New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 31
  1. - Top - End - #1
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Hexblades

    ”If you can’t beat ‘em, cheat.”
    Miss Envy, a Hexblade

    Sometimes known as Curse-Swords, Luck-thieves, or Baneblades, Hexblades are fearsome warriors who combine martial prowess with a supernatural proficiency with curses, hexes, banes and other such magics. Bending the laws of chance and probability around themselves, Hexblades leech luck from their enemies, cast dire and horrific curses, inflict tainted wounds, and project maleficent auras with which they control the battlefield. If they are accused of hubris, perhaps it is well-earned, for the Hexblades are truly dire foes to meet on any battlefield.

    Abilities: Charisma controls almost all of the Hexblade’s supernatural abilities, and is thus one of her most important attributes. As a martial character, a Hexblade also places a high value on Strength and Constitution. The priority given to Intelligence, Dexterity, and Wisdom depend on personal taste, as well as the personality of the individual Hexblade; it should, however, be noted that a high Wisdom score allows the Hexblade to better resist hostile magics.

    Role: A Hexblade acts as an aggressive support character in combat, plunging into the midst of the enemy so that he might better affect them with his draining auras and lash out with cursed strikes and dire proclamations. Hexblades also serve to soak up damage that might otherwise be dealt to more vulnerable party members, relying on their good saving throws and supernatural protections to shrug off effects that would devastate other martial characters and making use of attacks of opportunity to engage enemies that attempt to rush past them to engage softer targets such as rogues and spellcasters.

    Background: Hexblades are typically born, rather than made. Early in childhood, a potential Hexblade displays an unconscious power to twist the laws of probability around them, manifesting in unexplained accidents and happenstances that reliably target those who anger or frighten the Hexblade-to-be. These powers blossom into their full potential during puberty, at which point the budding Hexblade must put a leash on them or risk them running out of her control, potentially turning her into a Calamity Vortex (see the Calamity Vortex template, below). From there, these Hexblades advance through experimentation, discipline, and martial dedication. These Hexblades tend to use their powers carefully, always mindful of the consequences of a lost curse or a misplaced aura.

    Other Hexblades are taught, either by an extremely learned spellcaster or by a more experienced Hexblade. Strangely in contrast with the forced self-discipline of naturally-born Hexblades, these training regimens involve forcing the potential Hexblade to suffer under hostile magics (cast at her without warning and at random intervals), survive ambushes, engage in harsh intellectual and philosophical tests in the midst of battle and other seemingly pointless exercises, all designed to hone her body and mind, allowing her to reach into the part of her mind that lets her send forth curses. This harsh, spontaneous regimen tends to create Hexblades who use their powers recklessly, hoping to end any engagement as swiftly as possible and reclaim their curses from the corpses of their enemies.

    Regardless, most Hexblades, for one reason or another, develop a fondness for tattoos. For self-taught Hexblades, the markings either serve to help them focus, or else act as a sort of reinforcement of their reputation – a skin-borne resume, as it were. For trained Hexblades, tattoos are often used to mark milestones of their advancement, and thus the student acquires the habit of marking significant occurrences, whether they are success or failure, with a permanent reminder of the event. Particularly common is the teardrop tattoo of the Whispering Guild (see Organizations, below), which marks all of the Guild’s graduates.

    Organization: As a profession, Hexblades do not have any special pull towards or away from organization; depending on alignment or personal preference, a Hexblade may join an adventuring party, a military force, a mercenary company, a temple, or any other organization that strikes their fancy. Clever or unscrupulous Hexblades tend to advance quickly at the expense of their superiors, either through “proving” the incompetence of the one who stands in the way of their advancement, or surreptitious murder.

    One organization made up entirely of Hexblades is the so-called Whispering Guild. Founded as an elite mercenary unit, the Whispering Guild derives its name from its member’s practice of maintaining absolute silence while fulfilling a contractual obligation. Guild dues are four hundred gold pieces (or an equivalent value in gems or other treasure) per year, and members gain access to their way houses (both open and covert), guaranteed work in the form of mercenary contracts, guard duties, assassination, protection, et cetera, a network of information brokers and reduced prices when purchasing magical or enhanced equipment from the Guild’s armory. Graduates from the Whispering Guild’s rather harsh training regimen are marked with a blue tear drop beneath their left eye; those who choose to remain with the Guild for further employment are marked with another tear drop, this one below their right eye, after a year and a day of satisfactory service, marking their graduation to Journeyman status. Each rank in the Whispering Guild comes with increased resources, responsibilities, and privileges, as well as another tattoo indicative of the Guildsman’s new rank.

    Regardless of their personal allegiances, two Hexblades who recognize each other on the battlefield tend to ignore each other if at all possible. Far from a matter of honor or brotherhood, this practice stems out of the recognition that a Hexblade is more than likely to shrug off the powers of a sister Hexblade than nearly anyone else, and thus that fighting her is a waste of time, resources, and energy which would be better expended hindering or eliminating another opponent. Left with no other choices, Hexblades forced to confront each other tend to conserve their powers and fight a duel of martial prowess.

    Alignment: Any. Despite the underhanded nature of their powers and, to some, unscrupulous nature of their practices, a Hexblades powers may be used towards any end a Hexblade points them towards. That said, Hexblades do have a tendency to be selfish and amoral (a perfectly understandable attitude, given their talents), and thus tend towards chaos over law and evil over good. In games that use the Color Wheel alignment system, Hexblades tend towards Black and/or Blue as their primary colors, with Red and/or White as their secondary color(s).

    Races: Because Hexblades often result from similar conditions that produce sorcerers – magical bloodlines, ancient curses laid down upon ancestors, happenstance – races which breed quickly tend to produce the most Hexblades. As such, humans, halflings, orcs, half-elves, and other races with rapid population growth comprise the lion’s share of the world’s Hexblades. However, the drow boast an impressive – and growing – number of Hexblades, and tieflings, half-fiends, and demons in particular often take up the Hexblade’s path. It should be noted that Hexblades are not particularly surprised to find a member of any race among their ranks; part of their attitude stems from pride in the strength of their art, but part of it stems from the general glass-half-empty worldview that many members of the class share, declaring that even the beings most traditionally against the use of their powers may “succumb” to the “temptation” of becoming a Hexblade.

    Religion: A Hexblade’s religion is very greatly influenced by his attitude towards being a Hexblade. Trained Hexblades, typically having joined the class with none of the “growing pains” experienced by natural-born members of the class, tend to worship deities of victory, magic, war, fate, luck, and strength, whom they clearly see as their patrons. Such Hexblades may view themselves as champions of their deity, depending on how pious they are, or else as avatars of divine will, striking down the unworthy with their power.

    Natural-born Hexblades, on the other hand, tend to gravitate at a young age toward deities of luck, protection, magic, self-sacrifice and perseverance, drawing upon their faith to get them through the strange events occurring around them and beyond their control. Once they begin to master their powers, natural-born Hexblades typically experience either a waning of faith, as confidence in their own power grows alongside understanding of their condition, or a renewed faith in their deity, seeing their newfound control as a divine gift, which they then turn to the cause of their patron.

    Regardless of their attitudes, Hexblades tend to be most concerned about religion when idle and least concerned about religion when working actively towards some task or goal. Hexblades pay thanks and prayer to their deity, to be sure, but a Hexblade is much more likely than a paladin, druid, or cleric to give credit where credit is due with regards to their own accomplishments. Hexblades also tend to be intensely uncomfortable around clergy or faithful of gods or goddesses of charity, plenty, healing and other inherently beneficent powers; such faiths remind them that their powers are parasitic in nature, a truth which many Hexblades are understandably uncomfortable confronting.

    Other Classes: Most Hexblades respect power, and thus have the easiest time working with those who can prove they are powerful; wizards, clerics, druids, savvy rogues and righteous paladins all earn the Hexblade’s respect as powerful, dedicated individuals, provided that they aren’t complete incompetents. Hexblades tend to sneer at fighters, barbarians, and bards as weaklings; rangers receive almost not consideration whatsoever from the Luck-Thieves, who disregard them as the pets and lackeys of the more-powerful druids. Sadly, their chauvinistic attitudes are all too often proven correct, which does not help matters – or tensions in the party – any at all.

    Adaptation: Because Hexblades are designed to fit into any campaign world, adaptation should prove fairly easy for any Dungeon Master who wants to include Hexblades in their campaign world. If a given Dungeon Master or player is dissatisfied with the Hexblade’s role as a base class, converting them into a prestige class should prove relatively simple.

    Hit Die: D10.

    Starting Gold: 6d4 x 10 gold pieces.

    Class Features

    Class Skills: The Hexblade’s class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int) and Spot (Wis).

    Skill Points at First Level: (4 + Intelligence modifier) x4
    Skill Points at Each Additional Level: 4 + Intelligence Modifier

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Hexblade's Curses (Spites), Cursed Aura (10'), Shared Misfortune|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Resist Magic, Life Leech|1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Cursed Strike (Spites)|2

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Resilience|2

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Hexblade's Curses (Taboos)|3

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Cursed Aura (20'), Baneful Aura|3

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Cursed Strike (Taboos)|4

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Unraveling Strike, Extended Auras|4

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |-|5

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Hexblade's Curses (Banes)|5

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Cursed Aura (40'), Empower Aura|6

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Cursed Strike (Banes)|6

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Bane Blade|7

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Forge Cursed Item, Black Dog's Blessing|7

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Hexblade's Curse (Geasa), Insidious Auras|8

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Cursed Aura (80'), Dire Aura|8

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Cursed Strike (Geasa)|9

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Vampiric Blade|9

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Mark of the Black Cat|10

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Hexblade's Curses (Maledictions)|11[/table]

    Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, as well as with the whip. They are proficient with light and medium armor, and with shields (but not tower shields). Though her curses include somatic components, a Hexblade’s powers are not affected by wearing armor due to the simplicity of said gestures (often involving nothing more complex than pointing).

