. Bear in mind that many cursed items have initially beneficial effects at drastically reduced cost, and the hex mage never suffers the drawbacks of his own items. The example character, Dr. Hobbes, can break that dust of choking and sneezing over his own head and suffer no ill effects, but it would make things interesting for anyone he's close to; similarly, a hex mage would treat that -2 armor that acts like +2 armor until the wearer gets hit it as regular ol' +2 armor, since the drawback doesn't affect him.


Lesser Geas/Geas

This is a possibility. I might be adding a specialized feat list that grants alternate abilities like this, or find a way to jam it into the existing framework, because it fits pretty well. In that vein, perhaps there could also be a "curse of the hunted" feat that makes the hex mage able to track the target in a similar fashion (locate creature/object, then find the path) or a "curse of the watching eye" feat that lets the hex mage scry on the target. More options is good.

I'm less inclined to have the hex points deal ability damage, but one option I increasingly like the more I think of it is the ability to render the target shaken for (hex points expended) rounds on a failed save against other effects, with higher amounts making the target frightened and eventually panicked. Blowing more hex points would increase the save DC, making for a damage/chance to beat saves tradeoff. In conjunction with this, levels 6/12/18 would make a good place for a regular increase in the penalties associated with fear effects the hex mage creates this way or via the various uses of intimidate. That would leave only one or two "dead" levels, but I only left them open if they granted BAB/save progression. What do you think of that idea? The check penalties imposed by this in combination with bestow (greater) curse would get pretty hefty, but that's not necessarily a bad thing for differentiating this class from others like it.

I'm definitely open to suggestions for things to fill dead levels at 14 and 16. Making hex mage abilities harder to counter/remove? Some kind of aura or limited use/day special attack? I'm really at a loss.

Martimus Prime
2016-11-13, 01:14 PM
Hexbound Enforcer
Hexbound enforcers are hex mages as paladins are to clerics. The hexbound enforcer forgoes a degree of utility in the realm of removing hostile magical effects and dedicates himself to the protection of higher-ranking members of their cause, whether serving as the personal bodyguard to a ruler or acting as muscle for hex mage agents in the field. In exchange, the hexbound enforcer becomes hardened to physical attack and finds their ability to bring pain to their enemies drastically improved.

Class Level

Base Attack Bonus

Fort

Ref

Will

Class Features

Spellcasting Progression



1

+1

+2

+0

+0

Contractual Bond, Duty Calls, Saves vs. Dishonor +1

+1 hex mage



2

+2

+3

+0

+0

Cursed Smite 1/day

+1 hex mage



3

+3

+3

+1

+1

Magethorn, Saves vs. Dishonor +2

+1 hex mage



4

+4

+4

+1

+1

Detect Hostile Intent

+1 hex mage



5

+5

+4

+1

+1

Cursed Smite 2/day, Saves vs. Dishonor +3

+1 hex mage





Prerequisites:
Alignment: Any Lawful
Class Features: Hexed Weaponry
Feats: Craft Hex Mage Contract
Special: Must take a special oath to serve a single individual (hereafter known as the client) in the capacity of a personal retainer or bodyguard. This oath must be officiated through the signing of a hex mage contract (see feat list for details), though either the client or the hexbound bodyguard himself may be the author of said contract.

Class Features:
Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (nobility and royalty), Profession Ride, Sense Motive, Spellcraft, Use Magic Device
Skill Points Per Level: 4 + int mod per level
Hit Dice: d12

Weapon and Armor Proficiencies (Ex):
A hexbound bodyguard gains proficiency with all martial weapons, light, medium, and heavy armor, and shields (including tower shields)

Spellcasting Progression (Ex):
A hexbound bodyguard continues to advance in the potency of his hex mage abilities. See the note on prestige classes under the hex mage class features for details.

