Introduction: Why Malefactor?
SpoilerSome of you remember that, a little while back, I posted a Hexblade remake, imagining them as dark warriors that didn't have the limitations of arcane spellcasting. What I never really mentioned is that I've been dissatisfied with the work for a long time; it went where I was intending it to go, certainly, but something always seemed...wrong. Off, somehow.
It was during a discussion with InaVegt that she solved my problem; in expressing her dissatisfaction with the concept of a Hexblade to begin with, she said she'd rather see it on a more rogue-like chassis, and everything just clicked for me. So here we are - the Malefactor, a rogue-like Hexblade remake just for the Playground! Please, evaluate and critique honestly, and I'm always looking for ideas and inspiration!
Warning: there may be some sloppy formatting until I clean this thing up. Until otherwise stated, this is a work in progress and may be missing large, essential pieces.
Malefactors
”Straight fights are for suckers.”Miss Envy, a Malefactor
Malefactors are, in many ways, similar to rogues; they prefer the unfair fight, the ambush. They use abilities and skills that might be seen as unsavory or underhanded. The primary difference is that the rogue uses skills honed through careful practice, where the Malefactor favors the curses, hexes, and banes that are their birthright to lay their enemies low. Once their true natures are known, Malefactors are often treated with a degree of distrust, but no one can deny that their arts are effective.
Abilities: All of the Malefactor's supernatural abilities key off of their Charisma score, but Dexterity is also important to them, as it affects the accuracy of their attacks and boosts their low armor class, especially at lower levels. Strength, Constitution, and Intelligence (in no particular order) are also valued by Malefactors.
Role: Malefactors are a ranged or melee disruptor; they use their curses and supernatural abilities to shape the battlefield to their liking before wading in with the damage, hoping to tear their enemies to shreds. They provide a good compliment to solid melee classes such as warblades and crusaders, and can, in a pinch, also attempt to keep enemies away from even softer targets like wizards or artificers - just don't ask them to do it for too long. They can only absorb so many blows.
Background: Most Malefactors are born, the results of cursed bloodlines, the descendants of powerful necromancers or the inheritors of fiendish taint. They manifest their powers as early as puberty, reaching into misfortune in moments of anger or desperation, and find that doing so is easy. Natural. It's only a matter of time before they realize the uses their powers can be put to; many fall in with criminal elements, while others idealize themselves as vigilantes or guardians. Some, however, learn the art instead of being born to it; these are normally taught by a more experienced Malefactor, though some simply come into their power late.
Organization: There is no formal organization amongst Malefactors, though one can find them in military organizations, criminal gangs, thieves' guilds and assassins' guilds all around the world, putting their talents to use. More often then not, they attempt to avoid each other out of professional courtesy, but that unwritten request is the closest they come to true formal organization.
Alignment: Any. Though the powers and tactics favored by the Malefactor are often seen as dishonorable or even evil, they can be put to whatever end the Malefactor chooses. That being said, many Malefactors are chaotic and/or evil, the legacy of tapping so frequently into the dark and spiteful parts of their mind.
Races: Humans and half-breeds such as half-elves, half-orcs, and planetouched fill out the majority of the Malefactor's ranks, with gnomes and savage humanoids claiming a close second place. Elves tend to disdain the art, and dwarves in particular don't prefer such honorless methods of combat.
Religion: Malefactors tend to favor deities of thieves, magic, luck (good or ill), victory, wealth, and other, related portfolios. Often they aren't particularly religious, but exceptions certainly exist
Other Classes: Malefactors have a slight tendency to look down on, well, just about anyone. They can respect raw power, but their abilities lend them a certain amount of arrogance that can be off-putting to others. In particular, rangers and bards get almost no respect from Malefactors, who tend to view them as minions and not valuable professions in their own right.
Adaptation: Malefactors were written with little to no assumptions about the campaign setting they appear in; as such, adapting them to your campaign setting should be relatively painless.
Hit Die: D8.
Starting Gold: 6d4 x 10 gold pieces.