    Hexblade’s Curses (Su): Hexblades do not learn spells; instead, their power manifests as curses, specific manifestations of negative magical energies which the Hexblade inflicts upon her enemies or objects within eighty feet. A creature or object that is the target of a Hexblade’s curse is entitled to a Will save (DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier) to either avoid or reduce the effects, depending on the curse in question. The effects of a curse last for a number of minutes equal to the Hexblade’s class level plus her charisma modifier, or until dismissed by the Hexblade as a free action. A creature who successfully saves against a Hexblade’s curse is immune to further applications of that particular curse for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.

    A Hexblade may use a total number of curses per encounter equal to 2 + Ľ her class level plus her charisma modifier, regardless of the power level of the curses involved. Invoking a curse is either a swift or move action (Hexblade’s choice, chosen on a curse-by-curse basis) which may be done once per round, involving both verbal and somatic components (thus, a helpless or silenced Hexblade cannot invoke her curses). Invoking a curse does not provoke attacks of opportunity. A Hexblade may not invoke a curse that is already affecting a target.

    At first level, the Hexblade may only learn the weakest curses, 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 the curse's description, a Hexblade's curses are not mind-affecting abilities.

    Cursed Aura (Su): Rather than afflicting a single being with a potent misfortune, a Hexblade may instead emanate a baleful aura, weakening and hindering her foes. A number of times per day equal to her charisma modifier, the Hexblade may emanate the aura form of any curse she knows as a move action. This aura extends ten feet from the Hexblade in a spherical emanation, and affects all beings hostile to the Hexblade, as well as those beings the Hexblade designates (the Hexblade may designate additional beings within her aura as a free action at the beginning of her turn, though she may not “re-designate” beings who have already rolled saving throws against her aura, regardless of their success or failure), who are entitled to Will saves (DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier) to reduce or negate the effects, depending on the curse in question. A being that fails its save against a Hexblade’s cursed aura is affected until they are no longer in the aura’s area, or the aura’s duration runs out, whatever comes first (though a being that leaves the aura and re-enters must make a new saving throw against it, even if t hey had previously succeeded at their saving throw). Cursed auras last a number of rounds equal to the Hexblade’s class level plus her charisma modifier, or until the Hexblade dismisses the effect as a free action.

    A Hexblade may only have up to one cursed aura active at any given time. She may not activate auras associated with curses that are currently affecting a creature or object, or that are being used to charge a cursed strike.

    At sixth level, a Hexblade’s cursed auras project twenty feet out from her. This increases to forty feet at eleventh level, and eighty feet at sixteenth level.

    Shared Misfortune (Su): Whenever the Hexblade with an active cursed aura fails her saving throw against a hostile spell or supernatural ability that does not deal hit point damage, she may designate another being within her aura’s radius as a free action. That being is also affected by the spell or supernatural ability that the Hexblade failed her save against (and is entitled to the same save that the Hexblade attempted). Beings targeted by Shared Misfortune do benefit from a +4 luck bonus to their saving throw; this bonus decreases by one for every three Hexblade levels, to a minimum of +0. This is done before the spell’s effects actually take place, meaning that a Hexblade who fails her save against a mind-control or compulsion effect still exercises her own unhindered free will in designating her victim.

    If the originator of the effect that the Hexblade copies dismisses the effect (or the original effect is dispelled), both instances of the effect are dismissed (or dispelled). Effects without saving throws cannot be duplicated by Shared Misfortune.

    Resist Magic (Ex): Hexblades resist magical and supernatural effects with unusual fortitude; starting at level two, the Hexblade adds her charisma modifier to her saving throws against spells, spell-like abilities, and supernatural abilities. This bonus does not stack with the bonus granted by a paladin’s divine grace, or other, similar abilities.

    Life Leech (Su): At second level, the Hexblade gains Life Leech as a bonus feat, even if they do not meet the prerequisites.

    Cursed Strike (Su): Starting at third level, the Hexblade may channel her powers of misfortune into a baleful strike that saps the energy of her victim and leaves wounds that are difficult to recover from or heal. A number of times per encounter equal to her one-half of her charisma modifier (rounded down, minimum one), the Hexblade may charge her weapon (defined as any one weapon on or within her person) with one of her available Spites (that is, a Spite not currently affecting a target or being used to power a cursed aura). The next foe she strikes with that weapon (or with ammunition fired by that weapon, in the case of ranged weapons) takes an additional 2d6 points of damage and must succeed at a Fortitude save (DC 10 + 1/2 the Hexblade's class level + her charisma modifier) or suffer a -2 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour. Furthermore, this extra damage cannot be healed naturally, nor through such abilities as fast healing, regeneration, or similar effects. A weapon may hold a cursed strike for a number of minutes equal to the Hexblade’s class level, but may only hold one cursed strike at a time. A missed attack does not waste the charge. Once her cursed strike is discharged, the Hexblade must wait three rounds before she may charge a weapon in this fashion again. A Hexblade may only charge her weapon with a cursed strike as long as she has at least one use left of her hexblade's curse for the encounter.

    At level seven, the Hexblade may use one of her available Taboos in order to charge a cursed strike. A weapon charged with a Taboo deals an additional 4d6 points of damage, and a being which fails its save against the strike suffers a -4 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -2. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.

    At level twelve, the Hexblade may use one of her available Banes in order to charge a cursed strike. A weapon charged with a Bane deals an additional 6d6 points of damage, and a being which fails its save against the strike suffers a -6 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -4. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.

    At level seventeen, the Hexblade may use one of her available Geasa in order to charge a cursed strike. A weapon charged with a Geasa deals an additional 9d6 points of damage, and a being which fails its save against the strike suffers a -10 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -6. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.

    Resilience (Ex): A Hexblade may resist even magical and unusual attacks with incredible resilience; starting at level four, whenever the Hexblade succeeds at a fortitude or will saving throw against an effect which would normally have a lesser effect upon a successful saving throw (such as any spell with a saving throw entry of fortitude half or will partial), she instead completely negates the effect. Unconscious and/or sleeping Hexblades do not gain the benefit of Resilience.

    Baneful Aura (Su): A Hexblade of sixth level or higher may enhance the malignant properties of her cursed auras; by halving its duration as a free part of activating one of her cursed auras, she causes those beings who fail their saves against the effect to suffer an additional -2 luck penalty to attack rolls, damage rolls, saving throws, and armor class for as long as they are affected by the aura.

    Unraveling Strike (Su): The power of a Hexblade’s magics may sever the bindings of magics, unraveling spells which she finds distasteful. Starting at level eight, the Hexblade may charge her weapon (defined as any one weapon on or within her person) with dispelling energy as a move action. The next being struck by said weapon (or ammunition fired from said weapon, in the case of ranged weapons such as bows) suffers the effect of a targeted greater dispel magic, as cast by a sorcerer of the Hexblade’s class level. A weapon may only hold a dispelling charge for a number of minutes equal to the Hexblade’s class level, and may not hold both a cursed strike and a dispelling charge at the same time.

    The Hexblade may only have up to one weapon charged with an Unraveling Strike at any given time.

    Extended Auras (Su): Also starting at eighth level, the Hexblade finds it easier to maintain her cursed auras. They now last a number of minutes equal to her class level plus her charisma modifier, or until she dismisses the effect as a free action.

    Empower Aura (Su): As the Hexblade’s power grows, she can intensify the effects of her cursed auras; a Hexblade of eleventh level or higher may choose to expend two additional uses of her cursed aura ability as a free part of activating one of her cursed auras. If she does, the penalties it levies increase by one-half (rounded down, minimum one), and its save DC increases by one-half of her charisma modifier (rounded down, minimum one). If she chooses to use this ability in conjunction with her baneful aura ability, it does not affect the penalty levied by her baneful aura ability.

    Bane Blade (Su): The weapon of a powerful Hexblade is practically drawn to her enemies, thirsting for their blood; starting at level thirteen, any masterwork or magical weapon held by the Hexblade gains the bane special quality, directed against a specific creature type, race, or spellcasters. All weapons held by the Hexblade share the same bane quality, but the Hexblade may change the target of the bane as a standard action which does not provoke attacks of opportunity. Weapons held by an unconscious or sleeping Hexblade do not benefit from this ability.

    Forge Cursed Item (Su): A Hexblade of fourteenth level or higher may craft cursed items without access to the appropriate feat to do so. She follows all normal rules for crafting items of that type, except that she must make a Spellcraft check as though identifying the casting of each spell normally used to craft the item. Failure means that her gold is wasted in the crafting attempt, though she does not lose experience points.

    The Hexblade may also use this ability to craft items that bear her own Curses, usually affecting the wielder, though she may cause the item to emanate one of her cursed auras (affecting all beings within the radius, including any weilder) at 150% the normal cost. See the ability description for the Hexblade’s Curses class feature for the spell level equivalent of the Hexblade’s curses.

    Black Dog’s Blessing (Su): As her power grows, the Hexblade’s curses allow her to ignore certain spells and effects, and to reach past the common plane of existence in order to strike at her enemies. While emanating a cursed aura, a Hexblade of level fourteen or higher ignores difficult and/or dangerous terrain (such as ice, or caltrops) and may strike at ethereal or incorporeal creatures as though they were physical. Furthermore, the Hexblade may perceive ethereal creatures, though their outlines are hazy and indistinct (inflicting a -6 circumstance penalty on Knowledge checks to identify them) while she has a cursed aura active.