Contractual Bond (Sp):
The hexbound enforcer is treated at all times as though he has cast shield other on his client (caster level equal to his effective hex mage level). The hexbound enforcer may also opt to redirect any ability he could counter with his hex breaker ability so that it targets him instead of the client. This is an exception to the rule that only hit point damage can be shared through a shield other effect. Furthermore, the hexbound enforcer may apply hex points to his client at any range within the limits of the shield other effect (25ft + 5ft/2 caster levels), as if delivering them via touch attacks (see the hexing strike class feature). The hexbound enforcer loses the ability to expend hex points on his client for any hostile purpose for as long as the hex mage’s contract remains in effect; he may still attempt to use his hex breaker ability as normal.
If dispelled, the contractual bond will automatically re-establish itself within 1d4 rounds. Similarly, if the client and hexbound enforcer become separated by a distance too far for the shield other spell effect to reach the contractual bond re-establishes itself as soon as the client and hexbound enforcer again are within the range of the spell effect. This ability is always active and does not require activation. It cannot be willfully deactivated so long as the hex mage contract that established the client-enforcer relationship remains active.

Duty Calls (Su):
A hexbound enforcer may use word of recall as a spell-like ability once per day (CL equals effective hex mage caster level), placing him in any space adjacent to the client.

Saves vs. Dishonor (Ex): If any effect that offers a save would cause a hexbound enforcer to violate a clause in a hex mage’s contract to which he is a willing signatory (for example, as the result of a charm person spell that would allow an enemy to get too close to his client), he gains a +1 untyped bonus on the relevant save. This bonus increases to +2 at 3rd level and +3 at 5th level.

Cursed Smite (Su):
Starting at second level, the hexbound enforcer may chose to infuse an attack with the power of the cursed energy that thrums in his veins. Once per day, the hexbound enforcer can declare an attack to be a cursed smite attack. The hexbound enforcer adds his charisma modifier to the attack roll. If the attack misses, then the attempt is wasted. If the attack hits, however, the hexbound enforcer fills the creature struck with as many hex points to the maximum capacity allowed by his hex mage class features (typically a number of points equal to his hex mage level plus his hexbound enforcer level. At 5th level , the hex mage gains one additional use of this ability. Cursed smite is considered a smite attack for the purposes of feats such as Extra Smiting (CW).

Magethorn (Su):
By the time a hexbound enforcer reaches third level, merely touching him or his client is fraught with danger, as cursed energies swirl around them to corrupt the bodies of attackers. Whenever an opponent touches or makes a melee attack the hexbound enforcer or his client while under the effect of the contractual bond, the creature gains hex points as if struck by the hexbound enforcer’s hexing strike ability. If the hexbound enforcer is wearing armor spikes made of hexchrome (see special materials), then the hex points applied by the attack is increased by one. Attacks made with reach weapons do not protect the attacker from this effect; the hex points are conducted through the weapon.

Detect Hostile Intent (Sp):
At fourth level, the hexbound enforcer has developed a sixth sense when it comes to creatures that mean himself or his client ill. This ability functions as the detect hostile intent psionic power, as the power manifested by a psion of his effective hex mage caster level, with the exception that it is considered a spell-like ability and it only detects hostility that would be directed at the hexbound enforcer and his client. The hexbound enforcer may use this ability at will.

Fallen Hexbound Enforcers
If a hexbound enforcer ever willfully violates a clause in a hex mage’s contract to which he is a willing signatory or his client dies due to negligence on the part of the hexbound enforcer, he immediately loses all class features other than base attack, saves, skills, proficiencies, and hit points and may not progress further into the class until he receives atonement from a lawful cleric. He must also deal with the fact that the contract will also trigger it’s secondary effect, possibly damaging him or cursing him, with no save allowed.
A hexbound enforcer who becomes non-lawful retains his class features, but also must atone to progress further in the class.

Completing a Contract
If a hexbound enforcer completes the contract with the client satisfactorily, whether due to clauses embedded in the contract or the death by natural causes of the client, then the hexbound enforcer retains all class features. He may take another client by swearing an oath and signing a new hex mage contract with the new client as laid out in the class prerequisites. The new client becomes the target of all class features that require a client to function (such as contractual bond).

Martimus Prime
2016-11-13, 01:20 PM
Stalker of the Black Woods
Stalkers of the Black Woods are master hunters, survivalists, and sappers who have learned to supplement their skills with curse magic. Such individuals have been known to riddle their home patch of the forest with deadly magical traps and lie in wait for trespassers, raining down arrows that explode with hexing energy when the time is just right. Even surviving such an encounter with a Stalker of the Black Woods does not guarantee safety, for they are also supernaturally proficient at tracking prey. Many an elven settlement employ Stalkers of the Black Woods explicitly for this purpose.



