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Old 05-25-2010, 12:46 AM   Top  -  End  -  #1
T.G. Oskar
Ogre in the Playground
 
 
Join Date: May 2009
Gender: Male
Default The Bez-Kismet; or, a rebalanced Hexblade with a much more original name!

Ladies and Gentlemen, children of all ages! Outsiders and Eldritch Abominations too!

Better looking?

Dunno if you have missed me or not, but one thing's for sure: I haven't missed you. As usual, here I provide for a class that need a bit of twinking, but one that is loved by most people as-is.

...Or that is, "as is" including some fixes. Of course.

So...what in essence implies a Hexblade? Is it the curses? The fact that it's an arcane gish (of some sort) that does mostly debuffing? The idea was mostly a combination of the two: a warrior, somewhat like a Paladin, which could use magic spells and cold steel, a very strong debuffer, and a modestly resistant combatant: pretty much the first official gish, with a feel of its own. The biggest problem is not with the class, but in the book that it was released; that would be the Complete Warrior (tm) sourcebook, a book notorious for being the first official 3.5 experiment, and where the people were so green that they didn't ventured too forth. From them, the Hexblade is actually the better of the trio, considering the Swashbuckler is mostly a dipping class for smart fighters (no pun intended) and the Samurai...well, aside from Takahashi no Onisan, very rarely you can do much with it.

So, why the Hexblade and not the Swashbuckler (since the Samurai has already been retooled, to be precise)? Because the Hexblade is cool, but I feel it could do better. Hopefully, this will be better than the original, but still having a pretty reasonable feel to the original.

So, without further ado, I shall introduce to you...the:

BEZ-KISMET



Niam Tsinogatna, a bez-kismet. Pic...found on the Internets, but it probably is from Hyung-tae Kim if you look at it pretty closely...

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MAKING A BEZ-KISMET (or, what has and what hasn't changed from the Hexblade):

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Class Skills: The bez-kismet’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis)
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

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Hit Die: d10

THE BEZ-KISMET
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th
1st+1
+2
0
+2
Curse of the Fateless2----
2nd+2
+3
0
+3
Bonus feat, Miser's Fortune2----
3rd+3
+3
+1
+3
Aura of Misfortune30---
4th+4
+4
+1
+4
Step into the Unknown (move speed)30---
5th+5
+4
+1
+4
Improved Curse of the Fateless31---
6th+6/+1
+5
+2
+5
Bonus Feat, Aura of Dissonance31---
7th+7/+2
+5
+2
+5
Tainted Wounds410--
8th+8/+3
+6
+2
+6
Mettle420--
9th+9/+4
+6
+3
+6
Aura of Misfortune, Step into the Unknown (+10 ft.)421--
10th+10/+5
+7
+3
+7
Bonus Feat, Baleful Curse of the Fateless421--
11th+11/+6/+1
+7
+3
+7
Denial of Grace5210-
12th+12/+7/+2
+8
+4
+8
Aura of Negation5321-
13th+13/+8/+3
+8
+4
+8
Improved Mettle5321-
14th+14/+9/+4
+9
+4
+9
Bonus Feat, Step into the Unknown (double move)53220
15th+15/+10/+5
+9
+5
+9
Aura of Misfortune, Dire Curse of the Fateless53321
16th+16/+11/+6/+1
+10
+5
+10
Spell Resistance54321
17th+17/+12/+7/+2
+10
+5
+10
Destiny Bond54332
18th+18/+13/+8/+3
+11
+6
+11
Bonus Feat54432
19th+19/+14/+9/+4
+11
+6
+11
Step into the Unknown (+10 feet speed)54433
20th+20/+15/+10/+5
+12
+6
+12
Hex of Ending Death54433

