Monday, October 26, 2015

Pseudonatural Template

From D&D 3.5's Complete Arcane, WotC.
Pseudonatural creatures are unusually deformed and grotesque animals.  A pseudonatural creature’s CR increases by +1 only if the base creature has 5 or more HD.  It gains SR equal to new CR +5, and gains DR and energy resistance according to the table. True strike 1/day as a swift action (+20 insight bonus on a single attack roll. It suffers no miss chances vs. concealed targets when making this attack.)

One example of a usage is the alienist summoner. Instead of applying the celestial / fiendish / entropic / resolute templates, the alienist uses the pseudonatural template.  


HD
Resist Acid, Cold & Electricity
DR
1-4
5
-
5-10
10
5/magic
11+
15
10/magic

Alienist: An Archetype for the Summoner

From D&D 3.5's Complete Arcane, WotC.
Design Background:  This souped-up archetype for the summoner class is at take on the D&D3.5 alienist.  It is intended for NPC villains in the Lovecraftian tradition.

Most summoners have a close connection to creatures from the farthest reaches of the planes. A few instead have sought a connection to the Dark Tapestry. Little is known of the Dark Tapestry—the darkness between the stars where some believe true madness lies. The few beings able to survive in the vast, cold void of space are too alien for even the wise to comprehend. Some believe that the Great Old Ones dwell in the darkness between the stars. They hold that they are poorly understood beings that are truly ancient and predate the regular human-like gods. To them, the Great Old Ones are a vast incomprehensible intelligence that can be drawn upon for incredible power. These summoners who would delve deeply into the darkness between the stars do so at their own peril. In touching the void, the void touches them, and then their body, mind and spirit yearn to span the gulf between worlds. They embrace the madness that lurks both out there in the Dark Tapestry and in the depths of their own minds.

A Thing from Beyond: An alienist’s eidolon is a thing from beyond. It resembles an unusually deformed and grotesque animal, or some variety of aberration that was not meant to be seen by mortal eyes, such as that of a shoggoth, starspawn, or something even worse. At 1st level, the eidolon gains a tentacle as a bonus evolution. At 5th level, the eidolon gains a second tentacle, and at 10th level a third tentacle.

Pseudonatural Summons: When casting Summon Monster, the alienist summons unusually deformed and grotesque animals. Instead of applying the celestial/fiendish/entropic/resolute templates, use the pseudonatural template. A pseudonatural creature’s CR increases by +1 only if the base creature has 5 or more HD. It gains SR equal to new CR +5, and gains DR and energy resistance according to the table.  True strike 1/day as a swift action (+20 insight bonus on a single attack roll. It suffers no miss chances vs. concealed targets when making this attack.)


HD
Resist Acid, Cold & Electricity
DR
1-4
5
-
5-10
10
5/magic
11+
15
10/magic


Eldritch Lore (Ex): At 2nd level, an alienist becomes an expert on all matters pertaining to aberrations, old cults, the stars and the Dark Tapestry. An alienist adds half his class level to checks about those topics.

Spawncaller (Ex): At 4th level, an alienist may expend a daily use of their summon monster ability to call forth an aberration from the dark tapestry. It can be any aberration with a CR equal to the alienist’s level or lower, and not already appearing on a summon monster list. The aberration gains the extraplanar subtype. Creatures called by this ability are only tenuously under the alienist’s control. Any time an alienist uses this ability he must pass a concentration check to have control of the creature, otherwise the creature is uncontrolled and acts as it’s natural inclinations lead it. The check is 10 + the creature’s CR.

Alien Anatomy (Ex): At 6th level, all summoned monsters and aberrations gain a +4 pseudonatural bonus to either STR, DEX or CON. At 12th level, choose 2 abilities. At 18th level, all 3 are boosted.