Class Features
Class Skills: The Malefactor’s class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
Skill Points at First Level: (6 + Intelligence modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier
Custom{table="head"]Level|BAB|Fort|Ref|Will|Special |Malefactions Known|Auras Known|Torment the Weak
1st|+0|+0|+2|+2|Malefactions (Spites), Maleficent Aura, Trapfinding|1|1|+1d4
2nd|+1|+0|+3|+3|Ripper's Gift (Finesse)|2|1|+1d4
3rd|+2|+1|+3|+3|Cheap Shots|3|1|+2d4
4th|+3|+1|+4|+4|Evasion|3|1|+2d4
5th|+3|+1|+4|+4|Malefactions (Taboos)|4|2|+3d4
6th|+4|+2|+5|+5|Ripper's Gift (Weapon Enhancements)|4|2|+3d4
7th|+5|+2|+5|+5|Stolen Luck (20% Miss Chance)|5|2|+4d4
8th|+6/+1|+2|+6|+6|Sense Malice (Blindsense)|6|2|+4d4
9th|+6/+1|+3|+6|+6|Vicious Rebuttal|6|2|+5d4
10th|+7/+2|+3|+7|+7|Malefactions (Banes), Ripper's Gift (Cursed Damage)|7|3|+5d4
11th|+8/+3|+3|+7|+7|Alacrity|7|3|+6d4
12th|+9/+4|+4|+8|+8|Improved Evasion, Sense Malice (Blindsight)|8|3|+6d4
13th|+9/+4|+4|+8|+8|Wings of Misfortune|8|3|+7d4
14th|+10/+5|+4|+9|+9|Ripper's Gift (Transdimensional Strikes)|9|3|+7d4
15th|+11/+6/+1|+5|+9|+9|Malefactions (Geasa)|10|4|+8d4
16th|+12/+7/+2|+5|+10|+10|Otherworldly Stride|10|4|+8d4
17th|+12/+7/+2|+5|+10|+10|Stolen Luck (50% miss chance)|11|4|+9d4
18th|+13/+8/+3|+6|+11|+11|Cruel Simulacrum|11|4|+9d4
19th|+14/+9/+4|+6|+11|+11|Avatar of Woe|12|4|+10d4
20th|+15/+10/+5|+6|+12|+12|Malefactions (Maledictions)|13|5|+10d4
[/table]
Weapon and Armor Proficiency: Malefactors are proficient with all simple and martial weapons, as well as with the whip. They are proficient with light armor, but not with shields. Though her curses include somatic components, a Malefactor’s powers are not affected by wearing armor due to the simplicity of said gestures (often involving nothing more complex than pointing).
Malefactions (Su): Malefactor do not learn spells; instead, their power manifests as malefactions, specific manifestations of negative magical energies which the Malefactor inflicts upon enemies or objects within eighty feet (the Malefactor must still have line of effect to her target). A creature or object that is the target of a Malefactor’s malefaction is entitled to a Will save (DC 10 + ½ the Malefactor’s class level + the Malefactor’s charisma modifier) to either avoid the effects. The effects of a malefaction last for a number of minutes equal to the Malefactor’s class level plus her charisma modifier, or until dismissed by the Malefactor as a free action. A creature who successfully saves against a Malefactor’s malefaction is immune to further applications of that particular malefaction for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.
A Malefactor may use a total number of malefactions per encounter equal to [2 + ¼ her class level] plus her charisma modifier, regardless of the power level of the malefaction involved. Invoking a malefaction is a swift action involving both verbal and somatic components (thus, a helpless or silenced Malefactor cannot invoke her malefactions). Invoking a malefaction does not provoke attacks of opportunity. A Malefactor may not invoke a malefaction that is already affecting a target.
At first level, the Malefactor may only learn the weakest malefactions, known as Spites. At fifth level, she may learn Taboos in place of Spites if she so chooses. At tenth level, she may choose to learn Banes in place of Taboos or Spites. At fifteenth level, she may choose to learn Geasa in place of Banes, Taboos, or Spites, and at twentieth level she may choose to learn a Malediction in place of a Gaesa, Bane, Taboo, or Spite.
Unless otherwise stated in a particular malefaction's description, malefactions are not mind-affecting abilities.