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Class Features
All of the following are class features of the bez-kismet.
Weapon and Armor Proficiency: Bez-kismet are proficient with all simple and martial weapons, with light and medium armor, and with light shields.
Because the somatic components required for bez-kismet spells are simple, the bez-kismet may use his spells while wearing light or medium armor, and while using a light shield. However, like any other arcane spellcaster, a bez-kismet wearing heavy armor or using a heavy or tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bez-kismet still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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Spells: A bez-kismet casts arcane spells, which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bez-kismet must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bez-kismet’s spell is 10 + the spell level + the bez-kismet Charisma modifier.
Like other spellcasters, a bez-kismet can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. When the table above indicates that the bez-kismet gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bez-kismet selection of spells is extremely limited. A bez-kismet begins play knowing two 0-level spells of his choice. At most new bez-kismet levels, he gains one or more new spells, as indicated below. (Unlike spells per day, the number of spells a bez-kismet knows is not affected by his Charisma score; the numbers below are fixed.)
A bez-kismet can learn any sorcerer/wizard spell from the enchantment, illusion, necromancy and transmutation schools, and conjuration spells with the calling or summoning descriptor. However, a bez-kismet is incapable of learning spells with the good descriptor. A bez-kismet may also choose other spells from different schools of the sorcerer/wizard spell list but as indicated below; furthermore, he can learn unique spells not available on the sorcerer/wizard spell list.
Upon reaching 8th level, once per week and at every three class levels afterwards, a bez-kismet can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged. A bez-kismet may swap only a single spell at any given moment, and must choose whether or not to swap the spell at the same time that he gains new spells known for the specified level.

Table: Bez-Kismet spells known
Level01st2nd3rd4th
1st2----
2nd2----
3rd311---
4th321---
5th32---
6th33---
7th4311--
8th4321--
9th442--
10th443--
11th54321-
12th5432-
13th5543-
14th554321
15th65432
16th65443
17th65543
18th66544
19th76554
20th76555
1 Provided the bez-kismet has sufficient Charisma to have a bonus spell of this level.

As noted above, a bez-kismet needs not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

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Curse of the Fateless (Su): The bez-kismet is a warrior shunned by fate. Either by defiance or by determination, the bez-kismet alters the fortune of people, cursing them into terrible misfortune. Albeit the bez-kismet opposes the whim of fate, forces beyond his knowledge ensure that he does not suffer from its terrible consequences by equaling the fighting ground.
As a swift action, a bez-kismet may unleash a curse upon his foe. The target must be visible to the bez-kismet and within 60 feet. The target of a curse of the fateless takes a -2 penalty on attack rolls, damage rolls saves, ability checks and skill checks for the rest of the encounter and for a number of rounds equal to the bez-kismet’s class level afterwards. A successful Will save (DC 10 + ½ the bez-kismet’s class level + the bez-kismet’s Cha modifier) negates the effect though a curse attempt is not wasted if the target saves successfully.
Multiple curses of the fateless don’t stack, and any foe that successfully resists the effect cannot be affected by the same curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a curse of the fateless.
At 1st level, a bez-kismet can use his curse of the fateless a number of times per day equal to 1 + his Charisma modifier. At 5th level, and every five levels afterwards, the bez-kismet gains an extra use of his curse of the fateless per day.

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Bonus Feat: At 2nd level, and every four levels after that, a bez-kismet gains a bonus feat in addition to those he obtains by means of improving levels. These bonus feats must be drawn from the feats noted as fighter bonus feats, reserve feats (see Complete Mage) or from the list provided below. A bez-kismet must still meet the prerequisites for a bonus feat, as usual. For purposes of fighter level prerequisites, a bez-kismet is considered to have a fighter level equal to his class level -5.
Bez-Kismet Bonus Feat List: Arcane Defense, Arcane Mastery, Arcane Preparation, Combat Casting, Eschew Materials, Extra Slot, Extra Spell, Greater Spell Focus, Greater Spell Penetration, Ranged Spell Specialization, Spell Focus, Spell Penetration, Touch Spell Specialization.

