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    Default Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    Introduction: Why Malefactor?
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    Some of you remember that, a little while back, I posted a Hexblade remake, imagining them as dark warriors that didn't have the limitations of arcane spellcasting. What I never really mentioned is that I've been dissatisfied with the work for a long time; it went where I was intending it to go, certainly, but something always seemed...wrong. Off, somehow.

    It was during a discussion with InaVegt that she solved my problem; in expressing her dissatisfaction with the concept of a Hexblade to begin with, she said she'd rather see it on a more rogue-like chassis, and everything just clicked for me. So here we are - the Malefactor, a rogue-like Hexblade remake just for the Playground! Please, evaluate and critique honestly, and I'm always looking for ideas and inspiration!

    Warning: there may be some sloppy formatting until I clean this thing up. Until otherwise stated, this is a work in progress and may be missing large, essential pieces.


    Malefactors

    ”Straight fights are for suckers.”
    Miss Envy, a Malefactor

    Malefactors are, in many ways, similar to rogues; they prefer the unfair fight, the ambush. They use abilities and skills that might be seen as unsavory or underhanded. The primary difference is that the rogue uses skills honed through careful practice, where the Malefactor favors the curses, hexes, and banes that are their birthright to lay their enemies low. Once their true natures are known, Malefactors are often treated with a degree of distrust, but no one can deny that their arts are effective.

    Abilities: All of the Malefactor's supernatural abilities key off of their Charisma score, but Dexterity is also important to them, as it affects the accuracy of their attacks and boosts their low armor class, especially at lower levels. Strength, Constitution, and Intelligence (in no particular order) are also valued by Malefactors.

    Role: Malefactors are a ranged or melee disruptor; they use their curses and supernatural abilities to shape the battlefield to their liking before wading in with the damage, hoping to tear their enemies to shreds. They provide a good compliment to solid melee classes such as warblades and crusaders, and can, in a pinch, also attempt to keep enemies away from even softer targets like wizards or artificers - just don't ask them to do it for too long. They can only absorb so many blows.

    Background: Most Malefactors are born, the results of cursed bloodlines, the descendants of powerful necromancers or the inheritors of fiendish taint. They manifest their powers as early as puberty, reaching into misfortune in moments of anger or desperation, and find that doing so is easy. Natural. It's only a matter of time before they realize the uses their powers can be put to; many fall in with criminal elements, while others idealize themselves as vigilantes or guardians. Some, however, learn the art instead of being born to it; these are normally taught by a more experienced Malefactor, though some simply come into their power late.

    Organization: There is no formal organization amongst Malefactors, though one can find them in military organizations, criminal gangs, thieves' guilds and assassins' guilds all around the world, putting their talents to use. More often then not, they attempt to avoid each other out of professional courtesy, but that unwritten request is the closest they come to true formal organization.

    Alignment: Any. Though the powers and tactics favored by the Malefactor are often seen as dishonorable or even evil, they can be put to whatever end the Malefactor chooses. That being said, many Malefactors are chaotic and/or evil, the legacy of tapping so frequently into the dark and spiteful parts of their mind.

    Races: Humans and half-breeds such as half-elves, half-orcs, and planetouched fill out the majority of the Malefactor's ranks, with gnomes and savage humanoids claiming a close second place. Elves tend to disdain the art, and dwarves in particular don't prefer such honorless methods of combat.

    Religion: Malefactors tend to favor deities of thieves, magic, luck (good or ill), victory, wealth, and other, related portfolios. Often they aren't particularly religious, but exceptions certainly exist

    Other Classes: Malefactors have a slight tendency to look down on, well, just about anyone. They can respect raw power, but their abilities lend them a certain amount of arrogance that can be off-putting to others. In particular, rangers and bards get almost no respect from Malefactors, who tend to view them as minions and not valuable professions in their own right.

    Adaptation: Malefactors were written with little to no assumptions about the campaign setting they appear in; as such, adapting them to your campaign setting should be relatively painless.

    Hit Die: D8.

    Starting Gold: 6d4 x 10 gold pieces.

    Class Features

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

    Skill Points at First Level: (6 + Intelligence modifier) x4
    Skill Points at Each Additional Level: 6 + Intelligence Modifier

    Custom
    {table="head"]Level|BAB|Fort|Ref|Will|Special |
    Malefactions Known
    |
    Auras Known
    |
    Torment the Weak

    1st|+0|+0|+2|+2|Malefactions (Spites), Maleficent Aura, Trapfinding|
    1
    |
    1
    |
    +1d4

    2nd|+1|+0|+3|+3|Ripper's Gift (Finesse)|
    2
    |
    1
    |
    +1d4

    3rd|+2|+1|+3|+3|Cheap Shots|
    3
    |
    1
    |
    +2d4

    4th|+3|+1|+4|+4|Evasion|
    3
    |
    1
    |
    +2d4

    5th|+3|+1|+4|+4|Malefactions (Taboos)|
    4
    |
    2
    |
    +3d4

    6th|+4|+2|+5|+5|Ripper's Gift (Weapon Enhancements)|
    4
    |
    2
    |
    +3d4

    7th|+5|+2|+5|+5|Stolen Luck (20% Miss Chance)|
    5
    |
    2
    |
    +4d4

    8th|+6/+1|+2|+6|+6|Sense Malice (Blindsense)|
    6
    |
    2
    |
    +4d4

    9th|+6/+1|+3|+6|+6|Vicious Rebuttal|
    6
    |
    2
    |
    +5d4

    10th|+7/+2|+3|+7|+7|Malefactions (Banes), Ripper's Gift (Cursed Damage)|
    7
    |
    3
    |
    +5d4

    11th|+8/+3|+3|+7|+7|Alacrity|
    7
    |
    3
    |
    +6d4

    12th|+9/+4|+4|+8|+8|Improved Evasion, Sense Malice (Blindsight)|
    8
    |
    3
    |
    +6d4

    13th|+9/+4|+4|+8|+8|Wings of Misfortune|
    8
    |
    3
    |
    +7d4

    14th|+10/+5|+4|+9|+9|Ripper's Gift (Transdimensional Strikes)|
    9
    |
    3
    |
    +7d4

    15th|+11/+6/+1|+5|+9|+9|Malefactions (Geasa)|
    10
    |
    4
    |
    +8d4

    16th|+12/+7/+2|+5|+10|+10|Otherworldly Stride|
    10
    |
    4
    |
    +8d4

    17th|+12/+7/+2|+5|+10|+10|Stolen Luck (50% miss chance)|
    11
    |
    4
    |
    +9d4

    18th|+13/+8/+3|+6|+11|+11|Cruel Simulacrum|
    11
    |
    4
    |
    +9d4

    19th|+14/+9/+4|+6|+11|+11|Avatar of Woe|
    12
    |
    4
    |
    +10d4

    20th|+15/+10/+5|+6|+12|+12|Malefactions (Maledictions)|
    13
    |
    5
    |
    +10d4

    [/table]

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

    Malefactions (Su): Malefactor do not learn spells; instead, their power manifests as malefactions, specific manifestations of negative magical energies which the Malefactor inflicts upon enemies or objects within eighty feet (the Malefactor must still have line of effect to her target). A creature or object that is the target of a Malefactor’s malefaction is entitled to a Will save (DC 10 + ½ the Malefactor’s class level + the Malefactor’s charisma modifier) to either avoid the effects. The effects of a malefaction last for a number of minutes equal to the Malefactor’s class level plus her charisma modifier, or until dismissed by the Malefactor as a free action. A creature who successfully saves against a Malefactor’s malefaction is immune to further applications of that particular malefaction for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.

    A Malefactor may use a total number of malefactions per encounter equal to [2 + ¼ her class level] plus her charisma modifier, regardless of the power level of the malefaction involved. Invoking a malefaction is a swift action involving both verbal and somatic components (thus, a helpless or silenced Malefactor cannot invoke her malefactions). Invoking a malefaction does not provoke attacks of opportunity. A Malefactor may not invoke a malefaction that is already affecting a target.

    At first level, the Malefactor may only learn the weakest malefactions, known as Spites. At fifth level, she may learn Taboos in place of Spites if she so chooses. At tenth level, she may choose to learn Banes in place of Taboos or Spites. At fifteenth level, she may choose to learn Geasa in place of Banes, Taboos, or Spites, and at twentieth level she may choose to learn a Malediction in place of a Gaesa, Bane, Taboo, or Spite.

    Unless otherwise stated in a particular malefaction's description, malefactions are not mind-affecting abilities.

    Maleficent Aura (Su): In addition to her more potent single-target malefactions, the Malefactor may project auras of terrible misfortune that sap away at their enemies. Unlike malefactions, these auras can be considered 'always on' unless the Malefactor chooses to cease projecting them as a free action during her turn (she may re-project her aura as a free action at the beginning of her turn as well). At first level, the Malefactor chooses a single aura from among those available to her (Spites). At fifth level, she chooses an additional aura (this time from the Taboo list), then again at tenth level (from the Bane list), fifteenth level (from the Geasa list) and her final aura at twentieth level (from the Malediction list). She may only project one aura gained from this class at a time.