Spells Known:
Alienists automatically know the following as bonus spells known.
0: guidance
1: true strike
2: call the void
3: displacement
4: black tentacles
5: contact other plane
6: walk through space

Expanded Spell List:
0: penumbra, ray of frost,
1: color spray, darkness, gravity bow, pseudopod (3PP), true strike
2: aboleth’s lung, call the void, darkvision, deeper darkness, dust of twilight, guiding star, shooting star (3PP)
3: blacklight, blink, displacement, shelter out of time (3PP)
4: eyes of the void, wandering star motes
5: acidic spray, feeblemind
6: reverse gravity, walk through space

Monday, October 19, 2015

37 Minor Slotted Wondrous Items


Venus und Amor in der Schmiede des Vulkan. Öl auf Leinwand. 55 x 88 cm.
Date 17th century Flemish painter in the circle of Jan Brueghel the Younger,
from www.worldsofimagination.co.uk/
Here are 37 ideas, with abbreviated magic item entries, for lesser-minor and greater-minor wondrous items. In most cases, the power level is equivalent to a trait (or a feat at most). The items are all slotted, including items for a proposed leg slot consisting of breeches, greaves, hose, kilts, leggings, pantaloons, pants, trousers and other items that can be worn on the legs. For even more minor magic items, read the excellent d50 Minor Magic Items on Goblin Punch.

Head:
  • Cap of Resolve: You gain a +1 bonus on all saving throws against charm and compulsion effects. 
  • Mask of Iron Lungs: You can hold your breath for twice as long and gain a +2 bonus on saving throws against the effects of inhaled poisons. 
Headband:
  • Headband of Arcane Temper: +1 concentration and +1 initiative. 
  • Headband of Knowledge: Grants the skill focus feat for a specific knowledge skill. 
Eyes Slot:
  • Anatomist Lens: You gain a +1 bonus on all rolls made to confirm critical hits. 
  • Wary Goggles: You gain a +1 bonus on saving throws against effects that would cause you to become dazzled or blinded, and once per day when you would be dazzled or blinded by an effect, you can reduce the duration of that effect by half (minimum 1 round). 
Shoulders:
  • Dueling Cloak: This cloak gives you a +2 trait bonus on Bluff checks made to feint. Additionally, every time you successfully feint while wearing a cloak, you gain a +1 dodge bonus to your Armor Class until your next turn. 
  • Horselord Pauldrons: You gain a +2 trait bonus on Handle Animal and Ride checks, but the bonus only applies to horses. 
Neck:
  • Alluring Amulet: You receive a +2 bonus on Diplomacy checks with those who find you attractive. You can use daze 1/day as a spell-like ability, with a caster level equal to your character level. 
  • Periapt of Inspiration: 1/day reroll a skill check or an ability check. 
Chest Slot:
  • Armor Pad Shirt: This is worn under armor making it more comfortable and also quieting it a bit. Armor check penalties for armor you wear are reduced by 1, to a minimum of 0. 
  • Mantle of the Mountain Guide: You gain a +2 bonus on Knowledge (geography) and Survival checks when in mountainous areas. 
Body Slot:
  • Ordinary Tunic: You gain a + 4 trait bonus on Stealth checks whenever you attempt to hide in a crowd. 
  • Robe of Knowledgeable Casting: Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher. You also gain a +1 bonus on any Knowledge checks.
Armor:
  • Armor of Crowd-Dodging: This light armor provides a +2 bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square. 
  • Armor of the Gallant Imposter: This heavy armor provides a +2 bonus on Knowledge (nobility). In addition, you gain a +4 bonus on both Disguise and Bluff checks while attempting to impersonate a knight. 
Shield:
  • Oathbound Shield: Once per day, this light steel shield allows a reroll of a saving throw against a charm or compulsion effect. 
  • Opportune Buckler: +1 shield bonus to AC against attacks of opportunity 
Belt Slot:
  • Drinking Belt: This leather belt has 6 small compartments and loops -- 3 to the left and 3 to the right -- to hold flasks and vials. Drinking potions and other items that are usually standard actions are move actions when stored in the belt. 
  • Toughskin Belt: You gain a +2 bonus to AC when opponents attempt to confirm critical hits. 
Wrists:
  • Backstabber Bracers: When you hit a foe you are flanking, you deal an additional 1 point of damage. 
  • Bloodthirsty Bracers: Whenever you make an attack that reduces a foe to 0 hit points or fewer, or you confirm a critical hit, your attack deals 1 additional point of damage. 
Hands:
  • Ambush Gloves: You gain a +1 bonus on initiative checks and a +1 bonus on weapon damage rolls during any surprise round in which you act. 
  • Warsmith Gauntlets: You gain a +1 bonus to Knowledge (engineering) and to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. 
Ring:
  • Relic-Proof Ring: You gain a +1 bonus on saving throws against effects produced by spell completion and spell trigger items. 
  • Ring of Fey Protection: You gain a +1 bonus to AC against attacks made by fey and a +1 bonus on saving throws against the effects of fey creatures. 
Legs: (See article about the leg slot.)
  • Breeches of Inspiring Rush: 1/day when you make a charge attack, you gain a +1 bonus on both your attack and damage rolls. 
  • Breeches of the Savage Rush: +4 to confirm critical threats while charging 
  • Circus Pantaloons: You gain a +1 bonus on Acrobatics, Handle Animal, Perform, and Ride checks. 
  • Longjumper Leggings: When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is. 
  • Longstride Leggings: +5 base land speed 
  • Pants of the Defensive Strategist: 1/day you are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. 
  • Pants of Exploring: You gain a +2 bonus on all Survival checks made in one specific terrain type. 
  • Pants of Reaction: +2 initiative. 
  • Quick Runner’s Pants: 1/day as a swift action, the wearer can take an additional move action to move on his turn. 
Feet Slot:
  • Deft Dodger Boots: +1 reflex saves 
  • Jungle Boots: 1/day, ignore difficult terrain.