Level
Base Attack
Fort
Ref
Will
Special
Spellcasting Progression


1
+1
+2
+2
+0
Spoor Curse, Faerie Fire
+1 level of hex mage


2
+2
+3
+3
+0
Special Animal Companion, Locate Creature
+1 level of hex mage


3
+3
+3
+3
+1
Master Trapper (+2)
+1 level of hex mage


4
+4
+4
+4
+1
Glyph Blast (+5 ft/+1)
+1 level of hex mage


5
+5
+4
+4
+1
Ranged Deployment (hex glyph)
+1 level of hex mage


6
+6
+5
+5
+2
Master Trapper (+4)
+1 level of hex mage


7
+7
+5
+5
+2
Craft Magical Trap
+1 level of hex mage


8
+8
+6
+6
+2
Glyph Blast (+10ft/+1)
+1 level of hex mage


9
+9
+6
+6
+3
Master Trapper (+6)
+1 level of hex mage


10
+10
+7
+7
+3
Ranged Deployment (magical trap), Discern Location
+1 level of hex mage



Prerequisites:
Class Features: Hex Glyph
Feats: Track, Weapon Focus (any martial or exotic ranged weapon)
Skills: Spellcraft 8 ranks, Survival 8 ranks, Craft (trapsmith) +4

Class Features:
Class Skills: Climb, Concentration, Craft, Disable Device, Handle Animal, Intimidate, Hide, Knowledge (arcana), Knowledge (nature), Knowledge (geography), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spellcraft, Spot, Swim, Survival
Skill Points Per Level: 6 + int mod per level
Hit Dice: d8

Weapon and Armor Proficiencies (Ex):
A Stalker of the Black Woods gains no proficiency with any weapons or armor.

Spellcasting Progression (Ex):
A hexbound bodyguard continues to advance in the potency of his hex mage abilities. See the note on prestige classes under the hex mage class features for details.

Spoor Curse (Su):
A Stalker of the Black Woods is equal parts hunter and hexer. At first level, a Stalker of the Black Woods learns to follow the faint magical residue that a person bearing his hex points leaves behind, a spoor normally invisible to sight or scent.

If a creature bears hex points placed by the Stalker of the Black Woods, is carrying an object marked with the Stalker of the Black Woods’ hex glyph, or is under the effect of any of the Stalker of the Black Woods’ hex mage abilities (such as bestow curse), the Stalker of the Black Woods may roll both a survival and spellcraft check to track the target and take the better of the two results (see the Track feat for the relevant DC).
All checks made by the Stalker of the Black Woods to track the target also gain a +2 bonus; if the target had hit point damage on the particular part of the trail being tracked, the bonus increases to +4. These bonuses stack with bonuses from other sources (such as favored enemy).

This ability only functions from the point at which the hex points, glyph or ability were placed with the target to the point at which they are removed (either by being expended or being removed by some other effect). Any other sections of spoor left by the target would instead require a standard survival check to follow.

Faerie Fire (Sp):
A first level Stalker of the Black Woods can expend 1 hex point placed on a creature to target them with a faerie fire spell.

Special Animal Companion (Su):
At second level, the Stalker of the Black Woods gains an animal companion in a manner similar to a ranger (minimum effective druid level 1), except that the animal companion of a Stalker of the Black Woods can deliver hex points through touches and natural attacks as if it were an extension of the Stalker of the Black Woods himself (the Stalker of the Black Woods is considered to be the placer of these points). If the Stalker of the Black Woods already has levels in a class that grants an animal companion, he instead adds half his level in this class (minimum 1) to the effective druid level of that class for the purpose of determining the abilities of the existing animal companion, which also gains the ability to deliver hex points as outlined above. If he has multiple classes that grant an animal companion, then he must choose which progression this class feature counts towards at any given level).

Locate Creature (Sp):
A first level Stalker of the Black Woods can expend 7 hex point placed on a creature to target them with a locate creature spell.

Master Trapper (Ex):
At third level, the Stalker of the Black Woods gains a +2 bonus to craft (trapsmithing), disable device, search checks. This bonus also applies to checks made via the hex sense ability to detect and disable magical traps (see above). Master trapper bonuses increase by two every three levels thereafter (+4 at 6th, +6 at 9th, and so forth).