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Miser’s Fortune (Su): At 2nd level, a bez-kismet’s miserable fortune is such that it cannot plunge any lower. Whenever he receives a penalty on attack rolls, saving throws, skill checks or ability checks, he may ignore part of this penalty, to an amount equal to 1 + 1 per three class levels after the second. This penalty reduction applies to all penalties separately, and does not affect penalties to ability scores. A penalty cannot be reduced to lower than 0 by means of this ability (hence, the bez-kismet cannot gain a bonus by means of this ability). While under the effects of a penalty, however, a bez-kismet cannot benefit from luck bonuses.

Furthermore, if the bez-kismet successfully curses an opponent, he may add his Charisma modifier to all damage rolls done to it. This benefit applies regardless of the method of cursing, but only through use of the Curse of the Fateless class feature.

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Aura of Misfortune (Su): Beginning at 3rd level, a bez-kismet unmakes the fortune of his enemies. This manifests as an aura that has a small distance, but that slowly increases in size as the bez-kismet progresses.
Projecting an aura is a swift action, and the bez-kismet can only project one aura at a time. An aura remains in effect until the bez-kismet uses a free action to dismiss it or he activates another aura in its place. A bez-kismet can have an aura of misfortuneactive continually; thus, an aura can be in effect at the start of an encounter even before he takes his first turn.
A bez-kismet that acquires this ability must choose from one of the auras presented below. Unless otherwise noted, the range of the aura is of 60 feet. As a bez-kismet progresses in levels, he learns to manifest more auras and the size of his auras increase; at 9th level, he gains the ability to manifest one more aura from the list and his aura increases to 75 feet; at 15th level, a bez-kismet gains the ability to manifest another aura and his area of effect increases to 90 feet. Opponents within the area of effect of the aura must have line of effect to the bez-kismet in order to be affected by it. The bez-kismet’s aura is dismissed if he becomes unconscious or slain, but otherwise it remains in effect even if she is incapable of acting.
All of the aura’s penalties start at -1, and increase by 1 for every three class levels of the bez-kismet. If the bez-kismet has the ability to manifest other kinds of auras (such as the dragon shaman’s draconic auras from Player’s Handbook II or the marshal’s major auras from Miniatures Handbook, but not the marshal's minor auras or draconic auras from Dragon Magic acquired through feats), his auras increase in power: for every two points of bonus from other auras, the bez-kismet’s aura of misfortune’s penalties increase by 1, and for every two points of penalty from the auras of misfortune, all other auras’ bonuses increase by 1. Unless otherwise indicated, all penalties are luck penalties.
Apathy: luck penalty on all Will saving throws
Debilitation: luck penalties on attack rolls and damage rolls.
Frailty: luck penalty on all Fortitude saving throws
Hesitation: luck penalty on all Reflex saving throws
Lethargy: reduction in speed equal to five times the penalty provided by the aura. This applies to all speeds, except flight speeds in which the reduction is equal to 10 times the penalty. A character’s speed can be reduced to 0 by means of this ability.
Recklessness: luck penalty on Armor Class. A character under the effects of this aura may not make 5 ft. steps.

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Step into the Unknown (Su): At 4th level, a bez-kismet gains the ability to escape from various situations by warping the space around himself. A bez-kismet is convinced of the certainty of death, but he refuses to believe his death is predestined to happen at the whim of fate.
As a move action that does not provoke attacks of opportunity, a number of times per day equal to his Charisma modifier, a bez-kismet can teleport a small distance away from its current location (up to his land speed). He may use this ability even if he’s grappled, pinned, immobilized, dazed or stunned, and even if he does not have line of effect to the location, but not if he’s paralyzed, petrified, unconscious or otherwise helpless.
At 9th level, the bez-kismet gains a bonus of 10 feet to his land speed for purposes of determining the maximum range of teleportation. At 14th level, he may use this ability as a full-round action and move up to twice his effective land speed, as if making a double move action. At 19th level, the bez-kismet gains an actual bonus of 10 feet to any of his speeds, which can be duplicated if making a double-move teleport and that stacks with the earlier effective bonus to speed for purposes of determining the maximum teleportation range. At each of these levels, the bez-kismet may use this ability two more times per day.