    A Malefactor's maleficent aura has a fifteen foot radius, plus five feet per two class levels past level one. Beings entering her aura must immediately succeed at a Will save (DC 10 + 1/2 the Malefactor's class level + her charisma modifier) or suffer its effects; if they then leave the aura's radius by any means and then re-enter it, they are still subject to its effects (this lasts for twenty-four hours after failing their initial saving throw), though they are not subject to it while outside of its radius. A being that succeeds at its saving throw against a particular maleficent aura is immune to the effects of that particular aura for twenty-four hours thereafter, though not to the effects of other auras the Malefactor may choose to project. The Malefactor may choose to project a new maleficent aura in place of her current one as a swift action.

    Unless otherwise noted in their descriptions, maleficent auras are not mind-affecting abilities.

    Torment the Weak (Su): The power of a Malefactor's curses call to her, leaving her enemies vulnerable to her strikes. A Malefactor deals an additional 1d4 points of damage on all attacks (and/or spells that deal hit point damage) against beings that are currently suffering the effects of one of her malefactions or her maleficent auras (this damage is not cumulative; that is, a being suffering from one of her malefactions that is also under the effects of one of her maleficent auras only takes an additional 1d4 points of damage, not 2d4). This damage increases by one die at third level, and again every two levels thereafter to a maximum of +10d4 at level nineteen.

    Trapfinding (Ex): Malefactors can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Malefactors can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Malefactor who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

    Ripper's Gift (Su): At second level, the Malefactor's connection to spite and cruelty facilitates her skill with weapons; she gains Quick Draw as a bonus feat. Additionally, she may use her dexterity modifier in place of her strength modifier on attack rolls with natural, one-handed or light melee weapons, and may use her dexterity modifier in place of her strength modifier on melee damage rolls made with natural, one-handed or light melee weapons.

    At sixth level, the cursed power that flows through them reaches into their weapons; any weapon they carry or hold gains the ghost touch and vicious weapon enhancements. The Malefactor may choose to not use one or both of these enhancements simply by taking a free action at the beginning of her turn to do so, and may re-activate an unused enhancement by taking a free action to do so at the beginning of her turn as well.

    At tenth level, damage dealt by the Malefactor's Torment the Weak ability cannot be healed by natural means (including fast healing and regeneration) and always counts as lethal damage unless they purposefully choose to deal non-lethal damage with their attack. This ability does not function against beings of a higher divine rank than the Malefactor.

    At fourteenth level, the Malefactor may freely attack beings and objects on the ethereal, shadow, or astral planes with their weapon attacks even if they do not share a plane with these beings or objects, as long as they can perceive the beings or objects in question.

    Cheap Shots (Ex): Malefactors believe that the only fair fight is one you lose; starting at third level, they and their allies within thirty feet gain a bonus equal to one-half the Malefactor's class level (rounded up) on damage rolls against flanked enemies.

    Evasion (Ex): At fourth level and higher, a Malefactor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Malefactor is wearing light armor or no armor. A helpless Malefactor does not gain the benefit of evasion.

    Stolen Luck (Su): A Malefactor of seventh level or higher can siphon luck from her foes and use it to protect herself with a layer of ill-gotten fortune; once per day, as a move-equivalent action, she may enter a state wherein attack rolls directed against her suffer a 20% miss chance. This state lasts for a number of rounds equal to her charisma modifier, and requires that she be projecting her maleficent aura. She gains an additional use per day of this ability at level ten, and again every three levels thereafter to a maximum of five uses per day at level nineteen.

    At level seventeen, the miss chance granted by this ability increases to 50%.

    Sense Malice (Su): A Malefactor of eighth level and higher can sense hatred, anger, and malice directed against her; she gains blindsense out to sixty feet, but only with regards to inanimate objects, constructs, and intelligent beings hostile to her (or that consider her to be their enemy or even just simply dislike her). At twelfth level, this improves to blindsight. These senses are not dependent on any mundane senses, and thus cannot be disrupted by attacking the Malefactor's senses.

    Vicious Rebuttal (Su): Malefactors' repeated delving into the cruel and vengeful parts of their mind bear fruit at level nine and higher; whenever she is struck by an attack or a spell that requires an attack roll, she may choose to make an attack of opportunity against the source of the attack or spell with whatever weapon she has in hand, regardless of the distance between herself and her victim - she simply lashes out with raw, weapon-shaped malevolence, rending into them. Aside from the range consideration, this is in all other ways identical to a normal attack of opportunity except that it resolves after the provoking event (thus, the Malefactor takes the damage, suffers any effects of the spell that they didn't save against, et cetera). This ability does not allow the Malefactor to make more than one attack of opportunity per round (though other abilities or feats might).

    The Malefactor may only use Vicious Rebuttal up to once per round against any given target (that is, she may only take one attack opportunity triggered by this ability per victim, per round).

    Alacrity (Ex): A Malefactor that reaches eleventh level or higher has learned to strike quickly and without mercy, tearing into her foes; she gains a +10 competence bonus to her movement speeds (in all of their forms). Additionally, she deals additional damage against flat-footed or flanked opponents equal to 1.5 x her dexterity modifier (this is in addition to the bonus damage provided by her Ripper's Gift class feature).

    Improved Evasion (Ex): A Malefactor of twelfth level or higher gains the benefit of improved evasion; this ability works like evasion, except that while the Malefactor still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Malefactor does not gain the benefit of improved evasion.

    Wings of Misfortune (Su): A Malefactor of thirteenth level or higher takes to the air like an ill omen; she gains a sixty foot fly speed with good maneuverability. When the Malefactor gains this ability, her player chooses whether or not she has literal wings; if she does, the player may design their appearance, though most Malefactors have wings with dark feathers, or else bat-like, membranous wings. If she does not gain wings, she crackles slightly with cursed energy whenever she flies.

    Otherworldly Stride (Su): Starting at sixteenth level and higher, the Malefactor may perceive freely into astral, ethereal, and shadow planes, provided the plane she is on connects to these planes (meaning that on the outer planes, she may only perceive freely into the astral), as well as being able to see perceive freely into the prime material plane from those planes. She can still only view those portions of the planes roughly closest to her and only to a limit of her actual perceptions, but while the perceptions are fuzzy, she can make out enough to tell the difference between beings and objects. Additionally, as a full-round action, she may step into any part of those three planes or the prime material plane that she can perceive, provided they connect to the plane she is on at the time.

    Cruel Simulacrum (Su): A Malefactor of eighteenth level and higher punishes those that dare to harm her with magic, spitting their own spells back into their faces; whenever the Malefactor succeeds at her saving throw against an undesired spell or spell-like ability, she may spend an immediate action to make its originator immediately suffer its effects, ignoring spell resistance (but still permitting a saving throw as appropriate). In the event that the spell reproduced this way is an area-of-effect spell, only the caster's space is affected (though this may still cause it to affect other beings sharing a space with the caster).

    The Malefactor may not use Cruel Simulacrum on saving throws that are provoked by pre-existing static effects; for example, she cannot deliberately touch a prismatic wall and force the effect on its original caster.

    Avatar of Woe (Ex): A Malefactor of nineteenth level and higher has transcended mundane existence to become an incarnation of misfortune; her type changes to Outsider (Native) and she gains a +2 inherent bonus to both Dexterity and Charisma. Additionally, beings suffering the effects of her maleficent aura suffer a -4 luck penalty to armor class as well as a -2 luck penalty on all skill and ability checks. Lastly, she gains damage reduction 20/silver and magic.
    Last edited by Lord_Gareth; 2011-07-02 at 12:22 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

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

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Malefactions
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    Spites
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    Stumbling Block [Spite]
    Effect: The victim of this malefaction stumbles and lurches into blows; they gain no benefit from to their armor class from their Dexterity modifier unless said modifier is negative (this does not count as being denied their Dexterity modifier for the purposes of Sneak Attack).

    Tongue Tie [Spite]
    Effect: The victim of this malefaction garbles their words and can't seem to get their sentences straight; they suffer a -3 luck penalty to Bluff, Diplomacy, and Gather Information checks, as well as a 20% spell failure chance on spells with a verbal component.

    Traitor's Sword [Spite]
    Effect: This malefaction targets a weapon held by a victim within range; if the weapon's holder fails their save, all attack and damage rolls suffer an enhancement penalty equal to 1 + 1/4 the Malefactor's class level (round down, maximum -6).

    Glued Boots [Spite]
    Effect: The victim of this malefaction has their movement speeds (in all of their forms) cut in half (round down).

    Sand in the Eyes [Spite]
    Effect: The victim of this malefaction treats their vision as though it were full of shadowy illumination, and sources of light (magical or mundane) do not brighten this illumination until the effects of the malefaction wear off. Additionally, the range of their other sensory abilities such as scent, blindsense, or blindsight is cut in half (round up).