    The Black Dog is also an omen of death, and perhaps as a consequence of the common name for this ability, a Hexblade of fourteenth level or higher may inflict critical hits on undead beings.

    Insidious Auras (Su): The cursed auras of a Hexblade at level fifteen or higher are truly dire things; the Hexblade may make a DC 30 Concentration check as in order to activate a cursed aura (or maintain a previously existing one) while within an antimagic field or similar effect. If the Hexblade fails, the aura does not activate (or ceases to function), but the Hexblade is free to try again on her next turn. The Concentration check permitted by this ability is a free part of attempting to activate her aura (in the event of a fresh activation), or a free action that occurs the moment she enters or is affected by the antimagic field or similar effect (in the event that she is trying to maintain a previously-activated aura).

    Dire Aura (Su): Starting at level sixteen, the luck penalty levied by the Hexblade’s baneful aura class feature increases to -6 instead of -2. The Hexblade may still voluntarily choose to levy the smaller penalty, if she so wishes.

    Vampiric Blade (Su): Also at eighteenth level, the Hexblade’s draining nature manifests itself through her weapons; once per day (as a free action), she may enter a state wherein the Hexblade gains hit points equal to the damage she inflicts with manufactured weapons. Furthermore, she gains also gains hit points in this manner equal to half the damage inflicted by her cursed strike ability. This state lasts for a number of rounds equal to one-half the Hexblade's class level (rounded down). Any hit points healed in excess of the Hexblade’s full maximum hit points are gained as temporary hit points which last up to an hour, though the Hexblade may only gain a number of temporary hit points equal to her full maximum hit point total in this fashion.

    Mark of the Black Cat (Su): A Hexblade of nineteenth level or higher can mark a being as the victim of her most intimate attentions and misfortunes; as a free part of any attack with a manufactured weapon, the Hexblade can inflict the sigil of a black cat’s face upon her opponent (Will save DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier negates). A Hexblade may only have a maximum number of beings marked this way equal to her Charisma modifier at any one time.

    While the being is marked, the Hexblade always knows exactly where the victim is, even if they are on another plane of existence or invisible. Furthermore, once per day as a move action, the Hexblade may inflict a -10 luck penalty to all of the marked victim's rolls for one hour. The marked being suffers a -4 penalty on all saving throws against the Hexblade’s class features. The Hexblade may choose to retract the mark at any time, but cannot be forced to do so by magical compulsion.

    No two Hexblade’s marks look exactly alike, and the discerning observer may be able to determine which Hexblade hunts a marked being with a DC 40 Knowledge (Arcana) check.
    Last edited by Lord_Gareth; 2011-05-16 at 10:42 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  2. - Top - End - #2
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    Curses
    Spoiler
    Show
    Spites
    Spoiler
    Show
    Fool's Feet [Spite]
    Curse: The victim of this curse loses all dodge bonuses to their armor class upon a failed save, as well as only benefiting from half of their dexterity modifier, if positive (round down) to their armor class.
    Aura: The victims' movement speeds are reduced by fifteen feet (to a minimum of five feet) if they fail their save.

    Curse of Frailty [Spite]
    Curse: If the object targeted by this curse fails its save, it loses all hardness for a number of rounds equal to the Hexblade's charisma modifier.
    Aura: Objects not held or attended to by the Hexblade or her allies within the aura that fail their saves take a penalty to their hardness equal to [1.5 x the Hexblade's charisma modifier].

    Jitter Tongue [Spite]
    Curse: The being failing its save against this curse finds that it stutters and stumbles over words, suffering a 25% spell failure chance for any spell that has a verbal component, as well as a -2 competence penalty on Bluff, Diplomacy, and Gather Information checks.
    Aura: Beings failing their save against this aura suffer a 10% failure chance on spells that include a verbal component.


    Taboos
    Spoiler
    Show
    Hemophilia [Taboo]
    Curse: The victim of this curse is rendered completely unable to heal naturally if they fail their save; even abilities such as fast healing or regeneration utterly fail to increase their hit points (and, in fact, a creature with regeneration loses that ability entirely for the duration of this curse's effect). Magical healing, however, will still affect them.
    Aura: Victims who fail their save against this aura find the effectiveness of magical healing upon their persons cut down by 50% (round down).

    Agony Leech [Taboo]
    Curse: The victim of this curse feels a burning sensation in their blood and bodies, suffering a pain penalty on attack and damage rolls (as well as skill checks) equal to the Hexblade's charisma modifier. Furthermore, any being striking the victim in melee for the duration of the curse (excepting the scenario of the being striking itself) gains one-half of the damage they deal to it, rounded up.
    Aura: Beings failing their save against this aura suffer 2d6 points of damage. The Hexblade emanating this aura gains a Fast Healing rating equal to the number of beings damaged this way for as long as she continues to emanate the aura.

    Supernal Feedback [Taboo]
    Curse: A being failing its save against this curse suffers 3d6 + the Hexblade's class level points of damage whenever they attempt to cast a spell (and must subsequently succeed at a concentration check in order to successfully complete the spell).
    Aura: Beings failing their save against this aura suffer a penalty on their spell and spell-like ability save DCs equal to one-half the Hexblade's charisma modifier (round down, minimum one).


    Banes
    Spoiler
    Show
    Zealotry Undone [Bane]
    Curse: If the victim of this fearsome curse fails their save, they suffer from a crushing sense of apathetic indifference. While under the effects of Zealotry Undone, their alignment is considered to be Neutral (any class features, feats, et cetera lost as a result of this shift return at the end of the curse's duration). Furthermore, they take a -4 morale penalty on all rolls except saving throws and have the save DCs of any of their spells or spell-like abilities reduced by 2.
    Aura: Victims failing their save against this aura suffer a morale penalty equal to the Hexblade's charisma modifier on all rolls except saving throws. Furthermore, they gain no benefit from insight, profane, or sacred bonuses to any roll or attribute.

    Zealotry Undone, in both of its forms, is a mind-affecting ability. However, unlike most mind-affecting abilities, it can affect any being with an intelligence score; however, victims normally immune to mind-affecting abilities gain a +6 bonus to their saving throw against Zealotry Undone.

    Fate Shackles [Bane]
    Curse: If the victim of this curse fails their saving throw, they are rendered physically incapable of moving further than thirty feet from the Hexblade. Attempting to run or otherwise move naturally out of that radius knocks them prone (trying to crawl out is especially not reccomended, dealing 2d4 points of damage per attempt and knocking them back five feet). Magical or psionic teleportations that attempt to move them out of that radius or into another plane simply fail, wasting any spell slots or power points in the process (though they are free to use such powers to move within the radius, if they wish). In fact, for the duration of the curse, only deific intervention can pull them away from the Hexblade who so cursed them. It should be noted that the Hexblade can use this curse on items, though the holder of an attended item recieves may make a saving throw on its behalf.

    The Hexblade is free to move outside of this radius if she wishes, but doing so suspends the effects of the curse until she resumes being within thirty feet of her victim.
    Aura: As above, but characters and items failing their save cannot move out of the Aura's radius of effect or thirty feet from the Hexblade, whichever is greater.

    Fatal Attraction [Bane]
    Curse: If the victim of this curse fails their save, they lose all benefits of damage reduction and/or hardness for the duration. Furthermore, the Hexblade may designate one damage type (such as slashing, fire, divine power, et cetera) upon invoking this curse. The victim recieves half-again (+50%) as much damage from attacks of that type.
    Aura: Upon activating this aura, the Hexblade designates two damage types (such as slashing, fire, divine power, et cetera). Victims failing their saving throws against this aura recieve half again (+50%) as much damage from attacks of that type.

    Discorporate [Bane]
    Curse: The victim of this curse (and their equipment) gain the incorporeal subtype upon failing their save. Furthermore, they are affected as though by silence (no further save, as cast by a cleric of the Hexblade's class level) while under the effects of the curse and suffer an additional 10% spell casting failure chance for spells that contain somatic components as their incorporeal bodies jerk and drift under only partial control.
    Aura: Victims who fail their saves against this aura find themselve partially discorporated, much to the distress of their physical bodies; they suffer a -6 enhancement penalty to Strength, Dexterity, and Constitution. Furthermore, they cannot charge or run.


    Geasa
    Spoiler
    Show
    Shatter Minds [Geasa]
    Curse: If the victim of this curse fails its save, it is affected as though by the feeblemind spell for the curse's duration. Furthermore, after recovering from the effects of the curse, they suffer from a permanent, debilitating madness; they lose four points of Wisdom to permanent drain.
    Aura: Beings failing their saves against this aura take 1d6 points of intelligence and wisdom damage. Furthermore, they suffer the effects of the confusion spell while within the aura's radius.

    Shatter Minds, in both of its forms, is a mind-affecting ability. However, unlike most mind-affecting abilities, it can affect any being with an intelligence score; however, victims normally immune to mind-affecting abilities gain a +6 bonus to their saving throw against Shatter Minds.

    Painwrack [Geasa]
    Curse: The victim of this curse is overwhelmed with unknowable pain; they suffer a -6 pain penalty to Constitution, as well as a -10 pain penalty to all rolls, a -5 pain penalty to armor class, and a -4 pain penalty to the save DCs of all of their spells, spell-like abilities, and/or supernatural abilities.
    Aura: Victims of this aura who fail their saves suffer a -8 pain penalty to all rolls, a -3 pain penalty to armor class, and a -3 pain penalty to the save DCs of all of their spells, spell-like abilities, and/or supernatural abilities.

