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Lorick
2018-12-29, 05:40 AM
Hey guys. I really like the hexblade, but it's a bit underwhelming, especially for a Pathfinder campaign where all the classes are beefed up. So I thought I'd make a stronger version. Does this seem balanced to you guys?

Alignment: Any nongood
Hit Die: d10
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)
Skill Points: 4 + Int modifier

Table: PF Hexblade

SavesSpells per day
LevelBABFRWSpecial1st2nd3rd4th

1
+1
+2
+0
+2
Hexblade's Curse 1/day, Armored Mage (Light)
-
-
-
-


2
+2
+3
+0
+3
Arcane Resistance, Bonus Feat
-
-
-
-


3
+3
+3
+1
+3
Mettle, Occult Gifts
-
-
-
-


4
+4
+4
+1
+4
Shadow of Misfortune, Armored Mage (Medium)
0
-
-
-


5
+5
+4
+1
+4
Hexblade's Curse 2/day
1
-
-
-


6
+6/+1
+5
+2
+5
Greater Hexblade's Curse, Bonus Feat
1
-
-
-


7
+7/+2
+5
+2
+5
Armored Mage (Heavy)
1
0
-
-


8
+8/+3
+6
+2
+6
Improved Occult Gifts
1
1
-
-


9
+9/+4
+6
+3
+6
Hexblade's Curse 3/day
2
1
-
-


10
+10/+5
+7
+3
+7
Bonus Feat
2
1
0
-


11
+11/+6/+1
+7
+3
+7
Improved Mettle
2
1
1
-


12
+12/+7/+2
+8
+4
+8
Aura of Unluck 1/day
2
2
1
-


13
+13/+8/+3
+8
+4
+8
Greater Shadow of Misfortune, Hexblade's Curse 4/day
3
2
1
0


14
+14/+9/+4
+9
+4
+9
Bonus Feat
3
2
1
1


15
+15/+10/+5
+9
+5
+9
Greater Occult Gifts
3
2
2
1


16
+16/+11/+6/+1
+10
+5
+10
Aura of Unluck 2/day
3
3
2
1


17
+17/+12/+7/+2
+10
+5
+10
Hexblade's Curse 5/day
4
3
2
1


18
+18/+13/+8/+3
+11
+6
+11
Greater Aura of Unluck, Bonus Feat
4
3
2
2


19
+19/+14/+9/+4
+11
+6
+11
Dire Hexblade's Curse
4
3
3
2


20
+20/+15/+10/+5
+12
+6
+12
Stolen Fortune, Aura of Unluck 3/day
4
4
3
3



Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons.

Hexblade's Curse (Su): As a swift action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect.

The hexblade can use this ability a number of times per day equal to 1 + Cha modifier. At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours. A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.

Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

Armored Mage: At 1st level, a hexblade gains proficiency with light armor and bucklers. Further, he can cast hexblade spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Every 3 levels, this ability improves. At 4th level, a hexblade gains proficiency with medium armor and light shields, and can also cast hexblade spells in medium armor and using a light shield without a chance of arcane spell failure, though heavy armor and heavy shields still present the same risk. Finally, at 7th level, the hexblade gains proficiency with heavy armor and heavy shields, and can cast hexblade spells in heavy armor and using a heavy shield without a chance of arcane spell failure.

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Bonus Feats: At 2nd level, and every 4th level after (6th, 10th, 14th, and 18th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration, any Fighter bonus feat, any feat with Hexblade levels as a prerequisite.

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Occult Gifts (Su): At 3rd level, the hexblade's mystical power increases, manifesting in an occult gift. The hexblade may use this gift a number of times per day equal to 1 + Cha modifier. Select one occult gift from the list below:

Disrupter: With a melee attack, you may place a disruptive field around a target. The target must make a concentration check to cast spells or spell-like abilities, in addition to any other concentration checks required. The DC is 15 + twice the spell level, and the spell is wasted on failure. Lasts for 1/2 your hexblade levels.
Jumper: You can teleport to a nearby space as a swift action. This does not provoke an attack of opportunity. You must be able to see the space you are moving into. You cannot take other creatures with you. You can move 5 feet/2 hexblade levels.
Beguiler: With a touch, you can charm a living creature. The creature must not have more Hit Dice than your hexblade level, and must not have a hostile attitude toward you. Creatures receive a Will Save at 10 + 1/2 hexblade levels + CHA. Failure means the creature is affected by charm monster for 1/2 your hexblade level rounds. This is a mind-affecting effect.
Necromancer: Gain Command Undead as a bonus feat. The DC for use of this feat is equal to 10 + 1/2 hexblade level + CHA.
Enchanter: As a standard action, touch a creature to grant it either a +2 enchantment bonus to a single ability score of your choice or a +1 bonus to natural armor. This affect lasts for 1/2 hexblade level rounds.
Seer: At the beginning of your turn, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll in the place of another d20 roll. If not used before your next turn, it is lost.

Spells: A hexblade casts arcane spells from the hexblade spell list. He can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier.

Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: PF Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table: Spells at the bottom of this page. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table: Spells are fixed.)

Upon reaching 8th level, and at every other hexblade level after that (10th, 12th, and so on), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is his hexblade level - 3.

Shadow of Misfortune: At 4th level, the hexblade's shadow begins moving independently, regardless of his position or the area's lighting. Though connected to his feet, the shadow may stretch up to 120 feet in any direction, moving at the hexblade's speed, where it's bulk will occupy a 5 foot space. Any target in or adjacent to that space takes a -2 penalty on its saves and to its AC.

The shadow has no real substance, and thus can't attack or otherwise affect creatures or objects, create flanking situations, or provoke attacks of opportunity. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The shadow is treated as a spell whose level is equal to 1/4 the hexblade's level. If it is dispelled, it automatically reforms at the hexblade's side 24 hours later. While dispelled in this fashion, the hexblade casts no shadow.

Greater Hexblade's Curse (Su): When a hexblade attains 6th level, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by a target of the hexblade's curse becomes -4 instead of -2.

Improved Occult Gifts (Su): At 8th level, the hexblade manifests more occult power. The hexblade may use the first gift he selected a number of times per day equal to 3 + Cha modifier. Further, he may select an additional occult gift, which he may use a number of times per day equal to 1 + Cha modifier.

Improved Mettle (Ex): At 11th level, a hexblade's mettle improves. This ability works like mettle, except that while the hexblade still takes no damage on a successful Will or Fortitude saving throw against attacks, he henceforth takes only half damage on a failed save. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the miss chance of concealment). Activating the aura is a swift action, though it may be activated as a free action if the hexblade uses his hexblade's curse that round, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).

At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th level hexblade can activate this aura three times per day.

Greater Shadow of Misfortune: When a hexblade attains 13th level, the penalty on saves and AC incurred by the hexblade's shadow of misfortune become -4 instead of -2. Further, the shadow is stronger, and is now treated as a spell whose level is equal to 1 + 1/4 the hexblade's level for the purposes of dispelling or suppressing.

Greater Occult Gifts (Su): At 15th level, the hexblade's occult gifts become stronger once more. The hexblade may use the first gift he selected a number of times per day equal to 5 + Cha modifier, the second gift 3 + Cha modifier, and he may select a third occult gift, which he may use a number of times per day equal to 1 + Cha modifier.

Greater Aura of Unluck (Su): At 18th level, the hexblade gains greater control over fortune, and any melee or ranged attack made against the hexblade while this aura of unluck is active now has a 50% miss chance (similar to the miss chance of total concealment).

Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by a target of the hexblade's curse becomes -6 instead of -4.

Stolen Fortune (Su): At 20th level, the hexblade not only has mastered creating bad luck, but has learned to siphon that lost luck, generating good luck for himself. Once per day, as a free action, when a target is under the effect his hexblade's curse, a hexblade gains a +6 bonus to attacks, saves, ability checks, skill checks, and damage rolls. Should at least one target also be affected by his shadow of misfortune, he gains a further +4 bonus to saves and AC. This bonuses apply to the hexblade, and thus can be used against all opponents, with the effect lasting for a number of rounds equal to 1 + the hexblade's Cha modifier. The bonuses remains even if the cursed target dies; the effect only ends after the number of rounds above have passed.