    Taboos
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    Interdiction: Magic [Taboo]
    Effect: A being suffering under this malefaction is wracked by horrid feedback whenever they attempt to cast a spell or use a spell-like ability; they suffer 3d6 + the Malefactor's class level damage, and must then succeed at a Concentration check just as though this damage had disrupted their spell (failure, as normal, indicates that their spell fizzles into nothing and is wasted).

    Embargo: Alacrity [Taboo]
    Effect: A creature laboring under this malefaction finds it difficult to seize small opportunities, or to react swiftly under pressure; they cannot take swift or immediate actions.

    Censure: Succor [Level]
    Effect: The victim of this malefaction is unable to heal naturally for its duration, and the effectiveness of magical healing upon it is cut by 75%. In the case of constructs, mundane repair still functions normally. This is a necromancy effect.

    Prohibition: Courage [Level]
    Effect: The victim of this curse labors under a soul-chilling terror; they suffer a morale penalty on attack rolls, damage rolls, and skill checks equal to the Malefactor's charisma modifier. This is a mind-affecting, fear effect.

    This malefaction has a different effect on beings normally immune to fear for any reason; instead of the above penalty, they instead lose their immunity to fear for the duration of the malefaction (though if they are also immune to mind-affecting effects, they remain immune to other mind-affecting effects).

    Sanction: Cowardice [Taboo]
    Effect: As part of invoking this malefaction, the Malefactor loudly challenges his victim to stand and face her in battle. If her victim fails his save, he suffers 1d6 + the malefactor's class level damage whenever he attacks anyone or anything but the malefactor or an object carried, worn, or attended by her.


    Banes
    Spoiler
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    Nemesis [Bane]
    Effect: The victim of this fearsome malefaction finds themselves locked into a struggle with the Malefactor, whether they want to be or not; they are transported to a minimum of thirty feet away from the Malefactor (this movement does not provoke attacks of opportunity or take an action, and if they are already thirty feet or less away from the Malefactor, this does not occur) and then find themselves unable to leave a thirty foot radius around the Malefactor by any means. Attempts to teleport or plane shift out fail; attempts to walk, run, or fly out hit an impervious and invisible barrier. If the Malefactor would move outside of this range, they drag their victim along with them (this involuntary movement does not provoke attacks of opportunity and does not cost the victim an action), though if the Malefactor leaves the same plane of existence as their victim then the effects of this malefaction immediately end.

    Iron's Malice [Bane]
    Effect: The victim of this malefaction loses any and all damage reduction and/or hardness they possess. This malefaction does not function against beings of a higher divine rank than the Malefactor.

    Treachery [Bane]
    Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, the Malefactor may not invoke it more than once every six rounds. If the victim of this malefaction fails his Will save, he immediately takes a standard action as a free action to harm one or more of his own allies, attacking as efficiently as possible as though his allies were his sworn enemies. Once this action is made, his attitude goes back to normal. This is a mind-affecting, compulsion effect; however, it ignores the immunity of constructs to mind-affecting abilities so long as the construct in question is following the orders of a sapient being.

    Fury of the Elements [Bane]
    Effect: The victim of this malefaction loses any and all energy resistance they possess (immunity to a given form of energy is downgraded to resistance 20 instead, which is not further affected by this malefaction). Additionally, the malefactor designates a single energy type from amongst acid, cold, electricity, fire, and sonic. The victim of this malefaction takes half again (+50%) as much damage from sources of that type.

    False Perceptions [Bane]
    Effect: The victim of this malefaction finds that they cannot tell reality from fantasy, illusionary images of his foes dancing in his vision; all beings hostile to the victim of this malefaction gain the benefits of a mirror image spell (as cast by a sorcerer of the Malefactor's class level), but only with regards to the victim. Furthermore, the victim suffers a -3 circumstance penalty on attack rolls, reflex saving throws, listen checks and spot checks as their altered perceptions play havoc upon them.


    Geasa
    Spoiler
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    Oath of Sundered Souls [Geasa]
    Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, the Malefactor may not invoke it more than once every ten rounds. The victim of this malefaction immediately suffers 3d6 points of intelligence, wisdom, and charisma damage; this damage may not reduce the victim's intelligence, wisdom, and/or charisma below 3.

    Oath of Shattered Spells [Geasa]
    Effect: This malefaction functions identically to Interdiction: Magic except that it deals 8d6 + class level damage, rather than 3d6 + class level. Additionally, the victim of this malefaction suffers a cumulative -1 penalty to caster level for every spell disrupted by this damage while he is under the effects of this malefaction.

    Oath of Clouded Sight [Level]
    Effect: The victim of this malefaction loses almost all ability to perceive the outside world; they are struck blind, and they lose access to any blindsense, blindsight, mindsight, or scent they possess. They can still hear, however (thus enabling them to use the Listen skill to attempt to pinpoint their enemies), as well as touch (thus enabling them to take advantage of any Tremorsense they possess).

    Oath of the New Moon [Level]
    Effect: The victim of this malefaction (but not any of their held, carried, or attended objects) gains the incorporeal subtype (if they didn't have it already) or loses the incorporeal subtype (if they did). They do not gain or lose a fly speed during this process. Additionally, they take double damage from weapons and objects with the ghost touch enhancement while under the effects of this malefactions.

    Oath of the Unworthy Demise [Geasa]
    Effect: The victim of this curse spends at least one standard action each round making a weapon attack against himself with the most damaging weapon they have available (they may choose to attack themselves as part of a full attack action, using their lowest base attack bonus). The victim does not benefit from their dexterity, dodge, or shield bonuses to their armor class for the purposes of these attacks, and also does not benefit from armor class increases from class features (such as a monk's armor class bonus). If they hit, the attack is automatically a critical hit, and deals additional damage equal to the Malefactor's class level.


    Maledictions
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    Word of Binding [Malediction]
    Effect: Upon failing their save against this terrible malefaction, the victim is bound tight by chains of invisible force; for the duration of the malefaction, he is rendered helpless. Additionally, he is incapable of using supernatural or spell-like abilities (including spellcasting) and the chains negate any contingencies active on his person for the duration of the malefaction.

    Word of Malice [Malediction]
    Effect: All beings that perceive the victim of this malefaction immediately become hostile to him, including his former friends and allies who attack him with equal preference to other, pre-existing foes. Additionally, all attack and damage rolls against the victim (including damage rolls for spells) gain a bonus equal to the Malefactor's charisma modifier. The victim cannot change the attitude of creature towards him in any fashion while this malefaction lasts.

    Word of Doom [Malediction]
    Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, it may not be invoked more than once every ten rounds. Victims failing their save against this malefaction have their animating force blown from their bodies by raw malice, being reduced to -10 hit points instantly by the sheer force of the cruelty directed against them. Note that this is not a death effect; it does not target life force, but rather the binding elements that make any particular being or object whole, rending them asunder through raw malice.


    Maleficent Auras
    Spoiler
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    Spites
    Spoiler
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    Aura of Spite [Spite]
    Effect: Victims of this aura find that their enemies attack them with a certain enthusiasm that causes more damage when they cannot properly defend themselves. Attacks against the victims gain bonus damage equal to the Malefactor's charisma modifier, provided that the victim is flanked or flat-footed.

    Infirmity Aura [Spite]
    Effect: Victims of this aura are afflicted by a creeping exhaustion; their arms burn, their vision blurs, and they just can't seem to focus. They suffer a luck penalty on damage rolls as well as climb, jump, and swim checks equal to one-half the Malefactor's class level (round up).

    Aura of Unluck [Spite]
    Effect: Victims of this aura just can't catch a break; their extraordinary bad luck causes them to suffer a penalty equal to 1/4 the Malefactor's class level (round up) on all attack rolls and Tumble checks.


    Taboos
    Spoiler
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    Interdiction: Cooperation [Taboo]
    Effect: This aura fouls up teamwork and attempts for one creature to aid its allies, turning their efforts to help into naught; victims of this aura do not count as friendly to their allies for the purposes of flanking, and cannot Aid Another.

    Prohibition: Tools [Level]
    Effect: This insidious aura creeps into its victims tools and consumables, rendering them stubborn and useless. The victim cannot benefit from masterwork tools or weapons (though magical ones still work just fine). Additionally, the victims must succeed at a level check against the aura's DC in order to gain any benefit from potions or scrolls they attempt to use; failure indicates that the knowledge of how to use the item briefly flies from their mind entirely, leaving it unused but also unconsumed.

    Sanction: Retreat [Taboo]
    Effect: Victims of this aura feel its punishment whenever they try to retreat from their enemies or make rapid tactical movements; whenever they make the withdraw action, take a five-foot step, or use an effect with the teleportation descriptor, they suffer 3d6 + the Malefactor's class level in damage (this resolves after the triggering event; that is, they still withdraw, take the step, teleport, et cetera).