    Total Disarmament [Geasa]
    Curse: Should the victim of this curse fail their saving throw, all equipment held, worn, or carried on their person flies off of them, landing in a random direction 1d6 x 20 feet away from them. The victim is entitled to a Strength check (DC equal to the curse's save DC) to try and retain any items actually in their hands, but any other item (including items strapped, glued, or otherwise attached to the being) separates without damage to the item or victim and goes flying.
    Aura: Beings failing their save against this aura are immediately divested of anything in their hands (though they may attempt a Strength check, as above), as well as all loose packs, satchels, containers, et cetera (including their contents), which land in a random direction 1d6 x 20 feet away from them.

    Supernal Dissonance [Geasa]
    Curse: The victim of this curse must succeed at a Concentration check (DC 30 + the Hexblade's charisma modifier) in order to cast any spells, use spell-like abilities, or manifest powers (though a successful save against this curse grants them a +8 circumstance bonus to their check). Furthermore, they themselves may only benefit from a number of bonus-granting spells equal to their charisma modifier.
    Aura: Victims of this aura that fail their save are immediately affected as though by a targeted greater dispel magic spell cast by a sorcerer of the Hexblade's class level. The Hexblade may choose to exclude her own curses from this effect.


    Maledictions
    Spoiler
    Show
    Word of Malice [Malediction]
    Curse: If the victim fails its save against this curse, all beings able to perceive it immediately shift from whatever attitude they held towards that being to hostile. They may resume their previous attitude at the end of the duration, but don't necessarily have to; however, during the duration of the curse, no force short of divine intervention will change their attitude towards the being in question. Furthermore, they benefit from a +8 morale bonus to attack and damage rolls against the victim of the curse, and the victim suffers a -4 morale penalty against saving throws against their spells, spell-like abilities, and supernatural abilities.
    Aura: Victims who fail their saves against this aura are affected as though by confusion, rage, and divine power (no further saves, equivalent caster level equal to the Hexblade's class level) for the duration of the aura (subject to the normal rules of leaving the aura, et cetera).

    Word of Despair [Malediction]
    Curse: Should the victim of this curse fail their saving throw, they lose all numerical bonuses to any of their attributes from any source for the duration of the curse and may not benefit from any new numerical bonuses, regardless of their source. Furthermore, they suffer a -10 morale penalty to all rolls except saving throws and a -4 morale penalty to all ability scores.
    Aura: Victims failing their saving throws against this aura suffer a -8 morale penalty to all rolls except saving throws and a -2 morale penalty to all ability scores. Furthermore, they may not benefit from numerical morale, insight, profane, or sacred bonuses while under the aura's effects.

    Word of Binding [Malediction]
    Curse: Upon failing their save against this curse, the victim is bound tight by a magical force that restricts their movement and prevents the use of magical powers; in essence, rendering them helpless and unable to use supernatural, or spell-like abilities (including casting spells or manifesting powers) for the duration of the curse.
    Aura: Victims of this aura who fail their saving throws have their movement speeds (in all forms) reduced to zero. Additionally, they are denied all dodge, shield, and dexterity bonuses to their armor class.


    Hexblade Feats
    Spoiler
    Show
    Extra Emanations [General]
    You may emanate cursed auras more times per day than is usual.
    Prerequisites: Cursed Aura class feature
    Benefit: You gain two more daily uses of your Cursed Aura ability.
    Special: This feat may be taken multiple times. Its effects stack.

    Enervating Strike [General]
    Your cursed strikes crush the life force of your enemies, causing crippling weakness.
    Prerequisites: Cursed Strike class feature, Power Attack
    Benefit: Victims who fail their Fortitude save against one of your cursed strikes also suffer a -4 enhancement penalty to Strength and Dexterity for one hour.

    Greater Life Leech [Spelltouched]
    Your life-draining aura has reached horrific proportions.
    Prerequisites: Life Leech
    Benefit: At the beginning of your turn, all beings within thirty feet of you that are at or below 50% of their full normal hit point total take 1d6 points of damage. You gain an equal amount as temporary hit points that last up to an hour. You can't suppress this effect, which functions on both friend and foe.

    Blade Thirst [General]
    Your weapons are especially vicious, ripping into your enemies with untold zeal.
    Prerequisites: Bane Blade class feature
    Benefit: Weapons you hold or wield gain the vicious quality. Furthermore, as a swift action, you may infuse them with an additional bane quality of your choice, lasting for a number of rounds equal to your Hexblade class level.

    Phantasmal Strike [General]
    Your cursed strikes can affect even ethereal and incorporeal creatures.
    Prerequisites: Cursed Strike (Taboos) class feature, Knowledge (Arcana) 2 ranks
    Benefit: Weapons that are charged with one of your cursed strikes are considered to have the ghost touch property for the purposes of the attack which discharges the strike. Furthermore, they may strike ethereal creatures as though they were on the material plane (though, of course, a successful blow discharges the strike, ending this benefit).

    Name [General]
    Prerequisites:
    Benefit:
    Last edited by Lord_Gareth; 2011-05-16 at 10:45 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  3. - Top - End - #3
    Bugbear in the Playground
     
    ArcanistSupreme's Avatar

    Join Date
    Jan 2010
    Location
    Des Moines, Iowa
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    First of all, I am a big fan of the direction this is taking! Overall this feels exactly like what the Hexblade should have been in the first place. With a little cleaning up, this will be awesome.

    Abilities:
    Spoiler
    Show
    Quote Originally Posted by Lord_Gareth View Post
    Invoking a curse is either a swift or move action (Hexblade’s choice, chosen on a curse-by-curse basis)
    Huh? Why would you ever want to do it as a move action? I don't know of any other abilities that allow choice in action type, so I'd just stick with swift actions and have the auras be move actions.

    Quote Originally Posted by Lord_Gareth View Post
    A creature who successfully saves against a Hexblade’s curse is immune to further applications of that particular curse for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.
    I'd eliminate the struck text. Nobody is ever going to waive their immunity.

    Quote Originally Posted by Lord_Gareth View Post
    At tenth level, she may choose to learn Banes in place of Taboos or Spites.
    This is great, except according to the table, the Hexblade doesn't learn any curses at this level. Maybe bump this to level nine, and fill the now dead level ten with something else? I have a suggestion later.

    Quote Originally Posted by Lord_Gareth View Post
    Cursed Aura (Su): Rather than afflicting a single being with a potent misfortune, a Hexblade may instead emanate a baleful aura, weakening and hindering her foes. A number of times per day equal to her charisma modifier, the Hexblade may emanate the aura form of any curse she knows as a move action. This aura extends ten feet from the Hexblade in a spherical emanation, and affects all beings hostile to the Hexblade, as well as those beings the Hexblade designates (the Hexblade may designate additional beings within her aura as a free action at the beginning of her turn, though she may not “re-designate” beings who have already rolled saving throws against her aura, regardless of their success or failure), who are entitled to Will saves (DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier) to reduce or negate the effects, depending on the curse in question. A being that fails its save against a Hexblade’s cursed aura is affected until they are no longer in the aura’s area, or the aura’s duration runs out, whatever comes first. Cursed auras last a number of rounds equal to the Hexblade’s class level plus her charisma modifier, or until the Hexblade dismisses the effect as a free action.

    A Hexblade may only have up to one cursed aura active at any given time. She may not activate auras associated with curses that are currently affecting a creature or object, or that are being used to charge a cursed strike.

    At sixth level, a Hexblade’s cursed auras project twenty feet out from her. This increases to forty feet at eleventh level, and eighty feet at sixteenth level.
    Are they forced to remake a saving throw if they exit and reenter the aura? Or are they just immune to the effect afterwards?

    Quote Originally Posted by Lord_Gareth View Post
    Shared Misfortune (Su): Whenever the Hexblade with an active cursed aura fails her saving throw against a hostile spell or supernatural ability that does not deal hit point damage, she may designate another being within her aura’s radius as a free action. That being is also affected by the spell or supernatural ability that the Hexblade failed her save against (who is entitled to the same save that the Hexblade attempted). This is done before the spell’s effects actually take place, meaning that a Hexblade who fails her save against a mind-control or compulsion effect still exercises her own unhindered free will in designating her victim.
    Can the other effect be dismissed by the caster? For instance, using the above dominate person example, what's to stop the caster from simply dismissing the effect on his dominated buddy? I'd add a clause that if one effect is dismissed, both are.

    Quote Originally Posted by Lord_Gareth View Post
    Resist Magic (Ex): Hexblades resist magical and supernatural effects with unusual fortitude; starting at level two, the Hexblade adds her charisma modifier to her saving throws against spells, spell-like abilities, and supernatural abilities. This bonus stacks with that granted by a paladin’s divine grace, or other, similar abilities.
    I like the added flavor text, but don't see the need for the stacking clause or the name change. What's wrong with Arcane Resistance?

    Quote Originally Posted by Lord_Gareth View Post
    Weapon Focus (Ex): At second level, the Hexblade gains Weapon Focus as a bonus feat.
    Where does this come from? I personally think that WF is a really boring and lackluster feat, and I don't see how it fits thematically. Maybe Life Leech instead?