Sunday, October 11, 2015

Hexblade Hybrid Class (fighter-witch)

From D&D 3.5's Player's Handbook II, WotC.
Design Background:  This is a conversion of the D&D3.5 class to Pathfinder as a hybrid class.  For complete, background see the Hexblade Conversion post.

Hexblades are fearsome warriors who combine martial prowess with a supernatural proficiency of curses, hexes, banes and other such magics. Bending the laws of chance and probability around themselves, hexblades leech luck from their enemies. Less experienced hexblades rely more heavily on melee ability augmented by his evil eye ability to curse his enemies. Though a capable melee combatant, the hexblade makes opportunistic use of his spells and special abilities. As he gains experience, he becomes capable of casting more spells while his evil eye ability becomes more potent.

Hexblades are typically born, rather than made. Hexblades might result from similar conditions that produce sorcerers – magical bloodlines, ancient curses laid down upon ancestors, or happenstance. The power of the hexblade might display itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade. Though the hexblade is ultimately a self-taught character, a number receive rudimentary training from another arcane spellcaster, such as an older hexblade, witch or bard, before setting off on their own.

Despite the underhanded nature of their powers and, to some, unscrupulous nature of their practices, a hexblade’s powers may be used towards any end a hexblade points them towards. The style of the hexblade tends to be selfish, sometimes even cruel, though it is by no means limited to evil characters. Still, even the friendliest hexblade is at best neutral. Most hexblades aren't very pious, relying on their own talents rather than counting on a religion to protect them.

Parent Classes: Fighter and Witch
Alignment: any nongood
Hit Die: d10
Class Skills: acrobatics, bluff, climb, craft, intimidate, knowledge (arcana), perception, profession, ride, spellcraft, stealth, use magic device.
Skill Ranks/Level: 2
Weapon and Armor Proficiency: Simple weapons, martial weapons, light armor, medium armor, shields (except tower)