    Banes
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    Unwholesome Fury [Bane]
    Effect: Victims of this aura immediately enter a state of rage identical to the rage of a first-level barbarian (characters with levels in barbarian or another class with a rage-like feature instead rage as appropriate, consuming one daily use of their rage if they have any left) with three exceptions: they gain no bonus on Will saves (or immunity to mind-affecting abilities, if their rage would normally grant them such), they suffer an additional penalty to armor class equal to one-fourth the Malefactor's class level (round up), and the rage lasts until they are no longer subject to the effects of this aura. Creatures may still use spells and spell-like abilities while under the effects of Unwholesome Fury; however, their spellcasting level is reduced by two while under its effects (this means, among other things, that they may lose access to their highest available level of spells).

    Unwholesome Fury is a mind-affecting ability; however, it may affect any being with an intelligence score, regardless of any normal immunity to mind-affecting abilities that being may possess. However, beings normally immune to mind-affecting abilities do enjoy a +6 perfection bonus on their Will save against Unwholesome Fury.

    Creeping Strangulation [Bane]
    Effect: Victims of this aura find that they have a hard time breathing; their bodies suffer crippling pain and their vision swims as they gulp in air. This lack of breath causes them to suffer a -6 pain penalty to Strength, Dexterity, and Constitution.

    Fool's Wits [Bane]
    Effect: Victims of this aura can't think straight; they mis-remember events, can't really read the battlefield, garble their spells. They suffer a -4 competence penalty to intelligence, wisdom, and charisma, as well as a -2 penalty to their effective caster level (the latter penalty does not affect the spells they can cast, though the former might).


    Geasa
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    Oath of Halted Arcana [Geasa]
    Effect: Victims of this aura gain spell resistance equal to 15 + the malefactor's class level, but only against spells cast on them (or that include the victims in their area) for their benefit by their allies. They may not voluntarily lower this spell resistance.

    Oath of Red Waters [Geasa]
    Effect: Weapon-based attacks (including natural attacks) against victims of this aura are treated as though having the wounding property.

    Oath of the Hollow Soul [Level]
    Effect: Victims of this aura suffer from three negative levels while its effects last; these negative levels are not permanent, and never cause permanent level loss (though they may still cause the creature to die if they have negative levels equal to their hit dice). Creatures that die while under the influence of this aura do not rise as undead creatures 24 hours later unless a separate effect would cause them to do so.


    Maledictions
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    Word of Pain [Malediction]
    Effect: This aura is unsubtle, but effective; its victims are wracked with unimaginable pain, suffering a -8 pain penalty to all attack rolls, ability checks, caster level checks, damage rolls, and skill checks and armor class.

    Word of Negation [Level]
    Effect: Unlike other auras, this aura resolves instantaneously; the malefactor spends a swift action to project it, and then he cannot project this aura again for the remainder of the encounter. Victims of this aura are each subject to a targeted greater dispel magic as cast by a sorcerer of the Malefactor's class level.

    Word of Blood [Malediction]
    Effect: Victims of this fearsome aura are lashed and shredded by invisible forces that rend and tear at their bodies; they suffer 5d6 + the malefactor's charisma modifier in untyped damage every round at the beginning of their turn. This damage is not subject to any form of resistance and ignores effects such as regeneration that would render it non-lethal.


    Malefactor Alternate Class Features
    "Ha ha, you wish there was only one kind of us." - Duke Kraven of the Middle Court, to his astonished victim-to-be.

    Sudden Omen
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    Name: Sudden Omen
    Class/Classes: Malefactor
    Requirements: None
    Replaces: Wings of Misfortune
    Level: 13
    Benefit: You do not gain the Wings of Misfortune class feature. Instead, you may use a supernatural effect identical to the dimension door spell (as cast by a sorcerer of your class level) as a swift action, with the following exceptions: you may not take along other creatures (willing or otherwise) and you are able to take actions freely when you reappear in your new location, provided you actually have any actions left.


    Command the Wretched
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    Name: Command the Wretched
    Class/Classes: Malefactor, Spellthief
    Requirements: Non-good alignment
    Replaces: Trapfinding
    Level: 1
    Benefit: You do not gain the trapfinding class feature. Instead you may rebuke/command undead as a cleric of your class level.


    Putrescent Blows
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    Name: Putrescent Blows
    Class/Classes: Malefactor
    Requirements: Tiefling or Outsider with the [Evil] subtype.
    Replaces: Alacrity
    Level: 11
    Benefit: You do not gain the Alacrity class feature. Instead, your diseased bloodline spills forth from your attacks; beings struck by your melee attacks must succeed at a Fortitude save (DC 10 + 1/2 your class level + your charisma modifier) or suffer a -2 cumulative penalty to armor class, attack rolls, and caster level checks for one minute per class level. This counts as a disease effect, and a remove disease spell re-sets the penalties back down to zero if cast upon the victim.


    Sample Malefactor

    Miss Envy, the Heart-Break Queen [Malefactor 11]
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    "Well aren't you just adorable? Why don't we talk your request over with some drinks at my place."

    Theme Song: S&M by Rihanna (Warning: Lyrics may be unsuitable for the workplace)

    Appearance: Envy knows she's beautiful and doesn't bother hiding that fact; long blond hair, delicately pointed ears, and deep green eyes are her most striking and memorable features on first blush, until one notices her fey-like grace, goblin smile and bell-like laugh. She favors studded leathers in various shades of magenta, pink, purple and red, and a single teardrop tattoo marks her face just beneath her left eye. If she's prepared for a fight, Envy is always found with her twin blades, Agony and Ecstasy, but even if she isn't she always has a weapon of some kind in plain view.

    When Envy dresses up formally she changes her fashions, hanging up her leathers in favor of lacy black skirts, fishnet stockings, long, fingerless gloves and blouses. She haunts the parties, balls and galleries of the various cities she calls home with tasteful gold jewelry (never silver) and can usually be seen with her latest prize in some stage of bewilderment.

    Personality: Envy has always been someone that uses people. Even as a youth in her city home, raised mostly amongst other elves, the woman now known as Miss Envy had a certain covetous streak, a magpie-like tendency to hoard that which belonged to others. When her powers blossomed, Envy took up a mercenary lifestyle, looking to win fame, riches, and glory. She found all three.

    Now Envy is living up the high life, and things couldn't be better as far as she's concerned. She takes regular contracts from various kingdoms to put down this threat or that insurrection (the exact nature of the cause doesn't matter to her as much as how popular the cause is) and takes in more than enough money to maintain several fully staffed homes and at least one brothel (and likely more besides in illegal holdings). Envy laughs, loves, and lives passionately, and that passion is her most attractive feature, a vibrant joie-de-verve that hypnotizes those around her into ignoring the fact that she is also selfish, greedy and unconcerned with the well-being of her fellows.

    Envy's nickname, the Heart-Break Queen, comes from her carefree attitude towards sexuality; Envy leaves a string of disgraced nobles, shattered marriages, swindled virgins and heartbroken paramours of both genders wherever she goes, including and especially if she can manage to break the law in a spectacularly public fashion by doing so. In some cases this has brought her into conflict with the authorities of the various city-states and nations she moves through or dwells within, but for the most part Envy is simply too economically entrenched to really touch over so objectively minor an issue, so often they must grit their teeth and let her pass. Watching the enforcers of the law strain not to act against her gives Envy a perverse pleasure.

    Envy is selfish, greedy and casually hurtful but not malicious or harmful to the innocent. She disregards laws for the thrill it gives her and refuses to be tied down to any one lover, city, or law; she is chaotic neutral.

    Plot Hooks
    - An famous paladin has been stripped of his rank, title, and powers and refuses to say why - the third such holy warrior within as many years. His order asks the party to investigate before they grant the knight an atonement. Envy is the cause; she takes a special joy in seducing paladins, knights, and other "honorable" people into betraying vows of love.
    - The party is hired by Envy to help put down a particularly troublesome threat, such as a brood of dragons or a marauding lich, and promised a share of the spoils and glory.
    - Envy has taken a shining to one of the party members and isn't taking no for an answer; her gestures are extravagant and romantic, and she professes love at first sight. Others that know her warn otherwise, but Envy is going to increasing lengths to woo the object of her desire and isn't afraid to resort to skullduggery to do it.
    - While exploring some ruins, the party encounters Envy and a band of her latest "companions" seeking the self-same item they're after. Envy proposes a race to retrieve it, with one small catch: the losing team offers one of their members up as a prize.
    - A local priest has noticed that homeless girls are vanishing off the streets - usually human or half-elven, almost always thirteen or older. He asks the party to investigate, and the trail leads to one of Envy's brothels, where the girls insist they are being treated well - but won't talk about what goes on inside.