Glyph Blast Radius (Su):
A Stalker of the Black Woods becomes more and more adept at laying pitfalls for his enemies. Normally, hex glyphs only deal their damage to enemies in adjacent squares. Starting at fourth level, a hex glyph set by the Stalker of the Black Woods that is triggered for damage also effects enemies up to 10ft away. This radius increased by 5 feet for every four levels thereafter (15ft away at 8th level, and so forth). In addition, the save DCs for the Stalker of the Black Woods hex glyphs increase by +1 with every 5ft increase in radius (+1 at 4th, +2 at 8th, etc).

Ranged Deployment (Su):
The Stalker of the Black Woods prefers to deal with his enemies at a distance, and becomes increasingly adept at doing so. At 5th level, a Stalker of the Black Woods may make a special attack with a ranged weapon with which he has the corresponding Weapon Focus feat and has attuned himself via the hexed weaponry class feature. The Stalker of the Black Woods may imbue this weapon with the power of his hex glyph. Charging the weapon takes the same action as placing a hex glyph on an object or piece of terrain (see hex mage for details), except that he touches his ranged weapon or it’s ammunition to charge it. Thereafter, at any time of his choosing, he may make a ranged attack with the weapon or ammunition and cause the location where the attack lands to become the center of the stored hex glyph. Stored hex glyphs counts against the total number of hex points a Stalker of the Black Woods can have stored across all hex glyphs until expended, as normal for the hex glyph class feature.

Furthermore, at 10th level, the Stalker of the Black Woods may use this ability to designate the trigger location of a pre-crafted magical trap. The Stalker of the Black Woods imbues the ranged weapon or it’s ammunition with the magical energies that make up the trap, expending gold, experience, and raw materials as normal for item creation. The trap remains quiescent until the ranged weapon attack places it, whereupon it is ready to be triggered immediately.

A stalker of the black wood’s ranged weapon can only hold one magical trap or hex glyph at a time, though if the weapon has ammunition, individual pieces of ammunition may be imbued separately.

Craft Magical Trap (Su):
A 7th level stalker of the black wood can create any magical trap, utilizing item creation feats as normal, so long as his caster level is high enough. He is treated as having the appropriate spells prepared for this purpose.

Discern Location (Sp):
A 10th level stalker of the black wood is an inescapable foe. He may expend 17 hex points placed on a target creature to target that creature with a discern location spell.

Martimus Prime
2016-11-13, 01:24 PM
Imperious Agent
Imperious Agents are slave-takers, beast-tamers, and apprehenders of fugitives in realms where curse magic is the norm. These specialists in the magical manipulation of other creatures renders them pariahs to the common people, though tyrannical rulers sometimes seek them out to take control of dissidents.





Level




Base Attack





Fort




Ref




Will




Special


Spellcasting Progression




1




+0


+0
+0
+2
Existential Fear & Lingering Dread Progression, Domineering Hex, Minion (1, living with int 2 or less)
+1 level of hex mage




2




+1


+0
+0

+3
Bonus Feat
+1 level of hex mage




3




+1


+1
+1
+3
Lesser Planar Binding
+1 level of hex mage




4




+2


+1
+1
+4
Minion (2, sentient creature),
+1 level of hex mage




5




+2


+1
+1
+4
Contagious Curse
+1 level of hex mage




6




+3


+2
+2
+5
Planar Binding, Geas
+1 level of hex mage




7




+3


+2
+2
+5
Minion (3, seize control of non-living)
+1 level of hex mage




8




+4


+2
+2
+6
Bonus Feat
+1 level of hex mage




9




+4


+3
+3
+6
Greater Planar Binding
+1 level of hex mage




10




+5


+3
+3
+7
Minion (4), Tyrant’s Gaze
+1 level of hex mage




Prerequisites:
Alignment: Any non-good and non-chaotic.
Class Features: Lesser Geas as a hex mage ability
Skills: Intimidate +8, Handle Animal +4

Class Features:
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (any), Profession, Sense Motive, Spellcraft, Use Magic Device, Use Rope
Skill Points Per Level: 8 + int mod per level
Hit Dice: d6

Weapon and Armor Proficiencies (Ex):
An Imperious Agent gains proficiency with whips and medium armor.

Spellcasting Progression (Ex):
An Imperious Agent continues to advance in the potency of his hex mage abilities. See the note on prestige classes under the hex mage class features for details.