Base AttackFortRefWill Special 1st 2nd 3rd 4th1 known2 known3 known4 known
1st +1 +2 +0 +2Evil Eye Hex, Use Cursed Item
2nd +2 +3 +0 +3Hex, Stolen Fate
3rd +3 +3 +1 +3Stalwart
4th +4 +4 +1 +4Hex, Spells, Armored Mage (light)02
5th +5 +4 +1 +4Bane Blade13
6th +6/+1 +5 +2 +5Hex14
7th +7/+2 +5 +2 +5Armored Mage (medium)1042
8th +8/+3 +6 +2 +6Hex1143
9th +9/+4 +7 +3 +7Hex Strike2154
10th +10/+5 +7 +3 +7Hex, Major Hex210542
11th +11/+6/+1 +8 +3 +8Forge Cursed Item211543
12th +12/+7/+2 +8 +4 +8Hex221654
13th +13/+8/+3 +9 +4 +9Greater Bane Blade32106542
14th +14/+9/+4 +9 +4 +9Hex32116543
15th +15/+10/+5 +10 +5 +10No-Leaf Clover32216654
16th +16/+11/+6/+1 +10 +5 +10Hex33216654
17th +17/+12/+7/+2 +10 +5 +10Improved Stalwart43216654
18th +18/+13/+9/+3 +11 +6 +11Hex43226665
19th +19/+14/+9/+4 +11 +6 +11Greater Spell Access43326665
20th +20/+15/+10/+5 +12 +6 +12Hex, Hex Critical44336665

Hex: Hexblades learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a hexblade gains a potent version of the evil eye hex. He gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A hexblade cannot select an individual hex more than once. Starting at 10th level, and every two levels thereafter, a hexblade can also choose a major hex whenever he could select a new hex. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the hexblade’s level + the hexblade’s Charisma modifier.

Evil Eye (Su): A hexblade can unleash a curse upon a foe once per round as either a move action or a swift action. The target must be visible to the hexblade and within 30’. The target takes a –2 penalty on one of the following (hexblade’s choice): AC, ability checks, attack rolls, saving throws, skill checks, spell damage rolls or weapon damage rolls. Evil eye lasts for a number of rounds equal to the hexblade’s level + Charisma modifier. A Will save reduces this to just 1 round. This is a curse effect. At 8th level, the penalty increases to –4, and the hexblade chooses 2 aspects to penalize per attempt, and the range extends to 45’. At 16th level, the penalty increases to -6, and the hexblade chooses 3 aspects to penalize per attempt, and the range extends to 60’.

Use Cursed Item (Ex): The hexblade may choose to use cursed items without suffering any ill effects. The hexblade can use any beneficial properties the item possesses, but is not hindered by the item's detrimental properties. The hexblade is never hindered in any way by a cursed item, and can always remove them from his possession if he desires to do so. Once the item is no longer in the possession of the hexblade, it reverts back to its normal, cursed state.

Stolen Fate (Su): Gains a luck bonus equal to Charisma bonus on all saving throws.

Stalwart (Ex): Resist magical and unusual attacks. Successful Will or Fortitude saves that normally would have a reduced effect instead are completely negated. This ability can only be used if the hexblade is wearing light armor, medium armor, or no armor. A helpless hexblade does not gain the benefit of the stalwart ability.

Spells: A hexblade has the ability to cast a small number of arcane spells which are drawn from the hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier. Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high enough Charisma score. When a hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Caster level equals the hexblade level -3. At 8th level and every 3 levels thereafter, a hexblade can choose to learn a new spell in place of one he already knows.

Armored mage (light) (Ex)

Bane Blade (Su): The weapon of a powerful hexblade is practically drawn to his enemies, thirsting for their blood. Any weapon held by the hexblade and directed at a target under the effect of his evil eye gains the bane special quality. This ability is invoked as a swift action, and lasts for a number of rounds per day equal to the hexblade's level. The rounds do not need to be consecutive.

Armored Mage (medium) (Ex)

Hex Strike (Sp): Deliver certain hexes and hexblade spells (those that require a melee touch or ranged-touch attack) through a weapon. Instead of the free touch attack normally allowed to deliver the spell, a hexblade can instead make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.

Forge Cursed Item (Ex): A hexblade may craft cursed items without access to the appropriate feat to do so. He follows all normal rules for crafting items of that type.

Greater Bane Blade (Su): Bonus bane damage is increased to 4d6.

No-Leaf Clover (Su): The hexblade can attempt a new saving throw against any ongoing condition against which he failed a saving throw in a previous round, even if the effect is normally permanent.

Improved Stalwart (Ex): Resists magical and unusual attacks. As stalwart, except a successful Will or Fortitude save that normally would have a reduced effect instead is completely negated. Failed Will or Fortitude saves have a reduced effect (if a successful save would have had a reduced effect).

Greater Spell Access (Su): Gain access to an expanded spell list. Place four spells from the witch's spell list onto your hexblade's spell list, and learn them as "known" spells. Gain one spell each from 1st level through 4th level.

Hex Critical (Su): Whenever a hexblade confirms a critical hit, he can use a hex or cast a spell as a swift action. The target of the original melee attack must be a included in the affect of the hex or spell. The hexblade does not provoke an attack of opportunity when casting a spell this way.

HEX
  • Accursed Strike (Su): The hexblade’s weapon deals wounds that can't be healed in the usual fashion. Any damage dealt by the weapon (including weapon damage for strength, criticals, sneak and precision, but excluding added damage for flaming, shocking, frost, and other added effects) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can't be raised from the dead unless a remove curse spell (or similar effect) is cast on the body. This hex is limited to a number of minutes per day equal to 1/level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This is a curse effect.
  • Aura of Unluck (Su): Attacks made against the hexblade have a 20% miss chance (similar to the effect of concealment, but the hexblade is not concealed). The aura can be used for a number of minutes per day equal to 1/level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This is a curse effect.
  • Black Dog’s Blessing (Su): It is rare to land a lucky shot on a hexblade. Once per round as an immediate action, a hexblade can force an attacker to save or negate a critical or sneak attack. If the attacker fails the Will save, only regular damage is applied. This is a curse effect.
  • Black Karma Curse (Su): The target immediately hits and damages itself with its currently wielded weapon (or natural weapon). If the creature has more than one eligible attack, it uses the one that deals the most damage. The target must be visible to the hexblade and within 30 feet. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a curse effect.
  • Blight (Su): As witch hex.
  • The Broken Mirror (Su): Once per round as an immediate action, whenever the hexblade is affected by a hostile spell or supernatural ability, he may declare that another nearby target risks being affected by the spell. He designates as an additional target another being in line of sight within 30’, and that target must save vs. the hex affect. If it fails, the target is also affected by the spell or supernatural ability that affected the hexblade (the target is entitled to a saving throw if applicable). This is done before the original spell’s effects actually take place, meaning that a Hexblade who fails his save against a mind-control or compulsion effect still exercises his own unhindered free will in designating his victim. This is a curse effect.
  • Curse of Arrow Attraction (Su): If a single target creature within line of sight fails its saving throw, missile weapons will veer toward him and strike with extreme force. The subject takes a -10 penalty to AC against any ranged attack, including projectile weapons, thrown weapons and ranged touch attacks. In addition, any critical threats on such attacks are automatically confirmed. Duration is equal to 1 round/level + Cha mod. This is a curse effect.
  • Cursebreaker (Su): A hexblade can target a creature with remove curse, using his hexblade level as his caster level. Additionally, the hexblade always gains a +4 bonus to save against any type of curse or hex attempted against him, such as a Witch's hex or bestow curse spell.
  • Evil Eye (Su): See above.
  • Familiar (Ex): Gains an arcane bond with a familiar (as a witch).
  • Left Foot First (Su): Once per round as an immediate action, whenever the hexblade is damaged by a melee attack, he may declare that the attacker also risks damage himself. If a save is failed, the attacker takes damage in the amount of half of what was dealt. This is a curse effect.
  • Misfortune (Su): As witch hex.
  • Soothsayer (Su): As witch hex.
  • Unnerve Beasts (Su): As witch hex.
HEX (major)
  • Curse of Arcane Turmoil (Su): A spellcaster who fails a save loses 1d3 randomly determined prepared spells or spell slots from his highest level(s) of available spells remaining. The target must be visible to the hexblade and within 60’. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a curse effect.
  • Hound of Doom (Su): A shadowy hound is called to loyally serve the hexblade. Hound of doom functions similarly to summon monster but with a few differences. The hound has the statistics of a dire wolf with the following adjustments: It gains a deflection bonus to AC equal to the hexblade’s Cha bonus, its hit points when created are equal to the hexblade’s full normal hit points, and it uses the hexblade’s base attack bonus instead of its own. The hexblade can command a hound to perform tricks as a move action (just as if it were fully trained to perform all the tricks listed in the Handle Animal skill). The hound is treated as a magical beast. The ability is usable for a number of minutes per day equal to 1/level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
  • Improved Familiar (Ex): Gains the improved familiar feat.
  • Luck Thief (Su): The hexblade gains 1d3 temporary hero points which last for a number of rounds equal to 1/level + Cha mod. The hexblade can only benefit from this hex once a day.
  • Nightmares (Su): As witch major hex.
  • Retribution (Su): As witch major hex.
  • Sigil of the Black Cat (Su): A hexblade can mark a being as the victim of misfortune. As a swift action accompanying a successful weapon attack, the hexblade can inflict the sigil of the black cat upon his opponent (Will save negates). A hexblade may only have a maximum number of beings marked this way equal to his Cha mod at any one time. While the victim is marked, the hexblade always knows exactly where the victim is, even if they are on another plane of existence or invisible. The victim permanently suffers the full effects of every variety of evil eye in relation to the hexblade (only). The hexblade may choose to retract the mark at any time.
  • Star-Crossed (Su): As an immediate action, a hexblade can reroll any single roll once. The results of the reroll are used regardless if it is better/worse than the original roll. The hexblade can only benefit from this hex once a day.
  • The Thirteenth Omen (Sp): As an immediate action once per round, the weapon of a Hexblade that just struck its target may also sever magical protections on the target. The target suffers the effect of a greater dispel magic at the hexblade’s class level. Whether or not the hex is successful, a creature cannot be the target of this hex again for 1 day.
HEXBLADE SPELL LIST
  • 1st: Arcane Mark, Bane, Beguiling Gift, Bungle, Cause Fear, Charm Person, Chill Touch, Command, Crafter's Curse, Entropic Shield, Expeditious Retreat, Fumbletongue, Haze of Dreams, Hex Vulnerability, Hex Ward, Hideous Laughter, Ill Omen, Magic Weapon, Putrefy Food & Drink, Ray of Enfeeblement, Ray of Sickening, Sleep, Touch of Fatigue, Touch of Gracelessness, True Strike, Undetectable Alignment, Unerring Weapon, Unnatural Lust, Unprepared Combatant
  • 2nd: Anonymous Interaction, Arcane Disruption, Armor Lock, Augury, Blindness/Deafness, Blistering Invective, Blood Blaze, Crimson Confession, Darkness, Daze Monster, Dust of Twilight, Enthrall, False Life, Feast of Ashes, Fester, Haunting Mists, Hold Person, Locate Weakness, Scare, Spider Climb, Summon Swarm, Touch of Bloodletting, Touch of Idiocy
  • 3rd: Bestow Curse, Cup of Dust, Curse of Disgust, Deep Slumber, Dispel Magic, Harrowing, Hex Glyph, Keen Edge, Magic Weapon - Greater, Malediction, Nondetection, Pain Strike, Ray of Exhaustion, Remove Curse, Suggestion, Vampiric Touch
  • 4th: Baleful Polymorph, Black Spot, Break Enchantment, Charm Monster, Confusion, Curse - Major, Curse of Magic Negation, Dance of a Hundred Cuts, Debilitating Portent, Enervation, False Life - Greater, Fear, Feeblemind, Hold Monster, Mark of Justice
FURTHER READING 
ACKNOWLEDGEMENTS
Much of the flavor text is drawn from the original class description in Complete Warrior. Lord Gareth's excellent revised hexblade inspired some names and some rules of class abilities. Use cursed item is based on the malefactor's cursebound ability by TPK Games.