    Spoiler
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    Miss Envy, the Heart-Break Queen CR 11
    CN female elf malefactor 11
    Medium humanoid (elf)
    Init. +4; Senses sense malice, low-light vision; Listen +9, Spot +9
    Languages Common, Elven, Sylvan _____________________________________
    AC 19 (+4 Dex, +5 armor); touch 14, flat-footed 15
    hp 66 (11 HD)
    Immune sleep
    Fort +6, Ref +12, Will +8; +2 vs. enchantments___________________
    Speed 40 ft. (8 squares)
    Melee Agony +12/+7 (1d6+4/19-20 plus 2d6 plus 1 Con damage; user 1d6) and Ecstasy +11/+6 (1d6+4/19-20 plus 2d6 plus 1d6 electricity damage; user 1d6) with Improved Two-Weapon Fighting
    Base Atk +8, Grp +7 __________________________________
    Atk Options Throw Anything, alacrity (+6 against flanked, flat-footed enemies), cheap shots (+6 against flanked enemies), ripper's gift, torment the weak +6d4
    Special Actions stolen luck 2/day (20% miss chance), vicious rebuttal
    Combat Gear 2 dusts of disappearance, 5 elixirs of love _______________________
    Maledictions Known (7/encounter, DC 18)
    Banes -- false perceptions
    Taboos -- censure: succor, embargo: alacrity, interdiction: magic
    Spites -- glued boots, sand in the eyes, tongue tie

    Maleficent Auras (40 ft. radius, DC 18)
    Banes -- creeping strangulation
    Taboos -- sanction: magic
    Spites -- aura of spite ____________________________________
    Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 16
    SQ evasion, sense malice, trapfinding
    Feats Combat Reflexes, Improved Two-Weapon Fighting, Throw AnythingCW, Two-Weapon Fighting
    CW: available in the Complete Warrior supplement
    Skills Bluff +17, Diplomacy +5, Disable Device +15, Disguise +3 (+2 when acting in character, +10 with hat of disguise), Gather Information +5, Intimidate +5, Jump +3, Listen +9, Knowledge (local) +15, Open Lock +17, Profession (escort) +7, Profession (shopkeeper) +7, Search +17, Spot +9
    Possessions combat gear plus Agony (+2 wounding shortsword), Ecstasy (+1 shocking shortsword), +2 glamered studded leather armor of light fortification, hat of disguise, cloak of resistance (+1), ring of feather falling, backpack, belt pouch, bedroll, flint & steel, 50 ft. of hempen rope, 2 sunrods, 10 days trail rations, waterskin, 3 flasks of acid, flask of alchemist fire, tanglefoot bag, 60 pp, 40 gp.

    Alacrity (Ex): Envy gains a +10 competence bonus to her land speed. She deals an extra 6 points of damage to flat-footed or flanked enemies.
    Cheap Shots (Ex): Envy and any ally within 30 ft. deals an extra 6 points of damage against flanked enemies.
    Evasion (Ex): If Envy succeeds on a Reflex save against a spell or effect that deals half damage, she instead takes no damage.
    Maleficent Aura (Su): Envy can project an aura as a free action that affects all enemies within 40 ft. of her. The Difficulty Class for these abilities is equal to 18; the DC is Charisma-based. She may change the aura she projects as a swift action, but she may only project one aura at a time.
    Ripper's Gift (Su): When using a light or one-handed melee weapon (or a natural weapon), she may use her Dexterity modifier instead of her Strength modifier for attack and damage rolls. Any weapon she carries automatically gains the ghost touch and vicious enhancements, always deals lethal damage unless not intended, and all damage dealt cannot be healed by natural means (not even fast healing or regeneration)
    Sense Malice (Su): Envy gains blindsense up to 60 ft. regarding any construct, inanimate object and/or intelligent being that is hostile to her (including enemies and people who simply dislike her).
    Stolen Luck (Su): Twice per day as a move-equivalent action as long as she projects her maleficent aura, Envy may enter a state wherein all attacks dealt to her have a 20% miss chance. This state lasts for 3 rounds.
    Torment the Weak (Su): Envy deals 6d4 points of damage to any creature that is currently suffering the effect of one of her maledictions or her maleficent aura.
    Trapfinding (Ex): Envy may use the Search skill to locate traps when the task has a Difficulty Class higher than 20. If she beats the trap's DC by 10, she may study the trap, figure how it works and bypass it (alongside her party) without disarming it.
    Vicious Rebuttal (Su): Whenever Envy is the target of an attack or spell that requires an attack roll, she may make an attack of opportunity against the attacker, regardless of the distance between the two. This special attack behaves exactly as an attack of opportunity except it happens after the first attack is resolved. This ability does not allow Envy to make more than one attack of opportunity per round (though other feats or abilities might) and she may trigger this ability only once per round with any given victim.
    Last edited by Lord_Gareth; 2011-07-06 at 12:03 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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Homebrew forum is probably your best bet.
    Lo there do I see my Father. Lo there do I see my Mother, and my Sisters and my Brothers. Lo there do I see the line of my people, back to the beginning. Lo they do call to me. They bid me take my place among them, in the halls of Valhalla where the brave, they live forever.

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Quote Originally Posted by Warlawk View Post
    Homebrew forum is probably your best bet.
    Funny story, that...*points to current forum*

    I realized my derp the moment I clicked the 'post' button and PM'd the Great and Terrible St. Jude, begging him to use his god-like powers to move my thread. He generously accepted.

    Work continuing, should have something up before I leave for work.


    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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Sorry about the double post, but I wanted to announce that the non-curse, non-aura class features are done! Finishing the curses and auras may take a slight amount of time, but they should be fairly easy to crank out. I'd like to take this time to note that I'm aiming at mid T3 to low T2 with my design goals here, and I'd ask that your critiques keep that idea in mind.

    That being said, feel free to have at what's up, if you like!


    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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    I like the class in general, tbh. Should work great, has survivability, dishes out a lot. I really like the curses and auras idea, their effects should be balanced enough. Torment of the Weak, however, is a bit too powerful.

    Also, Cruel Simulacrum is wrong. Very wrong. It's godlike. When I look at the effect my eyes bleed.

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Quote Originally Posted by Phosphate View Post
    I like the class in general, tbh. Should work great, has survivability, dishes out a lot. I really like the curses and auras idea, their effects should be balanced enough. Torment of the Weak, however, is a bit too powerful.
    In what sense? I'd considered making the default damage dice d4s across the board, given that they're generally going to attack people they've cursed anyway, but the consensus is also that Sneak Attack and its ilk are weak and, more importantly, of too limited use, so I kept the D6's on malefaction victims.

    Also, Cruel Simulacrum is wrong. Very wrong. It's godlike. When I look at the effect my eyes bleed.
    Care to elaborate? I've done effects like this before (Shared Misfortune) at lower power levels, but I figured, at level 18, she's competing with Gate, it's time to up the ante.


    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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Um...no, I think sticking to the d4 is not a horrible idea. As is, I honestly think it deals too much.

    I know what it's competing against, but that's not really an excuse. The ability to return any spell that has a save is incredibly strong, especially considering how MANY of those spells are save or die. You should put a limitation, like the reflected spell is nonlethal, or make the act of returning itself consume a curse per day.

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Wait, so the wizard gets to sling around save-or-dies at his convenience starting at level seven (Phantasmal Killer) but the Malefactor's not allowed to have a conditional ability that sends them - with the chance for the victim to make a saving throw, mind! - back at their original caster?
    Last edited by Lord_Gareth; 2011-06-12 at 03:25 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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Vicious Rebuttal: is probably just too damn powerful. A nice nerf to combat this (because what Malefactor in his right mind won't have Combat Reflexes?) is to make it only work against foes affected by his aura, and that normal rules for LOS/LOE/concealment/cover apply. The reason for this cautious approach is that your AOO happens before their attack resolves. Now if you made it so that it resolved after, you could leave it to any ta
    Rget and range you want, because eventually, the Malefactor will run out of HP.

    Stolen Luck miss chances are great, but i'd like to see the number of uses per day increase. Maybe once/day at 7th +1/3 levels thereafter?

    Sense Malice I'm not really getting the purpose of this. The only thing I can see it being good for is chasing down an enemy who runs away or smacking an enemy who goes invisible. You don't want it to be able to detect new enemies? I mean, they can't be hostile if they don't know you're there, and you can't get the drop on them if they do know you're there.

    EDIT: Also, I disagree with both of Phosphate's points, FWIW.

    I still think you shouldn't be able to reflect spells that are AOE, full stop. Just targeted ones. Like spell turning, you know?
    Last edited by UserClone; 2011-06-12 at 03:30 PM.

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    Railroading isn't saying "There is a wall there", Railroading is when you say "There is a wall everywhere BUT there"


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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    All three abilities have been re-worded; Rebuttal now resolves after the triggering event, Stolen Luck scales uses/day, and Sense Malice now affects beings that would be hostile to you if they knew you were there.

    As far as the AoE effects thing, I have to disagree; I constrained it to the casters' square, but a lot of AoE effects get slung around at higher levels and leaving that giant gap in the ability is likely to frustrate players. Besides, it's supposed to, again, stack up to ninth level spell effects - it's allowed to be a little impressive, isn't 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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    oooh
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    Well for AOEs, you already have Improved Evasion with which to save your bacon. I just think it fluff-wise makes more sense to go ahead and dispose of that spell that would have boned you and flip it back on the bad guy...maybe you could give him Mettle in there somewhere, come to that. Where it has a weird feel to it is when the guy to your left gets hosed by the AOE that you Evaded, and then it happens back to the bad guy, but only in his square...but in any case, it makes sense to have the sheer guts or willpower to be able to force a targeted spell back onto the caster, but not so much that like, you avoided that fireball so hard that the caster got set on fire by...your...avoiding...of it...? Just seems incongruent with the particular feel that the ability seems to shoot for. But it's your class, and I like it on the whole. Meshes with the curses, etc. much better than the Revised Hexblade did, imo.
    Last edited by UserClone; 2011-06-13 at 07:55 AM.