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Improved Curse of the Fateless (Su): At 5th level, the curse inflicted by the bez-kismet increases in potency. The penalty on on attack rolls, damage rolls saves, ability checks and skill checks increases to -4, and the duration of the curse last for an amount of minutes equal to the bez-kismet’s class level afterwards (if the creature manages to escape). Alternatively, the bez-kismet may impose a -4 penalty to a single ability score (this penalty stacks with the penalty from Bestow Curse), but the penalty only lasts for a number of rounds equal to the bez-kismet’s class level (if the creature manages to escape).

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Aura of Dissonance (Su): At 6th level, a bez-kismet impedes the use of magic upon his surroundings. The bez-kismet imposes a circumstance penalty on caster level to any enemy spellcaster when using a spell equal to the penalty provided by his aura of misfortune (see above). Reduction of caster level by means of this aura's effect does not prevent spellcasters from accessing their highest spell levels (an exception to the norm), except as follows. If the spellcaster fails a Will saving throw (DC equal to 10 + 1/2 the bez-kismet's class level + the bez-kismet's Charisma modifier), it may not use spells of the highest level it can cast while they are within the range of the aura of misfortune.

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Tainted Wounds (Su): At 7th level, a bez-kismet can taint the wounds of creatures struck by his weapons, making them much more difficult to heal.
By sacrificing a daily use of the curse of the fateless class ability, the weapons of the bez-kismet become tainted weapons for a number of rounds equal to half the bez-kismet’s class level. Whenever the bez-kismet strikes a creature with a weapon tainted by this ability for the first time, the creature must make a Fortitude saving throw against a DC equal to 10 + ½ the bez-kismet’s class level + the bez-kismet’s Charisma modifier. If the creature fails its saving throw, any wound dealt by the bez-kismet does not heal naturally, and magical healing is impaired. Any healing spell, as well as fast healing and regeneration are reduced to half their effectiveness. Healing spells restore half the amount of hit points (but only hit points) it would normally heal, and fast healing/regeneration only heal half the normal amount of hit points it would heal per turn.
This effect lasts for 24 hours, or until the creature is treated with a Remove Curse, Break Enchantment or similar ability. If the creature succeeds on the saving throw, it is immune to the effect of this ability for the remainder of the rounds the bez-kismet holds this ability and for 24 hours afterwards.

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Mettle (Ex): Beginning at 8th level, if a bez-kismet makes a successful Will or Fortitude save that would normally reduce the save’s effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

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Baleful Curse of the Fateless (Su): At 10th level, the curses of the bez-kismet not only improve further, but also cause physical harm whenever they are resisted. The penalty on on attack rolls, damage rolls saves, ability checks and skill checks increases to -6, and the duration of the curse last for an amount of hours equal to the bez-kismet’s class level afterwards (if the creature manages to escape). If the target creature succeeds on the saving throw, the curse of the fateless ability is not wasted (as usual), but the creature takes damage equal to twice the bez-kismet’s class level plus his Charisma modifier (unless the creature has the mettle ability, in which case it takes no damage).

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Denial of Grace (Su): At 11th level, a bez-kismet becomes slightly resistant to magic spells. A bez-kismet gains a bonus against spells, spell-like abilities, psionic powers, psi-like abilities and mysteries (whether they are cast as arcane spells, spell-like or supernatural abilities) equal to his Charisma modifier.