Maleficent Aura (Su): In addition to her more potent single-target malefactions, the Malefactor may project auras of terrible misfortune that sap away at their enemies. Unlike malefactions, these auras can be considered 'always on' unless the Malefactor chooses to cease projecting them as a free action during her turn (she may re-project her aura as a free action at the beginning of her turn as well). At first level, the Malefactor chooses a single aura from among those available to her (Spites). At fifth level, she chooses an additional aura (this time from the Taboo list), then again at tenth level (from the Bane list), fifteenth level (from the Geasa list) and her final aura at twentieth level (from the Malediction list). She may only project one aura gained from this class at a time.
A Malefactor's maleficent aura has a fifteen foot radius, plus five feet per two class levels past level one. Beings entering her aura must immediately succeed at a Will save (DC 10 + 1/2 the Malefactor's class level + her charisma modifier) or suffer its effects; if they then leave the aura's radius by any means and then re-enter it, they are still subject to its effects (this lasts for twenty-four hours after failing their initial saving throw), though they are not subject to it while outside of its radius. A being that succeeds at its saving throw against a particular maleficent aura is immune to the effects of that particular aura for twenty-four hours thereafter, though not to the effects of other auras the Malefactor may choose to project. The Malefactor may choose to project a new maleficent aura in place of her current one as a swift action.
Unless otherwise noted in their descriptions, maleficent auras are not mind-affecting abilities.
Torment the Weak (Su): The power of a Malefactor's curses call to her, leaving her enemies vulnerable to her strikes. A Malefactor deals an additional 1d4 points of damage on all attacks (and/or spells that deal hit point damage) against beings that are currently suffering the effects of one of her malefactions or her maleficent auras (this damage is not cumulative; that is, a being suffering from one of her malefactions that is also under the effects of one of her maleficent auras only takes an additional 1d4 points of damage, not 2d4). This damage increases by one die at third level, and again every two levels thereafter to a maximum of +10d4 at level nineteen.
Trapfinding (Ex): Malefactors can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Malefactors can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Malefactor who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Ripper's Gift (Su): At second level, the Malefactor's connection to spite and cruelty facilitates her skill with weapons; she gains Quick Draw as a bonus feat. Additionally, she may use her dexterity modifier in place of her strength modifier on attack rolls with natural, one-handed or light melee weapons, and may use her dexterity modifier in place of her strength modifier on melee damage rolls made with natural, one-handed or light melee weapons.
At sixth level, the cursed power that flows through them reaches into their weapons; any weapon they carry or hold gains the ghost touch and vicious weapon enhancements. The Malefactor may choose to not use one or both of these enhancements simply by taking a free action at the beginning of her turn to do so, and may re-activate an unused enhancement by taking a free action to do so at the beginning of her turn as well.
At tenth level, damage dealt by the Malefactor's Torment the Weak ability cannot be healed by natural means (including fast healing and regeneration) and always counts as lethal damage unless they purposefully choose to deal non-lethal damage with their attack. This ability does not function against beings of a higher divine rank than the Malefactor.
At fourteenth level, the Malefactor may freely attack beings and objects on the ethereal, shadow, or astral planes with their weapon attacks even if they do not share a plane with these beings or objects, as long as they can perceive the beings or objects in question.
Cheap Shots (Ex): Malefactors believe that the only fair fight is one you lose; starting at third level, they and their allies within thirty feet gain a bonus equal to one-half the Malefactor's class level (rounded up) on damage rolls against flanked enemies.
Evasion (Ex): At fourth level and higher, a Malefactor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Malefactor is wearing light armor or no armor. A helpless Malefactor does not gain the benefit of evasion.
Stolen Luck (Su): A Malefactor of seventh level or higher can siphon luck from her foes and use it to protect herself with a layer of ill-gotten fortune; once per day, as a move-equivalent action, she may enter a state wherein attack rolls directed against her suffer a 20% miss chance. This state lasts for a number of rounds equal to her charisma modifier, and requires that she be projecting her maleficent aura. She gains an additional use per day of this ability at level ten, and again every three levels thereafter to a maximum of five uses per day at level nineteen.