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [WIP]

    The mage unleashed his fireball and Envy was already sprinting for the wall, boots pounding against the dungeon floor as she ran up the wall and flipped forward past the explosion. As the fire raced past her, she reached out with her mind, dark energy crackling around her fingertips, and ripped off a portion of the fire; the explosion raced past her without touching the Malefactor, who was shielded by her theft. As the wizard gawked, unbelieving, Envy snapped her fingers, unleashing the fire she'd stolen.

    Wizards were so funny when they burned.


    Make a little more sense?

    Malefactions and Auras are finished! This class is now 100% ready for PEACHing!


    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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    I guess, but so Envy dodges fireballs differently from the way she dodges a dragon's breath weapon?

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    Quote Originally Posted by UserClone View Post
    I guess, but so Envy dodges fireballs differently from the way she dodges a dragon's breath weapon?
    I'm not gonna come up with a fluff excuse for everything. Dragon's fire is mystically different from fireballs or something >.<

    If it helps, she doesn't return Desert Wind maneuvers either, which might lend credence to the above.


    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.
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    Fair enough, I guess. Like I said, it makes no sense fluff-wise, and I fail to see why it would be necessary crunch-wise, but it's your show, and I'm enjoying the rest of it.

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    After a phone review by Djinn_in_Tonic, several wording changes have been made, as well as a few nerfs and clarifications.


    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.
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    First impression, this class is pretty cool. I would definitely play one of these if given the chance.

    Now, on to the analysis. That you've been bugging me about. ALL DAY. HLSDHGLKFDHGSG

    Malefactions. I'll look at this last.

    Maleficent Aura. I'll look at this slightly less last.

    Torment the Weak is pretty good. Maybe even really good. Lower damage potential than SA, but easier to use reliably, and works against a wider range of targets.

    I don't understand why Trapfinding is on here, but it's not a big deal, so whatever.

    Ripper's Gift...hm. Three bonus feats at level 2, on top of the fact that the class isn't the Monk and thus doesn't suck enough to get away with that. And yet these particular feats aren't exactly supremely powerful and/or useful, they just work together to make the class a bit more...cool, I suppose. No complaints then, moving on! Being able to stab ghosts? Nice. Being able to stab things on other overlapping planes? Even nicer! SA-alike damage doesn't heal naturally? That's...actually kind of hax. It basically screws over noncasters. Why not just make it resistant to healing magic? That's more likely to be used, and is more likely to give people trouble without being a big middle finger to noncasters for being dumb enough to play a noncaster (dohoho).

    Cheap Shots. It's a small damage bonus, but it's there, and it's an aura. Malefactor is credit to team!

    Evasion. Fits the finesse-y combatant theme that seems to be going on here. Always nice to have it.

    Stolen Luck. This bothers me for some reason. But I can't nail down why, so I won't complain. Next!

    Sense Malice makes no sense (haha, see what I did there). Objects aren't malicious. Mindless creatures probably shouldn't register either, but I guess you could stretch it. Objects still shouldn't show up, though. You're feeling malice, not seeing via sonar or any other nonvisual detection method (as specified by the ability's own description). I guess that's the price you pay for having unavoidable blinsense and blindsight. (Oh wait, did you mean to put ANIMATE objects? That would make a lot more sense.)

    Vicious Rebuttal. Eh, not so sure about it belonging, but I can't argue with the result. Blaster reaches out to torch someone, you torch back. With a blade. TO THE FACE. I like it.

    Alacrity. Okay, this cinches it. Now I KNOW this thing is basically a ninja.

    Improved Evasion. Same as Evasion. Seems to fit, nice to have, etc.

    Wings of Misfortune. At-will 60 fly speed at level 13? Hmmm. Not sure about this one. Doesn't seem to fit the theme, unsure about balance (I'm likely just having a knee-jerk reaction on the balance part though).

    Otherworldly Stride. Seeing into the overlapping planes at will? Makes sense given the ability to stab into them. Wait, no action to do so? Uhhh. Wait, at-will planeshifting TO those planes? UHHH. Yeah. It takes a full round action to shift, but that's still...kind of...um...you might want to run this by a few more people.

    Cruel Simulacrum. This is vicious. And it's unlimited uses. I recommend running it by more people.

    Avatar of Woe. The stat bonuses are nice for anyone that, for some reason, hasn't got inherent bonuses from tomes already. Outsider (Native) is a nice little bonus. Additional debuff on curses? Nice, nice. DR 20/silver and magic? That's some hefty DR, but it's level 20 so sure why not. Kind of odd that it comes all at once like that though.

    ------

    Maleficent Aura. Hey, team buffing. Malefactor is more credit to team!
    Specific auras: Er...I'll just let someone else cover these. <_<

    Malefactions. They are an interesting blend of normal casting and maneuvers while being something else. I don't like the 24 hour immunity from saving against malefactions...but I do think they help somewhat mitigate the abilities and thus make them carry less weight for balance purposes.
    Specific malefactions: Hey look, a shiny thing! *escape*

    (Sorry man. Focusing on this to the exclusion of all else is hard, and I'm getting exhausted. If you remind me, I'll try to look over the auras and malefactions tomorrow.)

    Final impression: Well, I can't really give a solid one since I'm TECHNICALLY not done yet, but I still think it's awesome and I would still love to play one.
    Last edited by OzymandiasVolt; 2011-06-13 at 11:15 PM.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    While a complex class to tackle, I figure I've found a few things I have some difficulties swallowing. Most of them are within the Maledictions, particularly two Maledictions that seem to be counter to the idea of the Malefactor and that would suit the old idea of the Hexblade. Still, starting in order:

    • Can't seem to see why the Malefactor should have 4 + Int skill points while being a skill-monkey. Compare to Beguiler and Spellthief, which while essentially lower in power they still have 6+Int skill points. This is twofold; they are meant to have use of several skills, and also they have little use of Intelligence (thus forcing them into unneeded MAD, when they seem to be Cha primary, Dex secondary and Con tertiary)
    • The sheer size of the Malefactor's Aura. At first it's rather small (10 feet), so it only affects people already too close to the Malefactor (a bad idea for a Rogue-like class), although it could work as a deterrent for attacks. This shifts violently by the time you reach 11th level, where the Malefactor's aura is large enough to cause constant troubles. By level 19th the aura reaches a whopping 100 ft. which is larger than any aura out there. 5 ft. per 2 levels seems reasonable, although you might want to start with 15 feet in order to keep a reasonable aura range. Few battles really extend over 100 feet to merit such a large aura at those levels.
    • Not much a fan of Wings of Misfortune. Blame it on how I built my Bez-Kismet, but consider that they do best as jaunters than winged creatures. Flight is easier to get than teleportation, and by that level, sacrificing maledictions for teleportations doesn't seem like a bad idea (though it doesn't have to expend maledictions; just in case if the idea of permanent jaunting freaks you out). I definitely could dig a teleportation ability on the Malefactor, whereas the idea of wings best suits a warrior type.
    • As I mentioned, both Sanction: Cowardice and Nemesis don't fit the idea of the Malefactor as a debuffer. They are excellent Maledictions for a warrior type, unless the idea is to make the Malefactor a sort of jack-of-all-trades (which would justify pretty much all above). However, the Rogue chassis favors being as inconspicuous as possible, since the last thing you want is to lure someone who could deliver several hits at once, regardless of how many penalties it gets (aka, you don't want to lure a Frenzied Berserker which already probably wants to take you down). It's mostly a flavor thing, considering that despite the penalties you don't want to be on the area of effect of a spell you might not be capable of resisting or an attack you can't stomach, something not usual to a Rogue unless it's some sort of swashbuckler (and the Malefactor is built to be a debuffer). Nemesis could work very well as an ability that forces your enemy to attack the tank, thus fulfilling the flavor of the Roguish class very well (you Bluff or taunt the enemy to attack the guy that really could stand the hits, a proper "fight on someone your size!", then point at the guy which actually has its size.
    • Oath of the Unworthy Demise really seems like too powerful. For basically about two hours, the target effectively kills himself or herself without any chance of cutting it out, and it effectively takes him out of the battle. While I wouldn't protest to such an ability, the fact that the only thing that can stop it is a Will save (which some people will be doomed to fail) makes for a very cheap "easy button", if not a very disappointing combat finisher (use the malediction on the BBEG, see it fail because you set up the entire encounter so that the guy fails its save, then you tell your allies that the battle is over while you see him stab himself on the gut or aim a Disintegrate spell to his head. I definitely suggest a reasonable counterweight, because there's no reason why not to take this Geasa ASAP. It feels too cheap compared to the rest (a weak Feeblemind, a buffed spell disruptor, a total blinder and an enabler of incorporealness which really asks for trouble). This ability could easily be a Malefaction and even then it'd require a counterweight.
    • Ripper's Gift's first tier of abilities seems a tad too strong. Quick Draw not so much, but Improved Initiative and Weapon Finesse for free are pretty strong. The last thing you want is having two free slots for a Shun the Dark Chaos feat shuffling, or worse, a Psychic Reformation. Just Weapon Finesse is fine, or a Weapon Finesse-esque trait which cannot be replaced but that allows Dex to damage.
    • I could argue about the organization of class features, but that's more of a pet peeve of mine. Basically, the last tier of Ripper's Gift and Otherworldly Stride could change places, enabling a natural progression of Ripper's Gift into 18th level alongside Cruel Simulacrum. Waiting two levels to make attacks from the Ethereal Plane instead of waiting two levels to get into the Ethereal Plane on your own but still have a scroll of Ethereal Jaunt that can pull that off seems really, really odd. It also combines with the Sense Malice class feature which is basically an expansion of your sight, which could push Blindsight to level 12th. Actually, do that; Imp. Evasion isn't bad but not a healthy reason why to get 12th level other than to keep the progression anyways. It seems kinda dead, whereas retracing Sense Malice and tying both Sense Malice and Otherworldly Stride in the same level looks very elegant. It's mostly a question of elegance, but let me point out that Blindsight is gained as a spell by Clerics and Druids at 5th level, and a Blindfold of True Darkness is hilariously cheap, so there's no particular reason why to extend Blindsight so far away when it could appear normally at 12th level and provide very elegant progressions of class features. Again, this is a pet peeve of mine but by 12th level you should shrug off blindness rather easily.