    Quote Originally Posted by Lord_Gareth View Post
    Cursed Strike (Su): Starting at third level, the Hexblade may channel her powers of misfortune into a baleful strike that saps the energy of her victim and leaves wounds that are difficult to recover from or heal. A number of times per encounter equal to her one-half of her charisma modifier (rounded down, minimum one), the Hexblade may charge her weapon (defined as any one weapon on or within her person) with one of her available Spites (that is, a Spite not currently affecting a target or being used to power a cursed aura). The next foe she strikes with that weapon (or with ammunition fired by that weapon, in the case of ranged weapons) takes an additional 2d6 points of damage and must succeed at a Fortitude save (DC 10 + 1/2 the Hexblade's class level + her charisma modifier) or suffer a -2 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour. Furthermore, this extra damage cannot be healed naturally, nor through such abilities as fast healing, regeneration, or similar effects. A weapon may hold a cursed strike for a number of hours equal to the Hexblade’s class level, but may only hold one cursed strike at a time. A missed attack does not waste the charge. Once her cursed strike is discharged, the Hexblade must wait three rounds before she may charge a weapon in this fashion again. A Hexblade may only charge her weapon with a cursed strike as long as she has at least one use left of her hexblade's curse for the encounter or at least one use of her cursed aura for the day.
    I like the ability, but I feel that the inability to use a specific curse while you are charging the strike is kind of clunky. It's also kind of weird that the ability is per encounter, but it can be left charged for hours.

    Quote Originally Posted by Lord_Gareth View Post
    Resilience (Ex): A Hexblade may resist even magical and unusual attacks with incredible resilience; starting at level four, whenever the Hexblade succeeds at a fortitude or will saving throw against an effect which would normally have a lesser effect upon a successful saving throw (such as any spell with a saving throw entry of fortitude half or will partial), she instead completely negates the effect. Unconscious and/or sleeping Hexblades do not gain the benefit of Resilience.
    Again, why the name change? I like that you moved it back a level to discourage dipping, though.

    Quote Originally Posted by Lord_Gareth View Post
    Baneful Aura (Su): A Hexblade of sixth level or higher may enhance the malignant properties of her cursed auras; by expending an additional use of her cursed aura ability as a free part of activating one of her cursed auras, she causes those beings who fail their saves against the effect to suffer an additional -2 luck penalty to attack rolls, damage rolls, saving throws, and armor class for as long as they are affected by the aura.
    I like this.

    Unraveling Strike (Su): The power of a Hexblade’s magics may sever the bindings of magics, unraveling spells which she finds distasteful. Starting at level eight, the Hexblade may charge her weapon (defined as any one weapon on or within her person) with dispelling energy as a move action. The next being struck by said weapon (or ammunition fired from said weapon, in the case of ranged weapons such as bows) suffers the effect of a targeted greater dispel magic, as cast by a sorcerer of the Hexblade’s class level. A weapon may only hold a dispelling charge for a number of minutes equal to the Hexblade’s class level, and may not hold both a cursed strike and a dispelling charge at the same time.

    The Hexblade may only have up to one weapon charged with an Unraveling Strike at any given time.[/quote]

    I like the anti-magic feel, but this is really similar to the Supernal Dissonace ability. Take that as you will.

    Quote Originally Posted by Lord_Gareth View Post
    Extended Auras (Su)...

    Empower Aura (Su)...
    I like both of these.

    Quote Originally Posted by Lord_Gareth View Post
    Bane Blade (Su): The weapon of a powerful Hexblade is practically drawn to her enemies, thirsting for their blood; starting at level thirteen, any masterwork or magical weapon held by the Hexblade gains the bane special quality, directed against a specific creature type, race, or spellcasters. All weapons held by the Hexblade share the same bane quality, but the Hexblade may change the target of the bane as a standard action which does not provoke attacks of opportunity. Weapons held by an unconscious or sleeping Hexblade do not benefit from this ability.
    Again, nice ability. The last line is a bit silly, though.

    Quote Originally Posted by Lord_Gareth View Post
    Forge Cursed Item (Su): A Hexblade of fourteenth level or higher may craft cursed items without access to the appropriate feat to do so. She follows all normal rules for crafting items of that type, except that she must make a Spellcraft check as though identifying the casting of each spell normally used to craft the item. Failure means that her gold is wasted in the crafting attempt, though she does not lose experience points.

    The Hexblade may also use this ability to craft items that bear her own Curses, usually affecting the wielder, though she may cause the item to emanate one of her cursed auras (affecting all beings within the radius, including any weilder) at 150% the normal cost. See the ability description for the Hexblade’s Curses class feature for the spell level equivalent of the Hexblade’s curses.
    This is flavorful, but I don't really see the use. Leaving cursed swords lying around seems like a very niche strategy. Maybe I'm missing something.

    Quote Originally Posted by Lord_Gareth View Post
    Black Dog’s Blessing (Su): As her power grows, the Hexblade’s curses allow her to ignore certain spells and effects, and to reach past the common plane of existence in order to strike at her enemies. While emanating a cursed aura, a Hexblade of level fourteen or higher ignores difficult and/or dangerous terrain (such as ice, or caltrops) and may strike at ethereal or incorporeal creatures as though they were physical. Furthermore, the Hexblade may perceive ethereal creatures, though their outlines are hazy and indistinct (inflicting a -6 circumstance penalty on Knowledge checks to identify them) while she has a cursed aura active.

    The Black Dog is also an omen of death, and perhaps as a consequence of the common name for this ability, a Hexblade of fourteenth level or higher may inflict critical hits on undead beings.
    This is really cool! The last paragraph is kinda awkwardly worded, however.

    Quote Originally Posted by Lord_Gareth View Post
    Insidious Auras (Su): The cursed auras of a Hexblade at level fifteen or higher are truly dire things; the Hexblade may make a DC 30 Concentration check as in order to activate a cursed aura (or maintain a previously existing one) while within an antimagic field or similar effect. If the Hexblade fails, the aura does not activate (or ceases to function), but the Hexblade is free to try again on her next turn. The Concentration check permitted by this ability is a free part of attempting to activate her aura (in the event of a fresh activation), or a free action that occurs the moment she enters or is affected by the antimagic field or similar effect (in the event that she is trying to maintain a previously-activated aura).
    I like the ability, but what about this is insidious? Maybe irrepressible?

    Quote Originally Posted by Lord_Gareth View Post
    Dire Aura (Su): Starting at level sixteen, the luck penalty levied by the Hexblade’s baneful aura class feature increases to -6 instead of -2. The Hexblade may still voluntarily choose to levy the smaller penalty, if she so wishes.
    I like the holdover from the original class. Maybe throw a -4 version in earlier to fill the dead level? Perhaps make it a -2 per 5 levels, and push the stuff from level ten to level nine, the stuff from level eleven to level ten, and put this at eleven? Again, the optional line at the end seems a bit silly, but in this case I don't think it's as big a deal.

    Quote Originally Posted by Lord_Gareth View Post
    Vampiric Blade (Su):...
    Nice!

    Quote Originally Posted by Lord_Gareth View Post
    Mark of the Black Cat (Su): A Hexblade of nineteenth level or higher can mark a being as the victim of her most intimate attentions and misfortunes; as a free part of any attack with a manufactured weapon, the Hexblade can inflict the sigil of a black cat’s face upon her opponent (Will save DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier negates). A Hexblade may only have a maximum number of beings marked this way equal to her Charisma modifier at any one time.

    While the being is marked, the Hexblade always knows exactly where the victim is, even if they are on another plane of existence or invisible. Furthermore, once per day as a move action, the Hexblade may inflict a -10 luck penalty to all of the marked victim's rolls for one hour. The marked being suffers a -4 penalty on all saving throws against the Hexblade’s class features. The Hexblade may choose to retract the mark at any time, but cannot be forced to do so by magical compulsion.

    No two Hexblade’s marks look exactly alike, and the discerning observer may be able to determine which Hexblade hunts a marked being with a DC 40 Knowledge (Arcana) check.
    This ability is really cool, but I feel like it comes too late. Maybe start a lesser version earlier?


    A general comment about the curses. I would personally either decide if you want the auras to be simply lesser AoE versions of the single target or if you want them to be thematically related but different and then do them all this way. I'm inclined to go with the latter, and I like when you do.

    Curses:
    Spoiler
    Show
    Quote Originally Posted by Lord_Gareth View Post
    Curses
    Fool's Feet [Spite]
    Curse: The victim's movement speeds are reduced by [5 x 1/4 the Hexblade's class level (minimum one)] feet (to a minimum of five feet) if they fail their save.
    Aura: Victims failing their saving throws lose all dodge bonuses to armor class.
    This seems incredibly lackluster. I wouldn't want to waste a curse just to reduce an enemy's speed by 5 ft, or even 10 ft at level eight. My vote is to make this a flat reduction and maybe put a "can't be reduced below 5 ft" clause in there. The others don't scale, so why does this one?

    Quote Originally Posted by Lord_Gareth View Post
    Curse of Frailty [Spite]
    Curse: If the object targeted by this curse fails its save, it loses all hardness for a number of rounds equal to the Hexblade's charisma modifier.
    Aura: Objects within the aura that fail their saves take a penalty to their hardness equal to [1.5 x the Hexblade's charisma modifier].
    Interesting, but watch out for PCs cutting through every door, trap, and dungeon in general.

    Quote Originally Posted by Lord_Gareth View Post
    Jitter Tongue [Spite]
    Curse: The being failing its save against this curse finds that it stutters and stumbles over words, suffering a 25% spell failure chance for any spell that has a verbal component, as well as a -2 competence penalty on Bluff, Diplomacy, and Gather Information checks.
    Aura: Beings failing their save against this aura suffer a 10% failure chance on spells that include a verbal component.
    This is cool. Does it stack with normal spell failure?

    Quote Originally Posted by Lord_Gareth View Post
    Hemophilia [Taboo]...
    Good.