Existential Fear and Lingering Dread Progression (Ex or Su):
Imperious Agent class levels stack with those of hex mage for all purposes with regard to the advancement of the Existential Fear and Lingering Dread class features.

Domineering Hex (Sp):
The most potent ability of the Imperious Agent lies in his ability to enslave other creatures to his will. To do this, he must first place a number of hex points equal to the number of hit dice that the creature has on the creature and expend them all at once on this ability, overcoming spell resistance as normal for hex mage abilities. If the creature succeeds on it’s will save, then nothing happens and the attempt is wasted. On the other hand, if the creature fails a will saving throw (10+1/2 hex mage caster level+the Imperious Agent’s charisma bonus), then that creature falls under the control of the command of the hex mage as if under the effect of the appropriate dominate spell, albeit with a few important exceptions.

Initially, the Imperious Agent can only effect living creatures with intelligence scores lower than two (to a minimum of mindlessness). Unlike a standard dominate spell, this ability also works against living creatures normally immune to mind affecting by dint of being mindless; such creatures are merely behaving on a stimulus-response level to discomfort caused by the cursed energies coursing through them, and only understand simple commands (“Go there!”, “Attack!”, etc.)

This ability improves in effectiveness at third level, allowing the Imperious Agent to dominate a living creature with an intelligence score of two or greater.

At sixth level, the ability improves further to allow the Imperious Agent to allow him to take control of even non-living creatures (such as undead and constructs) by corrupting the energies that dictate their behavior. If the creature’s creator is present, he may use his will save in the place of the creature’s own if higher. Effects such as a cleric’s ability to command undead may also rest control of these creatures from the Imperious Agent.

Minion (Su):
At first level, an Imperious Agent can select any one creature he dominates through this domineering hex ability to become a permanent minion. This process involves spending a number of hours equal to the creature’s hit dice engaged in an intense session of persuasion, coercion, or even torture to bend the creature’s will to his own. This culminates in a handle animal check (if non-sentient) or intimidate check (if sentient) opposed by a modified level check made by the creature (1d20+HD+any bonuses vs. fear or enchantment). If torture rules are in effect (see Book of Vile Darkness), then an Imperious Agent may avail himself to any bonuses derived from the use of these rules, though doing so is an especially evil act.

If the Imperious Agent succeeds on his check, then the creature will continue to follow the Imperious Agent’s commands indefinitely as if dominated. The creature is aware of it’s own actions if it has an intelligence score, perhaps on some level resenting the fact that it’s will is not it’s own, but has been conditioned to believe that it cannot resist (and wise Imperious Agents use other abilities, such as geas, to further ensure compliance in case the minion succeeds on a save at some point).
At fourth level and every three levels thereafter, the Imperious Agent gains the ability to gain an additional minion. A minion may be released from service at any time to make room for a new one. Minions released in this fashion generally become instantly hostile to the Imperious Agent unless they were treated particularly well or feel their servitude was a justified penance for some past wrong (i.e. a lawful Imperious Agent acting to correct the behavior of a lawbreaker.) Minions can also be set free by break enchantment or any effect that renders them no longer a valid target of the Imperious Agent’s domineering hex ability at his current caster level.

Bonus Feat (Ex):
At second level and eighth level, the Imperious Agent gains a bonus feat drawn from the following list, for which he must have the necessary prerequisites: Ability Focus, Bind Vestige (ToM), Craft Magic Arms and Armor, Craft Hex Mage Contract (see above), Craft Wondrous Item, Improved Bind Vestige (ToM), Leadership, Persuasive, Practiced Binder (ToM) Name-Bound Hex (see above), Skill Focus (any knowledge or cha-based), Truename Research (ToM), Truename Training (ToM), Imperious Command (DotU)

Lesser Planar Binding (Sp):
A third level Imperious Agent is capable of drawing extraplanar creatures to themselves and binding them to their will. To do so, he places a hex glyph and charges it with a number of hex points equal to the number of hit dice the creature to be called will have. He then expends these hex points to activate this ability. This functions as the lesser planar binding spell, except that, in lieu of a magic circle, the creature is targeted immediately upon arrival with the Imperious Agent’s domineering hex ability (offering a will save to resist as normal) to constrain it. If the creature is simply controlled through domineering hex instead of the Imperious Agent actually striking a bargain with it, the creature either becomes hostile to the summoner or (if possible) flees as soon as the domineering hex expires. If the Imperious Agent is not around when he expends the hex points stored in the glyph that summoned the creature, then the creature is likely to become hostile to the first creature it sees on the assumption that it was the summoner; this means that the lesser planar binding ability may be used to set summoning traps.