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Aura of Negation (Su): At 12th level, a bez-kismet negates a creature’s chances to incline the odds to its favor. When using a spell, spell-like ability, psionic power, psi-like ability or mystery (provided it is used as a spell or spell-like ability) that provides any kind of bonus, a creature within the aura of misfortune of the bez-kismet must succeed on a Concentration check equal to 13 + the bez-kismet’s class level + the bez-kismet’s Charisma modifier or botch the spell. This ability does not affect supernatural abilities that provide a bonus.

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Improved Mettle (Ex): At 13th level, a bez-kismet’s mettle ability improves. He still takes no effect on a successful Will or Fortitude save that has the “partial” or “half” descriptor, but henceforth he takes only the partial effect or half the damage on a failed save.

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Dire Curse of the Fateless (Su): At 15th level, a bez-kismet’s curse becomes mortally crippling; such is the nature of the curse. The penalty on on attack rolls, damage rolls saves, ability checks and skill checks increases to -8, and the duration of the curse is permanent. The bez-kismet may instead reduce a single ability score to 1, or grant a -8 penalty to two ability scores, and the curse lasts for the entire encounter and for a number of hours equal to the bez-kismet’s class level afterwards. Alternatively, the subject of the curse has a 50% to act normally; otherwise, it takes no action. This last effect lasts for the entire encounter and for a number of rounds equal to the bez-kismet’s class level afterwards.
Spells such as Break Enchantment and Limited Wish cannot remove this curse while it remains on the creature, but a spellcaster using Miracle, Wish or Remove Curse (the latter cast by a spellcaster with a caster level equal or greater to the bez-kismet’s class level) can remove this curse.

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Spell Resistance (Su): A bez-kismet of 16th level or higher gains spell resistance equal to 15 + his class level. Unlike other forms of spell resistance, a bez-kismet cannot voluntarily lower (or reactivate) his spell resistance during an encounter; only in or out of battle.

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Destiny Bond (Su): At 17th level, a bez-kismet defies fate even if it perishes, by means of a death curse. If a creature uses an ability that instantly kills or destroys the bez-kismet, the creature must make a Fortitude saving throw with the ability’s DC, plus the bez-kismet’s Charisma modifier, or suffer the same effects as the bez-kismet. Thus, if a sorcerer with Charisma 24 uses Finger of Death (a 7th level spell for sorcerers) against a bez-kismet with Charisma 24, and the bez-kismet is slain, the creature must make a Fortitude save with a DC of 29 or be slain instantly as well. This ability does not activate if the bez-kismet is slain by means of ability damage, ability drain or energy drain, but it activates if the bez-kismet is petrified or slain by a coup-de-grace.

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Hex of Ending Fate (Su): At 20th level, the bez-kismet develops a terrifying new power when someone is bound to his curse; to unravel the binds of fate and attempt to end an accursed person’s life. As a standard action, if a creature is under the effect of a curse of the fateless, the bez-kismet may decide to end this effect prematurely. The creature then must make a Will saving throw, against a DC of 10 + ½ the bez-kismet’s class level + the bez-kismet’s Charisma modifier or perish instantly, its body destroyed in the process. A creature that perishes because of this ability cannot be revived by means of raise dead or resurrection spells; only a true resurrection, wish or miracle spell can revive the character. If the saving throw succeeds, the creature no longer suffers the effects of the curse (and may not be affected by the curse of the fateless for 24 hours, as if it had successfully resisted the curse in first place).
If a creature is immune to death effects by any reason, it instead takes an amount of damage equal to the bez-kismet’s class level times his Charisma modifier, and if the creature’s HP reaches 0 because of this ability, the creature is likewise destroyed.

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As usual: comments, queries, opinions? Best name evar, or "an insult to the language"? A good try at making a great class awesome, or just blew it out of proportion? Placed "hexblade" where I should have placed "bez-kismet"?

Next post should deal with the spells that are added to the bez-kismet's spell list, as well as two ACFs I found crucial to add.

Last edited by T.G. Oskar : 01-27-2012 at 10:38 PM. Reason: Improving offensive options based on the alterations to the Divine Champion chassis
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