    Quote Originally Posted by Lord_Gareth View Post
    Bloodlust [Taboo]
    Curse: The victim of this curse feels a burning sensation in their blood and bodies, suffering a pain penalty on attack and damage rolls (as well as skill checks) equal to the Hexblade's charisma modifier. Furthermore, any being striking the victim in melee for the duration of the curse (excepting the scenario of the being striking itself) gains one-half of the damage they deal to it, rounded up.
    Aura: Beings failing their save against this aura suffer a pain penalty on attack and damage rolls (as well as skill checks) equal to the Hexblade's charisma modifier.
    I don't really care for how cut and dry it is when to use the aura and when to use the single target version. This kind of goes with the general comment above.

    Quote Originally Posted by Lord_Gareth View Post
    Supernal Feedback [Taboo]...
    The single target version is awesome, and I like the difference between it and the aura version!

    Quote Originally Posted by Lord_Gareth View Post
    Zealotry Undone [Bane]
    Curse: If the victim of this fearsome curse fails their save, they suffer from a crushing sense of apathetic indifference. While under the effects of Zealotry Undone, their alignment is considered to be Neutral (any class features, feats, et cetera lost as a result of this shift return at the end of the curse's duration). Furthermore, they take a -4 morale penalty on all rolls except saving throws and have the save DCs of any of their spells or spell-like abilities reduced by 2.
    Aura: Victims failing their save against this aura suffer a morale penalty equal to the Hexblade's charisma modifier on all rolls except saving throws. Furthermore, they gain no benefit from insight, profane, or sacred bonuses to any roll or attribute.
    The alignment part of this is interesting, but how often it comes up is largely DM dependent, and then the Hexblade needs to know when the alignment shift will even matter. As only a couple of knowledge skills are on the class list, I'm not sure how useful this is. The aura version provides a bigger penalty (assuming moderately optimized Cha), so I feel like I would always use that instead.

    Quote Originally Posted by Lord_Gareth View Post
    Fate Shackles [Bane]
    Curse: If the victim of this curse fails their saving throw, they are rendered physically incapable of moving further than thirty feet from the Hexblade. Attempting to run or otherwise move naturally out of that radius knocks them prone (trying to crawl out is especially not reccomended, dealing 2d4 points of damage per attempt and knocking them back five feet). Magical or psionic teleportations that attempt to move them out of that radius or into another plane simply fail, wasting any spell slots or power points in the process (though they are free to use such powers to move within the radius, if they wish). In fact, for the duration of the curse, only deific intervention can pull them away from the Hexblade who so cursed them. It should be noted that the Hexblade can use this curse on items, though the holder of an attended item recieves may make a saving throw on its behalf.

    The Hexblade is free to move outside of this radius if she wishes, but doing so suspends the effects of the curse until she resumes being within thirty feet of her victim.
    Aura: As above, but characters and items failing their save cannot move out of the Aura's radius of effect or thirty feet from the Hexblade, whichever is greater.
    Am I missing something, or is the aura version just plain better?

    Quote Originally Posted by Lord_Gareth View Post
    Fatal Attraction [Bane]...
    Decent, but this seems to be exactly in the middle of the general comment I made earlier. I'd move it one way or the other.

    Quote Originally Posted by Lord_Gareth View Post
    Discorporate [Bane]
    Curse: The victim of this curse gains the incorporeal subtype upon failing their save (though their equipment and carried possessions remain perfectly corporeal). However, this incorporeality is somewhat one-sided; that is, corporeal objects may still affect them (such as walls), corporeal attacks will still strike them, et cetera. They take half-again as much damage from weapons with the ghost touch property.
    Aura: Victims who fail their saves against this aura find themselve partially discorporated, much to the distress of their physical bodies; they suffer a -6 enhancement penalty to Strength, Dexterity, and Constitution. Furthermore, they cannot charge or run.
    I'm not really sure how this one works. Would the persons equipment fall off? If no, what are the disadvantages of being incorporeal? The only benefit I can see of using the single target version is if you have a ghost touch weapon. Overall, it's kind of vaguely worded (how does a wall "affect" someone?).

    Quote Originally Posted by Lord_Gareth View Post
    Shatter Minds [Geasa]
    Curse: If the victim of this curse fails its save, it is affected as though by the feeblemind spell for the curse's duration. Furthermore, after recovering from the effects of the curse, they suffer from a permanent, debilitating madness; they lose four points of Wisdom.
    Aura: Beings failing their saves against this aura take 1d6 points of intelligence and wisdom damage. Furthermore, they suffer the effects of the confusion spell while within the aura's radius.
    Are the lost points of Wis damage? How can they be recovered? Or can they? Otherwise good.

    Quote Originally Posted by Lord_Gareth View Post
    Painwrack [Geasa]
    Curse: The victim of this curse is overwhelmed with unknowable pain; they suffer a -6 enhancement penalty to Constitution, as well as a -10 pain penalty to all rolls, a -5 pain penalty to armor class, and a -4 pain penalty to the save DCs of all of their spells, spell-like abilities, and/or supernatural abilities.
    Aura: Victims of this aura who fail their saves suffer a -8 pain penalty to all rolls, a -3 pain penalty to armor class, and a -3 pain penalty to the save DCs of all of their spells, spell-like abilities, and/or supernatural abilities.
    If enhancement bonuses don't stack, wouldn't somebody with an active bear's endurance just ignore the Con penalty (I'm not sure, which is why I'm asking)? Why can't it just be another pain penalty?

    Quote Originally Posted by Lord_Gareth View Post
    Total Disarmament [Geasa]
    Curse: Should the victim of this curse fail their saving throw, all equipment held, worn, or carried on their person flies off of them, landing in a random direction 1d6 x 20 feet away from them. The victim is entitled to a Strength check (DC equal to the curse's save DC) to try and retain any items actually in their hands, but any other item (including items strapped, glued, or otherwise attached to the being) separates without damage to the item or victim and goes flying.
    Aura: Beings failing their save against this aura are immediately divested of anything in their hands, as well as all loose packs, satchels, containers, et cetera, which land in a random direction 1d6 x 20 feet away from them.
    Do the loose packs and satchels fly away or do the containers's contents? Otherwise it looks good.

    Quote Originally Posted by Lord_Gareth View Post
    Supernal Dissonance [Geasa]
    Curse: The victim of this curse must succeed at a Concentration check (DC 30 + the Hexblade's charisma modifier) in order to cast any spells, use spell-like abilities, or manifest powers (though a successful save against this curse grants them a +8 circumstance bonus to their check). Furthermore, they themselves may only benefit from a number of bonus-granting spells equal to their charisma modifier.
    Aura: Victims of this aura that fail their save are immediately affected as though by a dispel magic spell cast by a sorcerer of the Hexblade's class level.
    I like this, but you might want to specify that it is a targeted dispel. Also, I feel like changing it to greater dispel magic and saying that you may exclude dispelling curses would be good.

    Quote Originally Posted by Lord_Gareth View Post
    Word of Malice [Malediction]...

    Word of Despair [Malediction]...
    I like both of these. A lot.

    Quote Originally Posted by Lord_Gareth View Post
    Word of Binding [Malediction]
    Curse: Upon failing their save against this curse, the victim is bound tight by a magical force that restricts their movement and prevents the use of magical powers; in essence, rendering them helpless and unable to use extraordinary, supernatural, or spell-like abilities (including casting spells or manifesting powers) for the duration of the curse.
    Aura: Victims of this aura who fail their saving throws have their movement speeds (in all forms) reduced to zero, as well as becoming flat-footed.
    I like this, but I feel you need to be careful. Having the boss be a Hexblade 20 that essentially turns off a PCs class features is pretty brutal. Also note that extraordinary abilities are, by definition, not "magical powers."
    Awesome avatar by starwoof

  4. - Top - End - #4
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    Thanks for the comments! Lemme address what I can now:

    Abilities
    Spoiler
    Show
    Huh? Why would you ever want to do it as a move action? I don't know of any other abilities that allow choice in action type, so I'd just stick with swift actions and have the auras be move actions.
    You only get one Swift action per round. However, you can take a move action and a standard action, two move actions, or a full-round action in addition to that swift action. If a Hexblade really wants to, the action choice allows them to drop one, two, or three in a single round, to taste.

    This is great, except according to the table, the Hexblade doesn't learn any curses at this level. Maybe bump this to level nine, and fill the now dead level ten with something else? I have a suggestion later.
    Well, I would, but you may notice a pattern to when they gain new levels of curses, which means that I either make them gain significantly more (or less) curses or leave them with the awkwardness of being able to learn a new curse...next level. On the whole, I think I'll leave 'em as-is unless you have a much better idea.

    Are they forced to remake a saving throw if they exit and reenter the aura? Or are they just immune to the effect afterwards?
    I'd forgotten that clause! I'll edit it in; leaving and re-entering is, as usual, a bad idea.

    Can the other effect be dismissed by the caster? For instance, using the above dominate person example, what's to stop the caster from simply dismissing the effect on his dominated buddy? I'd add a clause that if one effect is dismissed, both are.
    Good idea, but I'll put in a clause that puts the control in the hands of the originator of the effect; that way, the 'Blade can't just dismiss them both out of hand whenever she likes.

    I like the added flavor text, but don't see the need for the stacking clause or the name change. What's wrong with Arcane Resistance?
    Open Gaming Liscene. I can use the rules, but not the name. Sad, I know, but true.

    Where does this come from? I personally think that WF is a really boring and lackluster feat, and I don't see how it fits thematically. Maybe Life Leech instead?
    Good idea!

    I like the ability, but I feel that the inability to use a specific curse while you are charging the strike is kind of clunky. It's also kind of weird that the ability is per encounter, but it can be left charged for hours.
    I shall change the duration to minutes! As for the specific curse thing, I think I'll keep it. I want curses to be resources to be carefully allocated, not buttons to spam.