    That's what I've perceived so far, but what really bugs me off is that Sanction: Cowardice and Nemesis Maledictions really don't seem to suit a Rogue chassis but a Warrior chassis (perhaps a hold-over from the previous Hexblade experiment?). Personally I'd still work out with a Hexblade hybrid warrior class for the heck of it (there's no reason why a martial character cannot be capable of debuffing an enemy just because it should do oodles of damage and take abuse like nobody), but if you're gonna shift to a Rogue chassis, the best idea is to work with being inconspicuous, barring of course a Swashbuckler-esque inclination (which I don't think it fits the idea of the Malefactor).
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    Quote Originally Posted by T.G. Oskar View Post
    While a complex class to tackle, I figure I've found a few things I have some difficulties swallowing. Most of them are within the Maledictions, particularly two Maledictions that seem to be counter to the idea of the Malefactor and that would suit the old idea of the Hexblade. Still, starting in order:


    Can't seem to see why the Malefactor should have 4 + Int skill points while being a skill-monkey. Compare to Beguiler and Spellthief, which while essentially lower in power they still have 6+Int skill points. This is twofold; they are meant to have use of several skills, and also they have little use of Intelligence (thus forcing them into unneeded MAD, when they seem to be Cha primary, Dex secondary and Con tertiary)
    Hrm. Alright, I'll concede to this one without a fuss. Skill point boost it is.

    The sheer size of the Malefactor's Aura. At first it's rather small (10 feet), so it only affects people already too close to the Malefactor (a bad idea for a Rogue-like class), although it could work as a deterrent for attacks. This shifts violently by the time you reach 11th level, where the Malefactor's aura is large enough to cause constant troubles. By level 19th the aura reaches a whopping 100 ft. which is larger than any aura out there. 5 ft. per 2 levels seems reasonable, although you might want to start with 15 feet in order to keep a reasonable aura range. Few battles really extend over 100 feet to merit such a large aura at those levels.
    Also words of wisdom. I'd considered the Aura like that for flying enemies, but Wings of Misfortune kind of makes that redundant, so consider this fixed once I finish this post and go editz.

    Not much a fan of Wings of Misfortune. Blame it on how I built my Bez-Kismet, but consider that they do best as jaunters than winged creatures. Flight is easier to get than teleportation, and by that level, sacrificing maledictions for teleportations doesn't seem like a bad idea (though it doesn't have to expend maledictions; just in case if the idea of permanent jaunting freaks you out). I definitely could dig a teleportation ability on the Malefactor, whereas the idea of wings best suits a warrior type.
    These guys are already eating their swift actions for Malefactions and Aura-swapping. Additionally, the Malefactor fights dirty (see Cheap Shots and Alacrity), but there's nothing thematic or mechanical stopping someone from building one as, say, a jump-charger or a trip whore. They can also be built as TWF-ing roguelikes, swashbucklers, and the like, but their Torment the Weak ability really gives them options, as does the D8 hit dice.

    As I mentioned, both Sanction: Cowardice and Nemesis don't fit the idea of the Malefactor as a debuffer. They are excellent Maledictions for a warrior type, unless the idea is to make the Malefactor a sort of jack-of-all-trades (which would justify pretty much all above). However, the Rogue chassis favors being as inconspicuous as possible, since the last thing you want is to lure someone who could deliver several hits at once, regardless of how many penalties it gets (aka, you don't want to lure a Frenzied Berserker which already probably wants to take you down). It's mostly a flavor thing, considering that despite the penalties you don't want to be on the area of effect of a spell you might not be capable of resisting or an attack you can't stomach, something not usual to a Rogue unless it's some sort of swashbuckler (and the Malefactor is built to be a debuffer). Nemesis could work very well as an ability that forces your enemy to attack the tank, thus fulfilling the flavor of the Roguish class very well (you Bluff or taunt the enemy to attack the guy that really could stand the hits, a proper "fight on someone your size!", then point at the guy which actually has its size.
    Nemesis used to be called "Fate Shackles" and is actually there to keep casters, flying enemies, burrowing enemies et cetera from fleeing the scene of battle (plus it acts as a dimensional anchor - no contingent teleportations FTW). With the D8 hit die present, the Malefactor can afford to do some light tanking, especially if the group knows that they're going to try and grab the attention of the being in question - and, hell, maybe the being doesn't actually figure out that it's the Malefactor that caused them the horrible pain whenever they strike! See above about the 'rogue-like' chassis; Malefactors aren't as frail as rogues are. They're still unfair fighters, of course, but they're martial characters more in line with, say, Swordsages.

    Oath of the Unworthy Demise really seems like too powerful. For basically about two hours, the target effectively kills himself or herself without any chance of cutting it out, and it effectively takes him out of the battle. While I wouldn't protest to such an ability, the fact that the only thing that can stop it is a Will save (which some people will be doomed to fail) makes for a very cheap "easy button", if not a very disappointing combat finisher (use the malediction on the BBEG, see it fail because you set up the entire encounter so that the guy fails its save, then you tell your allies that the battle is over while you see him stab himself on the gut or aim a Disintegrate spell to his head. I definitely suggest a reasonable counterweight, because there's no reason why not to take this Geasa ASAP. It feels too cheap compared to the rest (a weak Feeblemind, a buffed spell disruptor, a total blinder and an enabler of incorporealness which really asks for trouble). This ability could easily be a Malefaction and even then it'd require a counterweight.
    I suggest you re-read the ability again; they are forced to make weapons-based attacks against themselves and can still make a full-attack action (they just need to spend their lowest attack bonus attacking themselves). They're not helpless, just...crippled. Plus, at level 15 the casters are flinging around save or dies and have been for the last 11th level - not to mention paralysis, hold, blind, et cetera so forth.

    Ripper's Gift's first tier of abilities seems a tad too strong. Quick Draw not so much, but Improved Initiative and Weapon Finesse for free are pretty strong. The last thing you want is having two free slots for a Shun the Dark Chaos feat shuffling, or worse, a Psychic Reformation. Just Weapon Finesse is fine, or a Weapon Finesse-esque trait which cannot be replaced but that allows Dex to damage.
    Psychic reformation I'll buy for a dollar. I'm keeping Quick Draw attached, but I'll alter it so it permits Dex for to-hit and damage.

    I could argue about the organization of class features, but that's more of a pet peeve of mine. Basically, the last tier of Ripper's Gift and Otherworldly Stride could change places, enabling a natural progression of Ripper's Gift into 18th level alongside Cruel Simulacrum. Waiting two levels to make attacks from the Ethereal Plane instead of waiting two levels to get into the Ethereal Plane on your own but still have a scroll of Ethereal Jaunt that can pull that off seems really, really odd. It also combines with the Sense Malice class feature which is basically an expansion of your sight, which could push Blindsight to level 12th. Actually, do that; Imp. Evasion isn't bad but not a healthy reason why to get 12th level other than to keep the progression anyways. It seems kinda dead, whereas retracing Sense Malice and tying both Sense Malice and Otherworldly Stride in the same level looks very elegant. It's mostly a question of elegance, but let me point out that Blindsight is gained as a spell by Clerics and Druids at 5th level, and a Blindfold of True Darkness is hilariously cheap, so there's no particular reason why to extend Blindsight so far away when it could appear normally at 12th level and provide very elegant progressions of class features. Again, this is a pet peeve of mine but by 12th level you should shrug off blindness rather easily.
    Interesting...but what to put at 18th for Ripper's Gift? In any event, I'll consider these reshuffles and I'll make an announcement in the thread once the changes I'm going to make have been made.

    Thanks muchly for the PEACH, Oskar!


    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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    -Don't have time to read whole thing yet, subscription will help.

    -Might need more skill points, as it's cha-based but built with a rogue role in mind (my int-dumped Swordsage feels extremely inadequate as the party's skillmonkey).

    Oh, apparently this is already being discussed.

    -This is begging for a spellthief hybridizing feat, but that would require a spellthief re-write (who wants to be half awesome/half dysfunctional?)

    -I would tie DC to character level instead of class level. Ideally, you'd have enough incentives for players to remain in the class, while keeping it viable as a multiclassing option. See: Knight problem. The smallest "dip" you can take is 4 levels, which is a large investment when your knight's challenges are going to be come useless fast.

    Additional uses and such should remain tied to class, though.

    -Torment the weak feels odd. I understand it's the class' Sneak Attack replacement, but this class is a fantastic debuffer. I'm not going to make a judgement one way or another, but consider it.

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    I've made most of the changes Oskar suggested, though I'm still stuck on what to put in for eighteenth level; these guys already have a lot of class features, though, and Cruel Simulacrum is solid enough to stand on its own.


    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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    Ok, so I think this is pretty darn cool.

    That said (keeping in mind I've not done a thorough read and may have missed something), I think the biggest issue with the class is the fact that many of the powerful aspects of the class require no actions or just swift actions. You've got save or lose malefactions as a swift action, plus any attempts to make you save or lose can be turned on the caster (no action on your part) and any attacks on you have a chance to see you retaliate (up to your dexterity modifier number of times, since there's no way you're not taking combat reflexes) and you've got your aura potentially applying a devastating save or suck effect.

    And after all that, you've still got a standard/move action free to attack or apply another save or lose.

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    Quote Originally Posted by Lord_Gareth View Post
    Cruel Simulacrum (Su): A Malefactor of eighteenth level and higher punishes those that dare to harm her with magic, spitting their own spells back into their faces; whenever the Malefactor succeeds at her saving throw against an undesired spell or spell-like ability, she may spend an immediate action to make its originator immediately suffer its effects, ignoring spell resistance (but still permitting a saving throw as appropriate). In the event that the spell reproduced this way is an area-of-effect spell, only the caster's space is affected (though this may still cause it to affect other beings sharing a space with the caster).

    The Malefactor may not use Cruel Simulacrum on saving throws that are provoked by pre-existing static effects; for example, she cannot deliberately touch a prismatic wall and force the effect on its original caster
    Cruel Simulacrum does, indeed, have an action my friend.

    Only a very few Malefactions are, indeed, save-or-lose and the majority of those are higher-level, something I did intentionally. Trying to balance these things was an unholy mother from my end, because I was looking for effects that would be competitive with similarly-leveled spells where I wouldn't have to force the Malefactor to choose between casting and swinging. Is there any one thing in particular you feel would be toned down? Would you permit the class as-is at your table on a probationary basis? I could certainly use some RGE (Real Game Environment) playtesting if anyone's offering.


    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.
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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    I could suggest something like the first attack of the round (successful or not) becomes a touch attack (much like, say, the Find the Weak Spot spell), since it would seem like a natural progression, but that would make 18th level a very powerful level, even if you gain no new Malefactions or increased TtS. Cruel Simulacrum is quite interesting and strong as an independent ability (a spell counter of sorts), so you could deliver a weak boon to Ripper's Gift and essentially conclude the chain while not stealing Cruel Simulacrum's spotlight.

    Still, you could introduce a way to bypass cover with melee attacks (even total cover), much like a phasing weapon, since you essentially have Ripper's Gift provide many ways to bypass defenses and while cover is not that difficult to bypass, it's not tackled. The only problem is the irregular progression, since the ability to strike from any dimension pretty much eclipses any benefit you could offer.

    The only way would be to split the Ripper's Gift of transdimensional strikes into two parts, where you can have Ethereal only at 14th level and then Astral/Shadow at 18th. The risk is weakening 14th level, although you also get a Bane (or lower degree) Malediction right before you gain access to Geasa, so the loss is partially absorbed. It's certainly not quite elegant, but it still allows you to provide a benefit to Otherworldly Stride and reserve the full benefit for later on; thus, you could figure using the Plane of Shadow to escape and the Ethereal Plane to attack, then at the last few levels you could use the other two planes to complement your attack capabilities.

    The only other solution, IMO, would be to lower Cruel Simulacrum by 1 level (to level 17th), since the Stolen Luck class feature is being mostly upgraded. Stolen Luck has this rare feel of being strong on its own, but you've already dealt with concealment for the last 9 levels, and Otherworldly Stride has already provided you with the same ability PLUS the ability to attack from such plane so the net effect is lessened (Ethereal provides a much larger miss chance and Invisibility to boot). Thus, you could reinforce Stolen Luck with Cruel Simulacrum, and the last Ripper's Gift feat would be having your first attack on the round count as a touch attack.

    Regarding Nemesis: I'd still provide the option so that they're tied to the tank instead of the Malefactor. As you mentioned, with d8 and many non-AC defenses the Malefactor could work as a light tank (and with the debuffs probably out-tank the actual one), but if the idea is to prevent the escape of creatures with that option, the best way would be to tie the creature to someone that will definitely cause it a liability. Remember, though, that one of the options with the Malefactor is to not build him like a light tank, so offering the option to shackle the creature to one of your allies will not only provide much better teamwork (since you're basically sharing your enemies with your allies), it also works with those subtler Malefactors. I dig Fate Shackles, although I'd prefer something like "Shackles of Grudge" for that one.

    As for Oath of Unyielding Demise, I had the clear belief that your full attack option was completely tied. The vocabulary could be interpreted as one of two ways: one, that you can make a full attack action but that one of the attacks (the one with the lowest BAB) has to be done to yourself, or that you have to eat your entire full attack action but that all attacks are done at the lowest BAB (so, all attacks would be done with a BAB between 1 to 5, unless Epic in which you can increase your attack bonus). Somehow, I ended up with the latter. Still, it has some trouble regarding natural weapons, since you'd have the option to attack yourself with a secondary natural weapon, and probably choose the least powerful; I assume that's the intention.

    Finally...I guess I could concede about Wings of Misfortune, but I'd love to see a jaunting option, if only because it's thematically fitting, even if you're consuming swift actions galore. You could make it as part of a move action as well, probably having a jaunt up to your base land speed and half that amount if used as a swift action. It could work as an ACF to replace the flight option. Heck, if you make it similar to Dim Door, it could open very interesting methods of combat (unless you're too scared of Shadowpouncing as a swift action).
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    Now with a comprehensive guide for 3.5 Paladin players porting to Pathfinder. Also available for 5th Edition
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
    T.G. Oskar profile by Specter.

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    Lord_Gareth's Avatar

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    I'll fix the wording on Oath of Unworthy Demise and sleep on the Nemesis and Ripper's Gift issues. And I'd also like to offer a trade, Oskar - I'll make you a jaunter ACF (and one other mystery ACF!) if you'll take some fluff I give you for the Example Hexblade and stat her up for me.

    *Gareth dusts the blood off of his knuckles and offers a hand out*

    Deal?


    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.
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    T.G. Oskar's Avatar

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    Quote Originally Posted by Lord_Gareth View Post
    I'll fix the wording on Oath of Unworthy Demise and sleep on the Nemesis and Ripper's Gift issues. And I'd also like to offer a trade, Oskar - I'll make you a jaunter ACF (and one other mystery ACF!) if you'll take some fluff I give you for the Example Hexblade and stat her up for me.

    *Gareth dusts the blood off of his knuckles and offers a hand out*

    Deal?
    Uh...sure. Let's see how that works, though. Should work as practice to hammer down pretty well a flavorful character that's mechanically practical, in any case.
    Retooler of D&D 3.5 (and 5e/Next) content. See here for more.
    Now with a comprehensive guide for 3.5 Paladin players porting to Pathfinder. Also available for 5th Edition
    On Lawful Good:
    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
    T.G. Oskar profile by Specter.

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    Lord_Gareth's Avatar

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    Quote Originally Posted by T.G. Oskar View Post
    Uh...sure. Let's see how that works, though. Should work as practice to hammer down pretty well a flavorful character that's mechanically practical, in any case.
    I'd do it myself, but I honest to god hate writing up stat blocks that much. Character sheet or bust as far as I'm concerned. Sadly, can't do that for the example character.


    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

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    Djinn_in_Tonic's Avatar

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    Default Re: Malefactor [3.5, Hexblade Re-Imagining] [PEACH]

    ...I'll probably comment some more on recent discussions eventually, but I had to say it: loving the new avatar, Gareth. It's incredible.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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