Contagious Curse (Su):
The minions of an Imperious Agent of at least 5th level have the potential to spread their personal curse to others. When a minion is slain, an arc of magical energy reaches out from it to strike the creature that dealt the killing blow, with a range of up to 30ft. The killer immediately gains a number of hex points equal to the number of that the Imperious Agent could have on a given creature at any time (normally equal to his effective hex mage caster level). Imperious Agents often use this ability to work their way up the hierarchy of an enemy organization, slaying or enslaving each member in turn.

Planar Binding (Sp):
The Imperious Agent gains this ability at 6th level. This functions as the lesser planar binding class ability (see above), but is instead treated as a planar binding spell. A separate glyph must be created for each creature to be summoned. Otherwise, any creature beyond the first is immediately considered unaffected by the Imperious Agent’s domineering hex ability.

Geas (Sp):
At 6th level, the Imperious Agent gains the geas ability as described in the hex mage class (see above). If he already has this class feature or would gain it a second time at some point, he instead gets a +2 bonus on the caster levels and saves required for the lesser geas and geas class features.

Greater Planar Binding (Sp):
The Imperious Agent gains this ability at 9th level. This functions as the planar binding class ability (see above), but is instead treated as a greater planar binding spell. A separate glyph must be created for each creature to be summoned. Otherwise, any creature beyond the first is immediately considered unaffected by the Imperious Agent’s domineering hex ability.

Tyrant’s Gaze (Su):
At 10th level, the Imperious Agent may insinuate his control over others with merely a glance. He gains a gaze attack that causes any creature that sees his eyes to make a will save (DC 10 + 1/2 effective hex mage caster level + charisma modifier) or gain hex points as though the Imperious Agent had struck the creature with a hexing strike. This requires no action on the part of the Imperious Agent, but he may exclude creatures from being affected by his gaze if he so choses.

Ex Imperious Agents
The abilities that an Imperious Agent harnesses require a certain personal edge and ruthlessness that most kind-hearted individuals would inherently regard as deplorable. An Imperious Agent loses most class abilities if he becomes good or chaotic in alignment, though any minions he currently has under his control remain so bound until released. He cannot thereafter continue to advance in the Imperious Agent class unless he changes his alignment to one that would qualify for the class and receives an atonement from a cleric that matches his new alignment.

Martimus Prime
2016-11-13, 01:27 PM
Bearer of Burdens
In the dark places of the world, the Bearer of Burdens walks the earth to set things to right and bring healing to the sick and afflicted. The Bearer of Burdens is often a kind of ascetic, though not necessarily, and takes the pain of others into himself. Over time, continuous exposure to adversity causes him to become incredibly hardy, eventually becoming so resilient that even death itself cannot shake him.



Level
Base Attack
Fort
Ref
Will
Special
Spellcasting Progression


1
+0
+2
+0
+2
Transfer Wounds (Hit Point Damage), Hex Breaker
+1 level of hex mage


2
+1
+3
+0
+3
Continuous Magic Circle Against Alignment
+1 level of hex mage


3
+2
+3
+1
+3
Regeneration 1
+1 level of hex mage


4
+3
+4
+1
+4
Transfer Wounds (Ability Damage/Drain)
+1 level of hex mage


5
+3
+4
+1
+4
Hostile Transfer
+1 level of hex mage


6
+4
+5
+2
+5
Regeneration 3
+1 level of hex mage


7
+5
+5
+2
+5
Transfer Wounds (Status Effects)
+1 level of hex mage


8
+6
+6
+2
+6
Bloodied Resolve
+1 level of hex mage


9
+6
+6
+3
+6
Regeneration 5
+1 level of hex mage


10
+7
+7
+3
+7
Transfer Wounds (Negative Levels), Ageless
+1 level of hex mage



Prerequisites:
Alignment: Any non-evil
Class Features: Hex Breaker
Skills: Heal 5 ranks

Class Features:
Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (arcana), Knowledge (nature), Listen, Profession, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points Per Level: 4 + int mod per level
Hit Dice: d12

Weapon and Armor Proficiencies (Ex):
A Bearer of Burdens gains no weapon or armor proficiencies

Spellcasting Progression (Ex):
A Bearer of Burdens bodyguard continues to advance in the potency of his hex mage abilities. See the note on prestige classes under the hex mage class features for details.

Hex Breaker (Su or Sp):
Bearer of Burdens class levels stack with those of hex mage for all purposes with regard to the advancement of the Hex Breaker class feature.

Transfer Wounds (Su):
The defining traits of a Bearer of Burdens is his ability to take on the injuries of others on their behalf.
At first level, this ability allows the Bearer of Burdens to expend hex points on an allied creature to absorb hit point damage from them. When he does so, he rolls a d8 per hex points expended and heals the creature by that amount, but also takes damage equal to half that amount himself (minimum 1).

This ability improves further as the Bearer of Burdens gains more levels in the class. At 4th level, he can also use this ability to transfer ability damage or drain from his ally to himself on a one hex point per point of damage basis. Ability drain transferred in this fashion is converted into ability damage, allowing it to heal normally over time, and the Bearer of Burdens takes half the damage or drain he absorbs (minimum 1)

At 7th level, the Bearer of Burdens can expend a hex point to transfer a status effect (such as exhausted or nauseated) from the target to himself. If the effect has levels to it (such as panicked/frightened/shaken), then he suffers the effect as if it were reduced one step.

At 10th level, the Bearer of Burdens’ abilities reach their peak. He may transfer negative levels from the target to himself on a one hex point per negative level basis, though he again takes only half the negative levels himself (minimum 1).

If any of these injuries have a duration to them that will cause them to disperse after a certain time has elapsed (such as an ongoing fear effect), then the Bearer of Burdens experiences the remaining duration of this effect. Be sure to note which damage, ability damage, ability drain, status effects, and negative levels have been transferred with this ability separately.

Continuous Magic Circle Against Alignment (Sp):
At 2nd level, a Bearer of Burdens begins to emanate a continuous Magic Circle effect, as a caster equal to his class level, against any one alignment to which the Bearer of Burdens is diametrically opposed. If the character is true neutral, then he can choose any alignment and may not thereafter change it unless his alignment changes.

Regeneration (Ex):
Bearers of Burdens are remarkably tough individuals, both mentally and physically, and their long exposure to curse energies causes mutations that make them even more durable in nature. Beginning at 3rd level, he gains a form of regeneration (see the Monster Manual for details). Damage caused by physical weapons and natural attacks against his body are treated normally; all other hit point damage (including damage caused by his transfer wounds class feature, spells, psionic powers, etc.) is considered to be subdual, and regenerates at a rate of one hit point per round. The Bearer of Burdens also regrows lost body parts over the course of 24 hours, and may reattach them sooner by holding them against the stump. The Bearer of Burdens can choose whether damage taken from transfer wounds or other sources are healed first by this ability.

This regeneration rate increases by 2 for every 3 levels thereafter (regeneration 3 at 6th, regeneration 5 at 9th, and so forth).


Hostile Transfer (Su):
To defend himself, the Bearer of Burdens may imbue a touch or melee attack with magical energy that afflicts a single opponent with any amount of, or all of, the injuries the Bearer of Burdens has absorbed through his transfer wounds ability. Any hit point damage, ability damage, ability drain, status effects, and negative levels taken by the Bearer of burdens through his transfer wounds ability are placed on the creature touched and removed from the Bearer of Burdens. The target of this attack may make a will save (DC 10+1/2 effective hex mage caster level+charisma modifier) for half effect (if numerical) or to negate the effect (if a status effect)

Bloodied Resolve (Ex):
At 8th level, the Bearer of Burdens merely becomes more resolute in the face of adversity. Whether this is due to a sense of righteousness, indignation to an enemy, or a burgeoning masochism is a question best left to the player of the character. For every 10 points of damage taken by the Bearer of Burdens, he gains a +1 cumulative bonus to saves, attacks, and checks. This bonus lasts as for long as the damage persists.

Ageless (Ex):
At 10th level, the magical mutations that granted the Bearer of Burdens his regeneration also render him immune to the ravages of time. The Bearer of Burdens becomes immune to the negative effects of aging and is effectively immortal. Bonuses from aging still accrue to the maximum shown on the age table in the Player’s Handbook.