    Again, why the name change? I like that you moved it back a level to discourage dipping, though.
    See OGL comment, above.

    This is flavorful, but I don't really see the use. Leaving cursed swords lying around seems like a very niche strategy. Maybe I'm missing something.
    Well, it is mostly flavor. However, the ability to create aura'd items will be useful to creative players. That and, y'know, Head of Vecna shenanigans.


    I'll go over the Curses with ya later.

    EDIT

    Curses
    Spoiler
    Show
    This seems incredibly lackluster. I wouldn't want to waste a curse just to reduce an enemy's speed by 5 ft, or even 10 ft at level eight. My vote is to make this a flat reduction and maybe put a "can't be reduced below 5 ft" clause in there. The others don't scale, so why does this one?
    Ten feet (to match Longstrider)? Fifteen?

    Interesting, but watch out for PCs cutting through every door, trap, and dungeon in general.
    There's a whole host of spells, rods, staves, wands, adamantine weapons, explosives, and class features that would like a word with you.

    This is cool. Does it stack with normal spell failure?
    If I remember correctly, all sources of spell failure stack.

    I don't really care for how cut and dry it is when to use the aura and when to use the single target version. This kind of goes with the general comment above.
    It was the best idea I had at the time. Do you have better? 'Cause it is kinda boring, but it's also effective.

    The alignment part of this is interesting, but how often it comes up is largely DM dependent, and then the Hexblade needs to know when the alignment shift will even matter. As only a couple of knowledge skills are on the class list, I'm not sure how useful this is. The aura version provides a bigger penalty (assuming moderately optimized Cha), so I feel like I would always use that instead.
    There are, however, a couple of places where a Hexblade can assume an effective use of the original curse. Paladins and clerics are two big examples, but so are vile PrCs, Exalted ones, and even a few regular prestige classes. Experience can be a great teacher, and being able to strip one's enemy of their greatest advantages can be potent.

    Of course, with paladins, that's just another kick in the 'nads, but paladins need fixing anyway.

    Am I missing something, or is the aura version just plain better?
    You are missing something. The aura gives its victims a longer leash to run and manuever. The curse? Not so much. That wizard isn't going anywhere. Fly? No. Dimension door? Laughable. Plane shift? Try again. The Aura keeps more beings close to you, but they have more room to play.

    I'm not really sure how this one works. Would the persons equipment fall off? If no, what are the disadvantages of being incorporeal? The only benefit I can see of using the single target version is if you have a ghost touch weapon. Overall, it's kind of vaguely worded (how does a wall "affect" someone?).
    Your equipment not being incorporeal causes it to fall off of you. Walls affect you by blocking your path. Is there a more specific wording that I might use? And actually, I forgot a certain clause for beings that wanna be able to keep their stuff...

    Are the lost points of Wis damage? How can they be recovered? Or can they? Otherwise good.
    I'll edit the wording; it's permanent wisdom drain.

    If enhancement bonuses don't stack, wouldn't somebody with an active bear's endurance just ignore the Con penalty (I'm not sure, which is why I'm asking)? Why can't it just be another pain penalty?
    Bonuses and penalties interact with each other normally; however, two enhancement penalties don't stack into a bigger penalty, two bonuses don't stack, et cetera. However, you're right. It can just be a pain penalty.

    Do the loose packs and satchels fly away or do the containers's contents? Otherwise it looks good.
    The containers and anything in them.

    I like this, but you might want to specify that it is a targeted dispel. Also, I feel like changing it to greater dispel magic and saying that you may exclude dispelling curses would be good.
    Good idea!

    I like this, but I feel you need to be careful. Having the boss be a Hexblade 20 that essentially turns off a PCs class features is pretty brutal. Also note that extraordinary abilities are, by definition, not "magical powers."
    I'll edit it, but it's essentially a beefed up hold monster with provisions for silent stilled shenanigans. Still, the Ex abilities can stick around.
    Last edited by Lord_Gareth; 2010-09-01 at 03:43 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  5. - Top - End - #5
    Bugbear in the Playground
     
    ArcanistSupreme's Avatar

    Join Date
    Jan 2010
    Location
    Des Moines, Iowa
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    Abilities
    Spoiler
    Show

    Quote Originally Posted by Lord_Gareth View Post
    You only get one Swift action per round. However, you can take a move action and a standard action, two move actions, or a full-round action in addition to that swift action. If a Hexblade really wants to, the action choice allows them to drop one, two, or three in a single round, to taste.
    Ah, that makes sense. My main issue was having to wrap my head around the choice in action type. I guess it's cool in that case.

    Quote Originally Posted by Lord_Gareth View Post
    Well, I would, but you may notice a pattern to when they gain new levels of curses, which means that I either make them gain significantly more (or less) curses or leave them with the awkwardness of being able to learn a new curse...next level. On the whole, I think I'll leave 'em as-is unless you have a much better idea.
    What about changing the Curse progression to mirror the Warlock's Invocation progression (at least from level 10 on)? It only adds one more Curse at level 20, and then you get to use your shiny new Curses as soon as you get them.

    Quote Originally Posted by Lord_Gareth View Post
    Good idea, but I'll put in a clause that puts the control in the hands of the originator of the effect; that way, the 'Blade can't just dismiss them both out of hand whenever she likes.
    Yeah, that's what I meant. Sorry for being vague.

    Quote Originally Posted by Lord_Gareth View Post
    Open Gaming Liscene. I can use the rules, but not the name. Sad, I know, but true.
    That is sad.

    Quote Originally Posted by Lord_Gareth View Post
    As for the specific curse thing, I think I'll keep it. I want curses to be resources to be carefully allocated, not buttons to spam.
    My problem is mainly that the wording is a bit hard to get through. But if it's necessary to the concept, keep it by all means.

    Quote Originally Posted by Lord_Gareth View Post
    Well, it is mostly flavor. However, the ability to create aura'd items will be useful to creative players. That and, y'know, Head of Vecna shenanigans.
    The auras would be useful, there's just the annoying bit about it affecting the bearer. I guess they could drop it and pick it up until they make the saving throw. This will also probably be used to make cheaper items by restricting them to the class, race, and specific skill ranks of the intended wielder.

    I'm not familiar with the Head of Vecna. Care to elaborate?


    Curses
    Spoiler
    Show

    Quote Originally Posted by Lord_Gareth View Post
    Ten feet (to match Longstrider)? Fifteen?
    I prefer fifteen, so then you are actually affecting those with fast movement.

    Quote Originally Posted by Lord_Gareth View Post
    There's a whole host of spells, rods, staves, wands, adamantine weapons, explosives, and class features that would like a word with you.
    Yeah, yeah, I forgot. So sue me.

    Quote Originally Posted by Lord_Gareth View Post
    It was the best idea I had at the time. Do you have better? 'Cause it is kinda boring, but it's also effective.
    Maybe enemies that fail their save take 2(?)d6 damage and are shaken from the intense pain? Or enemies take 2(?)d6 and you gain fast healing 1/enemy affected? Some form of Con or Dex damage? Do any of those sound in any way interesting or viable?

    I think you should change the name to "Agony Leech" or something similar, by the way. "Bloodlust" makes it sound like a rage effect should somehow be involved.

    Quote Originally Posted by Lord_Gareth View Post
    There are, however, a couple of places where a Hexblade can assume an effective use of the original curse. Paladins and clerics are two big examples, but so are vile PrCs, Exalted ones, and even a few regular prestige classes. Experience can be a great teacher, and being able to strip one's enemy of their greatest advantages can be potent.

    Of course, with paladins, that's just another kick in the 'nads, but paladins need fixing anyway.
    That is true, and I can see how potentially powerful it can be. It's still pretty DM dependent, though, and a pretty niche strategy.

    Quote Originally Posted by Lord_Gareth View Post
    You are missing something. The aura gives its victims a longer leash to run and manuever. The curse? Not so much. That wizard isn't going anywhere. Fly? No. Dimension door? Laughable. Plane shift? Try again. The Aura keeps more beings close to you, but they have more room to play.
    Oh. Right.

    Quote Originally Posted by Lord_Gareth View Post
    Your equipment not being incorporeal causes it to fall off of you. Walls affect you by blocking your path. Is there a more specific wording that I might use? And actually, I forgot a certain clause for beings that wanna be able to keep their stuff...
    Yeah, but how come they can't go through walls and weapons can still hit them but their stuff falls off? To me, it seems pretty confusing as is. Adding the incorporeal subtype just doesn't seem to do much besides add extra cross-referencing. I like the aura version, but I feel like the curse version needs work, or at least streamlining.

    Quote Originally Posted by Lord_Gareth View Post
    I'll edit it, but it's essentially a beefed up hold monster with provisions for silent stilled shenanigans. Still, the Ex abilities can stick around.
    I wasn't saying that Ex abilities should necessarily be excluded (though you definitely need to consider things very carefully before you include it), I was just saying that you probably shouldn't call it a "magical power."


    And after this stuff, all that's left is adding more curses!
    Awesome avatar by starwoof

  6. - Top - End - #6
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    Honestly, I think I'll let the curse thing bear itself out in playtesting.

    The Head of Vecna
    Spoiler
    Show
    Keeping in mind that this is both summarized and mildly inaccurate, it basically goes like this: A DM is running a game with two parties that want to kill each other. One party comes up with this brilliant idea and starts spreading rumors about Vecna's head having been found. They plant all manner of trap-infested red herrings and bury a random zombie's head in a cave and just coat the place with traps and monsters. Thing is, they don't tell the druid (hardcore balance N). He figures out where the head is, fights his way through the traps, and claims the head.