Table: Spells

Level1st-Level Spells Known2nd-Level Spells Known3rd-Level Spells Known4th-Level Spells Known

1
-
-
-
-


2
-
-
-
-


3
-
-
-
-


4
2
-
-
-


5
2
-
-
-


6
3
-
-
-


7
3
2
-
-


8
4
2
-
-


9
4
3
-
-


10
5
3
2
-


11
5
4
2
-


12
5
4
3
-


13
5
5
3
2


14
5
5
4
3


15
5
5
4
3


16
5
5
5
4


17
6
5
5
4


18
6
6
5
5


19
6
6
6
5


20
6
6
6
6



1st-Level Spells: Armor Lock, Bloodletting, Catsfeet, Death's Call, Detect Weaponry, Distract Assailant, Karmic Aura, Mage Burr, Peacebond, Phantom Threat, Reaving Aura

2nd-Level Spells: Adoration of the Frightful, Animate Weapon, Arcane Turmoil, Bothersome Babble, Crisis of Confidence, Divest Essentia, Karmic Backlash, Magical Backlash, Shadow Double, Soul Blight, Suppress Magic, Swift Ready

3rd-Level Spells: Fracturing Weapon, Hood of the Cobra, Hound of Doom, Nightmare Terrain, Phantasmal Strangler, Rend Essentia, Trance of the Verdant Domain, Unbind Chakra

4th-Level Spells: Cursed Blade, Early Twilight, Fear, Finger of Agony, Horrid Sickness, Karmic Retribution, Phantasmal Stranger, Spell Theft, Suppress Legacy, Unseen Strike

nonsi
2018-12-29, 09:47 AM
.

First thing's first, let's make things a bit more pleasing to the eye.

(just quote, copy and replace)



Table: PF Hexblade

SavesSpells per day
LevelBABFRWSpecial1st2nd3rd4th

1
+1
+2
+0
+2
Hexblade's Curse 1/day, Armored Mage (Light)
-
-
-
-


2
+2
+3
+0
+3
Arcane Resistance, Bonus Feat
-
-
-
-


3
+3
+3
+1
+3
Mettle, Occult Gifts
-
-
-
-


4
+4
+4
+1
+4
Shadow of Misfortune, Armored Mage (Medium)
0
-
-
-


5
+5
+4
+1
+4
Hexblade's Curse 2/day
1
-
-
-


6
+6/+1
+5
+2
+5
Greater Hexblade's Curse, Bonus Feat
1
-
-
-


7
+7/+2
+5
+2
+5
Armored Mage (Heavy)
1
0
-
-


8
+8/+3
+6
+2
+6
Improved Occult Gifts
1
1
-
-


9
+9/+4
+6
+3
+6
Hexblade's Curse 3/day
2
1
-
-


10
+10/+5
+7
+3
+7
Bonus Feat
2
1
0
-


11
+11/+6/+1
+7
+3
+7
Improved Mettle
2
1
1
-


12
+12/+7/+2
+8
+4
+8
Aura of Unluck 1/day
2
2
1
-


13
+13/+8/+3
+8
+4
+8
Greater Shadow of Misfortune, Hexblade's Curse 4/day
3
2
1
0


14
+14/+9/+4
+9
+4
+9
Bonus Feat
3
2
1
1


15
+15/+10/+5
+9
+5
+9
Greater Occult Gifts
3
2
2
1


16
+16/+11/+6/+1
+10
+5
+10
Aura of Unluck 2/day
3
3
2
1


17
+17/+12/+7/+2
+10
+5
+10
Hexblade's Curse 5/day
4
3
2
1


18
+18/+13/+8/+3
+11
+6
+11
Greater Aura of Unluck, Bonus Feat
4
3
2
2


19
+19/+14/+9/+4
+11
+6
+11
Dire Hexblade's Curse
4
3
3
2


20
+20/+15/+10/+5
+12
+6
+12
Stolen Fortune, Aura of Unluck 3/day
4
4
3
3

Lorick
2018-12-29, 08:22 PM
Thank you. I didn't know you could do that

Arkain
2018-12-29, 10:00 PM
Spells are kind of missing. What spells/list? What kind of spellcasting?



Hexblade's Curse (Su): As a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect.

The hexblade can use this ability a number of times per day equal to 1 + Cha modifier. At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours. A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.

Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

...

Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).

At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th level hexblade can activate this aura three times per day.

...

Greater Aura of Unluck (Su): At 18th level, the hexblade gains greater control over fortune, and any melee or ranged attack made against the hexblade while this aura of unluck is active now has a 50% miss chance (similar to the effect of total concealment).

I would consider making the curse and aura swift actions, maybe making it so that if the curse takes effect, the aura can be triggered alongside it as a free action. I'd also clarify whether it's simply miss chances or whether it actually works as (total) concealment, as that would mean no sneak attacks, for example.



Shadow of Misfortune: At 4th level, the hexblade's shadow begins moving independently, regardless of his position or the area's lighting. Though connected to his feet, the shadow may stretch up to 120 feet in any direction, moving at the hexblade's speed, where it's bulk will occupy a 5 foot space. Any target in or adjacent to that space takes a -2 penalty on its saves and to its AC.

The shadow has no real substance, and thus can't attack or otherwise affect creatures or objects, create flanking situations, or provoke attacks of opportunity. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The shadow is treated as a spell whose level is equal to 1/4 the hexblade's level. If it is dispelled, it automatically reforms at the hexblade's side 24 hours later. While dispelled in this fashion, the hexblade casts no shadow.

I like the idea of making the Dark Companion your own shadow. Can just imagine it being obnoxious and annoying to everyone else, or maybe it's just mean to their shadows :smallbiggrin:



Armored Mage: At 1st level, a hexblade can cast hexblade spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Every 3 levels, this ability improves. At 4th level, a hexblade can also cast hexblade spells in medium armor and using a light shield without a chance of arcane spell failure, though heavy armor and heavy shields still present the same risk. Finally, at 7th level, not even heavy armor and heavy shields present a risk of arcane spell failure.

Better and faster than the Magus' version (who also doesn't start with all the proficiencies). Maybe tone it down.



Occult Gifts (Su): At 3rd level, the hexblade's mystical power increases, manifesting in an occult gift. The hexblade may use this gift a number of times per day equal to 1 + Cha modifier. Select one occult gift from the list below:

Disrupter: With a melee attack, you may place a disruptive field around a target. The target must make a concentration check to cast spells or spell-like abilities, in addition to any other concentration checks required. The DC is 15 + twice the spell level, and the spell is wasted on failure. Lasts for 1/2 your hexblade levels.
Jumper: You can teleport to a nearby space as a swift action. This does not provoke an attack of opportunity. You must be able to see the space you are moving into. You cannot take other creatures with you. You can move 5 feet/2 hexblade levels.
Beguiler: With a touch, you can charm a living creature. The creature must not have more Hit Dice than your hexblade level, and must not have a hostile attitude toward you. Creatures receive a Will Save at 10 + 1/2 hexblade levels + CHA. Failure means the creature is affected by charm monster for 1/2 your hexblade level rounds. This is a mind-affecting effect.
Necromancer: Gain Command Undead as a bonus feat. The DC for use of this feat is equal to 10 + 1/2 hexblade level + CHA.
Enchanter: As a standard action, touch a creature to grant it either a +2 enchantment bonus to a single ability score of your choice or a +1 bonus to natural armor. This affect lasts for 1/2 hexblade level rounds.
Seer: At the beginning of your turn, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll in the place of another d20 roll. If not used before your next turn, it is lost.

Disrupter seems okay-ish. Basically, it's "cast defensively, twice". Maybe instead give a penalty to concentration checks, something like charisma mod +1/3 level? It's also not clear if it takes a special action or any additional one when attacking.
Jumper seems by far the best of the lot if you want to play the melee game, either to get full attacks or to get away after full attacks. It would be interesting to note whether it's compatible with the Dimensional Agility feat chain.
Necromancer feels like filler, but it's something I guess, if you're in that kind of campaign.
Enchanter seems useless. Instead of giving +1 natural armor or half a level 2 spell's worth (that doesn't stack with the spells or items) as a standard action I could be teleporting as a swift action or making it more difficult for casters. Yeah, probably not. Maybe make them into profane or luck bonuses (might be problematic due to Fate's Favored) and have them scale with the character's level so it stays useful beyond level 3.
I'd change Seer. First it's unclear if you can use it only once or as often as you have uses at any one time, plus the way it is now it's "I better roll really well now and maybe not too well afterwards so it isn't wasted". Maybe something like charisma mod to any one roll, with the option to use half charisma mod instead, if it's added after the fact (say +4 to a reflex save or +2 if you realize you might like a bit more after you've rolled), possibly as an immediate action. Give it a fitting name, "Devil's Luck", say. Alternatively, maybe allow something like a take 10 for a roll?



Stolen Fortune (Su): At 20th level, the hexblade not only has mastered creating bad luck, but has learned to siphon that lost luck, generating good luck for himself. Once per day, when a target is under the effect his hexblade's curse, a hexblade gains a +6 bonus to attacks, saves, ability checks, skill checks, and damage rolls. Should at least one target also be affected by his shadow of misfortune, he gains a further +4 bonus to saves and AC. This effect lasts for a number of rounds equal to 1 + the hexblade's Cha modifier.

Since it's only 1/day it must be a choice, so what kind of action does it take? Are the bonuses active only against the cursed creature?


In terms of PF class design, it's a bit odd. What PF has often done is give many options, in the form of "(advanced) [class] talents" and/or some kind of additional resource, like inspiration, panache, ki, arcane pool, whathaveyou. So if you're really into the PF game, you could change it so that there's more choice every 2-3 levels, with the list encompassing many of the things granted automatically here. They may even require something like misfortune essence or whatever you want to call it, instead of being limited to X + charisma mod times per day, so teleporting costs me say 2, charming costs me 3, the works. Instead of giving out bonus feats, maybe make bonus feats part of those lists.
Other than that, have you looked at the Hexcrafter Magus and Shaman? Not quite the same, as it's more about Witch hexes than actual misfortune, but maybe it's enough? If you add Eldritch Scion to your Magus, you'd basically have the spontaneous charisma based gish part covered, with some cursing people thrown in for good measure.
There's also a nice improved Hexblade in these very forums (http://www.giantitp.com/forums/showthread.php?166653-3-5-PEACH-The-Revised-Hexblade-(Now-with-Curses-and-Feats!)), which might just satisfy you. Doesn't have spells or a beautiful table though.

ngilop
2018-12-29, 10:15 PM
I think the PF magus has an archetype that allows witch hexes, you might wan to take a look and see if you like that or if remaking the hexblade for pathfinder is still the better choice.

Lorick
2018-12-30, 06:13 AM
Spells are kind of missing. What spells/list? What kind of spellcasting?

That's... a pretty oversight on my part. I was planning on leaving that mostly unchanged from the 3.5 class, but I should still put it in there. I'll tack that on soon.



I would consider making the curse and aura swift actions, maybe making it so that if the curse takes effect, the aura can be triggered alongside it as a free action. I'd also clarify whether it's simply miss chances or whether it actually works as (total) concealment, as that would mean no sneak attacks, for example.

They were free actions in the 3.5 class. Though I suppose making all the abilities free actions does open things up to abuse. And I intended just a miss chance, and none of the other concealment benefits.



I like the idea of making the Dark Companion your own shadow. Can just imagine it being obnoxious and annoying to everyone else, or maybe it's just mean to their shadows :smallbiggrin:

I'm glad you like that! My thought was something like the shadow of Dracula or Dr. Facilier, to up the spooky factor



Better and faster than the Magus' version (who also doesn't start with all the proficiencies). Maybe tone it down.

My thought was this class being a more martial version of the magus. So where the magus gets more spells, higher spell levels, and the arcana stuff, this class would get better BAB, higher hit die, and get better melee perks faster. I think I will change it so proficiencies are staggered with the class ability. I don't feel like it's so quick to be overpowered, though- every 4 levels instead of every 6 seems reasonable enough for a more combat focused gish.


Disrupter seems okay-ish. Basically, it's "cast defensively, twice". Maybe instead give a penalty to concentration checks, something like charisma mod +1/3 level? It's also not clear if it takes a special action or any additional one when attacking.
Jumper seems by far the best of the lot if you want to play the melee game, either to get full attacks or to get away after full attacks. It would be interesting to note whether it's compatible with the Dimensional Agility feat chain.
Necromancer feels like filler, but it's something I guess, if you're in that kind of campaign.
Enchanter seems useless. Instead of giving +1 natural armor or half a level 2 spell's worth (that doesn't stack with the spells or items) as a standard action I could be teleporting as a swift action or making it more difficult for casters. Yeah, probably not. Maybe make them into profane or luck bonuses (might be problematic due to Fate's Favored) and have them scale with the character's level so it stays useful beyond level 3.
I'd change Seer. First it's unclear if you can use it only once or as often as you have uses at any one time, plus the way it is now it's "I better roll really well now and maybe not too well afterwards so it isn't wasted". Maybe something like charisma mod to any one roll, with the option to use half charisma mod instead, if it's added after the fact (say +4 to a reflex save or +2 if you realize you might like a bit more after you've rolled), possibly as an immediate action. Give it a fitting name, "Devil's Luck", say. Alternatively, maybe allow something like a take 10 for a roll?

So these were drawn from the perks wizards get from different arcane schools. Specifically, Abjuration (Counterspell), Conjuration (Teleportation), Enchantment (Manipulator), Necromancy (Undead), Transmutation (Enhancement), and Divination (Foresight), respectively.
Disruptor- I like the idea of the attack triggering an additional concentration check. Perhaps changing the DC to 15 + Cha modifier + 1/2 Hexblade level? Or perhaps do something with counterspelling, either giving a way to do it without using up hexblade spell slots or improving it? I'm not sure.
Jumper- Hadn't considered that. You did say it was the strongest by far. Do you think it would it be overpowered to also let it qualifier for that feat chain?
Beguiler- I assume no thoughts on this means it's fine?
Necromancer- Yeah, it is a bit lack-luster. Especially since it depends on using pre-existing undead rather than making any of your own. I'm not sure how to really improve it, though.
Seer- I do have a theme of "-er" going, that Devil's Luck doesn't quite fit with. Do you think straight up letting them reroll after a bad one (forcing them to keep the second roll, as usual) would be too powerful? Maybe, before rolling, they can choose to roll twice and take the better result?


Since it's only 1/day it must be a choice, so what kind of action does it take? Are the bonuses active only against the cursed creature?

I intended a free action, and the bonuses active against everyone. Is that too much? It is a capstone.


In terms of PF class design, it's a bit odd. What PF has often done is give many options, in the form of "(advanced) [class] talents" and/or some kind of additional resource, like inspiration, panache, ki, arcane pool, whathaveyou. So if you're really into the PF game, you could change it so that there's more choice every 2-3 levels, with the list encompassing many of the things granted automatically here. They may even require something like misfortune essence or whatever you want to call it, instead of being limited to X + charisma mod times per day, so teleporting costs me say 2, charming costs me 3, the works. Instead of giving out bonus feats, maybe make bonus feats part of those lists.

I was looking at the ranger and paladin a fair bit, as examples of primarily combat characters who also have some magic abilities and access to magic, and I don't really see that too much. I know some classes have pools, but I don't think it's really all that common. As for choices, the ranger has favored enemies, terrain, and his bond, and the paladin just has mercies and his bond. I was toying with the idea of having "jinxes" with add to Hexblade's Curse like mercies add to Lay on Hands (or as cruelties do, more accurately), but I already added the gifts to give the choices feel, so I scrapped jinxes since I was worried it might be too much. I see pathfinder as first and foremost trying to kill dead levels, which was my main goal here.



Other than that, have you looked at the Hexcrafter Magus and Shaman? Not quite the same, as it's more about Witch hexes than actual misfortune, but maybe it's enough? If you add Eldritch Scion to your Magus, you'd basically have the spontaneous charisma based gish part covered, with some cursing people thrown in for good measure.
There's also a nice improved Hexblade in these very forums (http://www.giantitp.com/forums/showthread.php?166653-3-5-PEACH-The-Revised-Hexblade-(Now-with-Curses-and-Feats!)), which might just satisfy you. Doesn't have spells or a beautiful table though.

One of the things I liked about the hexblade was a certain amount of subtlety around the misfortune angle. As a CHA-focused character, you'll probably be the face of the party, and with a non-good alignment, you can have a lot of fun manipulating characters by manipulating their luck, without them being necessarily knowing that you're the cause of the bad luck. So an NPC seems desperate, you can give a little push by suddenly making everything go to crap and playing up that desperation. Incidentally, that's part of why I made the shadow the hexblade's actual shadow- it plays into that more subtle somethings-not-right quality that other tricksters with moving shadows tend to have.

In contrast, I don't think you can get that feeling out of the witch hexes, which seem to be more obvious things (growing claws, cackling madly, and flying on a broomstick). Which are great for playing a witch, but not quite the same as what I'm looking for.

I confess, I didn't look at what the playground had to offer beforehand, which I definitely should have, and while I like the angle of some of those curses, they still aren't quite the same as raw bad luck (possibly me rationalizing after the fact since I already put in the effort to make this). I may look at them to supplement the Occult Gifts. I'll definitely look at those feats, though.

Anyways, thanks so much for looking the class over and giving all your helpful suggestions. I haven't really done much homebrewing before, so I'm certain how powerful things are. The class is already improved by your help.

Arkain
2018-12-30, 01:05 PM
That's... a pretty oversight on my part. I was planning on leaving that mostly unchanged from the 3.5 class, but I should still put it in there. I'll tack that on soon.




They were free actions in the 3.5 class. Though I suppose making all the abilities free actions does open things up to abuse. And I intended just a miss chance, and none of the other concealment benefits.




I'm glad you like that! My thought was something like the shadow of Dracula or Dr. Facilier, to up the spooky factor




My thought was this class being a more martial version of the magus. So where the magus gets more spells, higher spell levels, and the arcana stuff, this class would get better BAB, higher hit die, and get better melee perks faster. I think I will change it so proficiencies are staggered with the class ability. I don't feel like it's so quick to be overpowered, though- every 4 levels instead of every 6 seems reasonable enough for a more combat focused gish.



So these were drawn from the perks wizards get from different arcane schools. Specifically, Abjuration (Counterspell), Conjuration (Teleportation), Enchantment (Manipulator), Necromancy (Undead), Transmutation (Enhancement), and Divination (Foresight), respectively.
Disruptor- I like the idea of the attack triggering an additional concentration check. Perhaps changing the DC to 15 + Cha modifier + 1/2 Hexblade level? Or perhaps do something with counterspelling, either giving a way to do it without using up hexblade spell slots or improving it? I'm not sure.
Jumper- Hadn't considered that. You did say it was the strongest by far. Do you think it would it be overpowered to also let it qualifier for that feat chain?
Beguiler- I assume no thoughts on this means it's fine?
Necromancer- Yeah, it is a bit lack-luster. Especially since it depends on using pre-existing undead rather than making any of your own. I'm not sure how to really improve it, though.
Seer- I do have a theme of "-er" going, that Devil's Luck doesn't quite fit with. Do you think straight up letting them reroll after a bad one (forcing them to keep the second roll, as usual) would be too powerful? Maybe, before rolling, they can choose to roll twice and take the better result?



I intended a free action, and the bonuses active against everyone. Is that too much? It is a capstone.



I was looking at the ranger and paladin a fair bit, as examples of primarily combat characters who also have some magic abilities and access to magic, and I don't really see that too much. I know some classes have pools, but I don't think it's really all that common. As for choices, the ranger has favored enemies, terrain, and his bond, and the paladin just has mercies and his bond. I was toying with the idea of having "jinxes" with add to Hexblade's Curse like mercies add to Lay on Hands (or as cruelties do, more accurately), but I already added the gifts to give the choices feel, so I scrapped jinxes since I was worried it might be too much. I see pathfinder as first and foremost trying to kill dead levels, which was my main goal here.




One of the things I liked about the hexblade was a certain amount of subtlety around the misfortune angle. As a CHA-focused character, you'll probably be the face of the party, and with a non-good alignment, you can have a lot of fun manipulating characters by manipulating their luck, without them being necessarily knowing that you're the cause of the bad luck. So an NPC seems desperate, you can give a little push by suddenly making everything go to crap and playing up that desperation. Incidentally, that's part of why I made the shadow the hexblade's actual shadow- it plays into that more subtle somethings-not-right quality that other tricksters with moving shadows tend to have.

In contrast, I don't think you can get that feeling out of the witch hexes, which seem to be more obvious things (growing claws, cackling madly, and flying on a broomstick). Which are great for playing a witch, but not quite the same as what I'm looking for.

I confess, I didn't look at what the playground had to offer beforehand, which I definitely should have, and while I like the angle of some of those curses, they still aren't quite the same as raw bad luck (possibly me rationalizing after the fact since I already put in the effort to make this). I may look at them to supplement the Occult Gifts. I'll definitely look at those feats, though.

Anyways, thanks so much for looking the class over and giving all your helpful suggestions. I haven't really done much homebrewing before, so I'm certain how powerful things are. The class is already improved by your help.

Yeah, I thought as much. For the time being, I simply assumed you'd have something like the 3.5 one's spellcasting.

I was actually thinking of a couple things. PF seems to have done a lot with swift actions, so it'd fit in that regard, plus there's a suggestion by Mike Mearls in terms of improving the original which also included the curse as a swift action (but no curse use spent, if it doesn't work). What I was actually thinking of was something like "Curse, teleport, full attack, 5 foot step into semi safety, some miss chance for good measure" as a kind of nuke in the first round, since the teleport reach does certainly grow eventually. It seemed a bit harsh at first glance, but maybe I'm overestimating things. I think in the first draft, teleporting is also the only use for a swift action inherent to the class itself?

I was actually thinking of Dr. Facilier amongst others, yes. It's certainly something to have fun with in the actual roleplaying as well as combat.

I've just looked at the Duskblade and it had the progression in the same way plus acquiring proficiency and the current Hexblade also doesn't get any fancy gish stuff like the Magus does in the form of spell combat et al, so that may actually work out, yeah. Of course you still go rather quickly from a dude in leather or chain shirt to breast plate to knight in cursing armor. Maybe that's what's really been bothering me, dunno.

Changing Disruptor to 15+CHA+1/2 level might work out eventually, but I think it's largely the same thing, if not easier than basic defensive casting. Hmm. Well, the Disruptive feat chain Fighters get makes it so that it becomes more difficult and with Spellbreaker even failed defensive casting provokes an AoO, to have a comparison. Alternatively, since it's about chance and whatnot, how about a chance for spell failure?
Jumper with the feat chain wouldn't change much, since it's a swift action, but you could flank with yourself and teleport out after your full attack if you actually got some reach left, so that's at least something cool to do. Also a character who could finally access the feats early instead of near the endgame. Not sure, really.
I knew I had forgotten something :smallbiggrin: Well, Beguiler seems okay enough. Maybe the Witch hex Charm might be a good comparison, which works more like successfully diplomacing a target.
I got nothing in terms of necromancy. However, Bestow Curse if part of the school and I'd wager the same is true for other curses, so maybe one can go into that direction instead?
Ah yes, I see the naming theme, so it doesn't fit if you want to be the seer. Or witcher hexer, for that matter. Well, re-rolls are generally very powerful and limited in terms of what and how often, so being able to basically spam it at some point may be too strong.
I've just had a thought or two here. First, there's the limit of schools in the bonus feats, so maybe those should be taken and worked on, to keep themes, but that may just be me. More importantly, how about taking the schools (no matter if it's the current ones or a more limited selection) and broadening the options by giving a defensive oriented and an offensive oriented ability to choose from, making the occult gifts more interesting overall. May be tricky to find something nice in each case, but it's just an idea. Also, maybe give a bonus spell known of some level of the school the first time a gift is chosen and another one of a higher level if the school is "completed"?

I don't think it's too much, if it had been +6 against only one enemy who's already weakened beyond recognition it would've been too little :smallbiggrin:
Unfortunately, capstones come in very varied shapes, containing yet more of the same, as well as save or die options, so it's difficult to gauge (and largely unimportant when sitting at the table...). What one could do is allow it multiple times, but make it cost a curse use each time (beyond the first?), so you can really burn through your curses quickly, but for great benefit.


Well, it's my first time commenting on a homebrew class, so if anything helps I'm glad.

lightningcat
2018-12-30, 06:15 PM
I like the idea of making the Dark Companion your own shadow. Can just imagine it being obnoxious and annoying to everyone else, or maybe it's just mean to their shadows :smallbiggrin:


The PF Shadowdancer gets a shadow compainion, so their is precident.



Summon Shadow (Su)
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.


When I used it, it was a nice little bonus, but not overwhelming. Got it around 10th level, and used it mostly for scouting instead of combat backup.