At level seventeen, the miss chance granted by this ability increases to 50%.
Sense Malice (Su): A Malefactor of eighth level and higher can sense hatred, anger, and malice directed against her; she gains blindsense out to sixty feet, but only with regards to inanimate objects, constructs, and intelligent beings hostile to her (or that consider her to be their enemy or even just simply dislike her). At twelfth level, this improves to blindsight. These senses are not dependent on any mundane senses, and thus cannot be disrupted by attacking the Malefactor's senses.
Vicious Rebuttal (Su): Malefactors' repeated delving into the cruel and vengeful parts of their mind bear fruit at level nine and higher; whenever she is struck by an attack or a spell that requires an attack roll, she may choose to make an attack of opportunity against the source of the attack or spell with whatever weapon she has in hand, regardless of the distance between herself and her victim - she simply lashes out with raw, weapon-shaped malevolence, rending into them. Aside from the range consideration, this is in all other ways identical to a normal attack of opportunity except that it resolves after the provoking event (thus, the Malefactor takes the damage, suffers any effects of the spell that they didn't save against, et cetera). This ability does not allow the Malefactor to make more than one attack of opportunity per round (though other abilities or feats might).
The Malefactor may only use Vicious Rebuttal up to once per round against any given target (that is, she may only take one attack opportunity triggered by this ability per victim, per round).
Alacrity (Ex): A Malefactor that reaches eleventh level or higher has learned to strike quickly and without mercy, tearing into her foes; she gains a +10 competence bonus to her movement speeds (in all of their forms). Additionally, she deals additional damage against flat-footed or flanked opponents equal to 1.5 x her dexterity modifier (this is in addition to the bonus damage provided by her Ripper's Gift class feature).
Improved Evasion (Ex): A Malefactor of twelfth level or higher gains the benefit of improved evasion; this ability works like evasion, except that while the Malefactor still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Malefactor does not gain the benefit of improved evasion.
Wings of Misfortune (Su): A Malefactor of thirteenth level or higher takes to the air like an ill omen; she gains a sixty foot fly speed with good maneuverability. When the Malefactor gains this ability, her player chooses whether or not she has literal wings; if she does, the player may design their appearance, though most Malefactors have wings with dark feathers, or else bat-like, membranous wings. If she does not gain wings, she crackles slightly with cursed energy whenever she flies.
Otherworldly Stride (Su): Starting at sixteenth level and higher, the Malefactor may perceive freely into astral, ethereal, and shadow planes, provided the plane she is on connects to these planes (meaning that on the outer planes, she may only perceive freely into the astral), as well as being able to see perceive freely into the prime material plane from those planes. She can still only view those portions of the planes roughly closest to her and only to a limit of her actual perceptions, but while the perceptions are fuzzy, she can make out enough to tell the difference between beings and objects. Additionally, as a full-round action, she may step into any part of those three planes or the prime material plane that she can perceive, provided they connect to the plane she is on at the time.
Cruel Simulacrum (Su): A Malefactor of eighteenth level and higher punishes those that dare to harm her with magic, spitting their own spells back into their faces; whenever the Malefactor succeeds at her saving throw against an undesired spell or spell-like ability, she may spend an immediate action to make its originator immediately suffer its effects, ignoring spell resistance (but still permitting a saving throw as appropriate). In the event that the spell reproduced this way is an area-of-effect spell, only the caster's space is affected (though this may still cause it to affect other beings sharing a space with the caster).
The Malefactor may not use Cruel Simulacrum on saving throws that are provoked by pre-existing static effects; for example, she cannot deliberately touch a prismatic wall and force the effect on its original caster.
Avatar of Woe (Ex): A Malefactor of nineteenth level and higher has transcended mundane existence to become an incarnation of misfortune; her type changes to Outsider (Native) and she gains a +2 inherent bonus to both Dexterity and Charisma. Additionally, beings suffering the effects of her maleficent aura suffer a -4 luck penalty to armor class as well as a -2 luck penalty on all skill and ability checks. Lastly, she gains damage reduction 20/silver and magic.