    He promptly summons a dire ape, hands it his scimitar, and has it behead him and put the head on his neck. He dies, predictably.

    The party drags his corpse off, resets all the traps, put out the head's left eye ("Oops, forgot that part..."), and waited again. Eventually their rivals find the cave and lose two of their number to the traps. The remaining three infight terribly, until the surviving necromancer animates one of his companions and triumphantly has the zombie behead him and put the head on his neck. With predictable results.

    Now, how might a Hexblade do something similar with a crafted cursed item?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  7. - Top - End - #7
    Pixie in the Playground
     
    Caen'ir's Avatar

    Join Date
    Dec 2008
    Gender
    Female

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    Glad to see this project again. I'm not good at balancing at all, or I'd PEACH it for you. But, looking at it, it looks interesting and like it'd be fun to play.
    Avatar by CrimsonAngel, thanks again~

  8. - Top - End - #8
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    I'm still going to rebalance and/or add some curses, but I now present FEATS in their own spoiler just below Curses, with the promise of more to come!


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  9. - Top - End - #9
    Bugbear in the Playground
     
    ArcanistSupreme's Avatar

    Join Date
    Jan 2010
    Location
    Des Moines, Iowa
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    Quote Originally Posted by Lord_Gareth View Post
    Honestly, I think I'll let the curse thing bear itself out in playtesting.
    While it's probably fairly balanced powerwise as is, I'm looking at it from a player's perspective. To them, levels nine and ten will seem pretty dead. They don't get any of the other new and exciting abilities that are so prevalent in the rest of the Hexblade. With some slight tweaking that will barely affect power at all, you can give them some cool new abilities without drastically altering anything.

    Quote Originally Posted by Lord_Gareth View Post
    The Head of Vecna[...]
    Now, how might a Hexblade do something similar with a crafted cursed item?
    That's pretty funny. I still think that similar strategies are a little campaign dependent, but with the ability to easily make other, cheaper magic items it's actually pretty powerful. I withdraw my earlier complaint.
    Awesome avatar by starwoof

  10. - Top - End - #10
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Any reviews, comments, or ideas for feats?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  11. - Top - End - #11
    Bugbear in the Playground
     
    ArcanistSupreme's Avatar

    Join Date
    Jan 2010
    Location
    Des Moines, Iowa
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Quote Originally Posted by Lord_Gareth View Post
    Any reviews, comments, or ideas for feats?
    Perhaps a "gain an additional curse" feat?
    Awesome avatar by starwoof

  12. - Top - End - #12
    Orc in the Playground
     
    Fako's Avatar

    Join Date
    Dec 2006

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses!)

    Quote Originally Posted by Lord_Gareth View Post

    The Head of Vecna
    snip
    The only way I can think of would be a compulsion effect on anyone viewing the item. The DMG lists coveting an item and refusing to wear anything else on its possible curses, so why not extend it to a radius of 30'? Obviously at an enhanced cost, of course...
    Last edited by Fako; 2010-09-03 at 01:46 PM.
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
    Skinshred Swarm (CR 9) / Reaper Wolf (CR 5) / Demonecris (CR 18)
    Indomitable (Melee PrC [5 Lvl])

  13. - Top - End - #13
    Bugbear in the Playground
     
    ArcanistSupreme's Avatar

    Join Date
    Jan 2010
    Location
    Des Moines, Iowa
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    How are these?
    Spoiler
    Show
    UNSETTLING HEXER
    Your curses cloud the minds of even those who
    would otherwise resist their effects.
    Prerequisite: Hexblade's Curses class feature.
    Benefit: Any foe required to save against a
    curse you invoke takes a –2 penalty on attack rolls
    and to AC for 1 round, regardless of the result of
    the save. This is a mind-affecting effect.

    DOUBLE DOOM AURA
    By expending multiple uses of your aura ability, you
    are able to project two auras at once.
    Prerequisites: Cursed Aura (40'), Character
    Level 12th.
    Benefit: When activating your cursed aura,
    you may choose to expend two additional uses of
    your cursed aura ability as a free part of activating
    the cursed aura. If you do, you may simultaneously
    activate and maintain one additional cursed aura.
    The other aura expends a daily use of your cursed
    aura ability. This other aura may be affected with
    the Empower Aura and Baneful Aura abilities as
    usual, though multiple instances of the Baneful Aura
    do not stack.

    EXTRA CURSE
    Prerequisites: Ability to use taboos.
    Benefit: You learn one additional curse from
    the list available to you, choosing a curse of one
    grade lower than the highest grade of curse you
    know. For example, a 6th-level hexblade could
    learn a spite, while a 15th level hexblade could
    learn any spite, taboo, or bane.
    Special: You can gain this feat multiple
    times. Each time, you gain an extra curse of any
    grade (spite, taboo, bane, geasa) up to one lower
    than the highest grade of curse you can currently
    use.
    Last edited by ArcanistSupreme; 2010-09-03 at 08:06 PM. Reason: Added Spoiler
    Awesome avatar by starwoof

  14. - Top - End - #14
    Pixie in the Playground
    Join Date
    Nov 2009
    Location
    The Oven
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Been going through post and thread so I'll prolly be editing some more of this further on. As of now

    "The hexblade gains Life Leech as a bonus feat":
    Okay, what is this feat and/or where is it?!?!

    Swift vs. move:

    The thing with action types, where free > immediate > swift > move > standard > partial(it's a standard but you can do a charge instead) > full (move + standard) > "one full round" (takes all your time until the beggining of your next turn), is that though you are normally entitled one swift, one move and one standard, you can use a "more complex" type of action as a simpler one. So you can drink a potion (move), and draw a weapon (another move taken in place of your standard) in the same round. And so and so forth. There are a few exceptions, I guess namely the "Quickened" rule, but you could still use, say, "Swift Expeditious retreat", then use your move action to do a running jump down a cliff to a far ledge and use your standard action for the round (provided the DM doesn't want you to double move for the leap) to cast Feather Fall on yourself (an immediate action).

  15. - Top - End - #15
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Life Leech can be found in the SRD under "Spelltouched Feats".


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  16. - Top - End - #16
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    this is woot!
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  17. - Top - End - #17
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Quote Originally Posted by Bhu View Post
    this is woot!
    Thank'ee. I never liked half-casters, so I put effort into trying something new instead. Some edits based on critique from the Competitor thread will be forthcoming.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  18. - Top - End - #18
    Troll in the Playground
     
    UserClone's Avatar

    Join Date
    Mar 2006
    Location
    Connecticut
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    This freaking rawks! I'm definitely going to special request this to be available next time I do gestalt so i can gestalt it with Warlock, but I can't wait to playtest it on its own either! Great job so far!

    Beguiler, you just got served.
    ALL hail DirtyTabs, creator of this wonderful UserClone TRONpony!
    *sigh*
    X Stat to Y Bonus
    Quotes:
    Spoiler
    Show
    Quote Originally Posted by BRC
    Railroading isn't saying "There is a wall there", Railroading is when you say "There is a wall everywhere BUT there"


  19. - Top - End - #19
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Bump. Edits have been made.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  20. - Top - End - #20
    Troll in the Playground
     
    UserClone's Avatar

    Join Date
    Mar 2006
    Location
    Connecticut
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    What's the range on single-target curses...?

    Beguiler, you just got served.
    ALL hail DirtyTabs, creator of this wonderful UserClone TRONpony!
    *sigh*
    X Stat to Y Bonus
    Quotes:
    Spoiler
    Show
    Quote Originally Posted by BRC
    Railroading isn't saying "There is a wall there", Railroading is when you say "There is a wall everywhere BUT there"


  21. - Top - End - #21
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Quote Originally Posted by UserClone View Post
    What's the range on single-target curses...?
    Huh. I'll edit an eighty-foot range in.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  22. - Top - End - #22
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Slight BUMP; I've still got concerns about some of the power levels and especially the Curses, and I'd deeply appreciate some PEACH on those.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  23. - Top - End - #23
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Im kinda crunched for time due to a job im doing online but ill peek as soon as i can! Kitteh is a hexblade fan!
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  24. - Top - End - #24
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Quote Originally Posted by Bhu View Post
    Im kinda crunched for time due to a job im doing online but ill peek as soon as i can! Kitteh is a hexblade fan!
    Awesome, I deeply look forward to it.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  25. - Top - End - #25
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    I peeked at the class basics yet ( I dont have time for the curses right now). Tis quite potent

    I am so far happy
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  26. - Top - End - #26
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    which of the curses power levels are you concerned about?
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  27. - Top - End - #27
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Um, just about all of them. They haven't gotten much review and zero playtesting. Also taking ideas for more Curses.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  28. - Top - End - #28
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    First Questions:

    Fool's Feet [Spite]
    Is this all movement speeds lose 15'?

    Curse of Frailty [Spite]
    For the Aura version, arethe Hexblades and his allies objects immune?

    Jitter Tongue [Spite]
    Might lower the spell failure chance slightly if this can be taken at 1st level. I'm not sure.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  29. - Top - End - #29
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    Quote Originally Posted by Bhu View Post
    First Questions:

    Fool's Feet [Spite]
    Is this all movement speeds lose 15'?
    Indeed. I swapped the effects out as well, due to some power level concerns.

    Curse of Frailty [Spite]
    For the Aura version, arethe Hexblades and his allies objects immune?
    They are now.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  30. - Top - End - #30
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: [3.5/PEACH] The Revised Hexblade (Now with Curses and Feats!)

    No real questions about the others yet. I'd kind of have to make one and play it to really see how it works. I like it though.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •