Showing posts with label hybrid classes. Show all posts
Showing posts with label hybrid classes. Show all posts

Wednesday, December 9, 2015

Night Herald: A Bard-Oracle Hybrid Class

A night herald.
Design Background:  This class began with a concept of those who delve into "that which man was not meant to know."  These individuals are in communication with cosmic and/or pre-human secrets that would test the sanity of most, and draws inspiration from LBE's void-themed ideas.  

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. Mortals 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. While some crazed cultists and power-hungry arcanists contact aspects of the cosmic beings in the hopes that they can harness their cyclopean might for their own purposes, none can control the raw chaos these forces bring and destruction and madness are the ultimate results. Those who dare worship the Great Old Ones are almost always insane, believing that these ancient and alien beings will one day return to unmake the world. The ancient, eldritch horrors of the Dark Tapestry are beings of immense power who—luckily—have thus far shown little interest in the known world. Were the Great Old Ones ever to devote even a fraction of their attention to this corner of space, it could very well end existence as gods and mortals know it.

Role: While powerful spellcasters figure heavily in those that involve themselves in the Dark Tapestry, there are others that are heralds of their unknowable masters said to reside among the darkness between the stars. For the night herald, untold secrets exist for those skillful enough to uncover them. Night heralds are adept at exploration, investigation, espionage, and research. The heralds often deal in magical secrets, as well as ancient artifacts and relics of the Great Old Ones. The more secrets they uncover, the more they sacrifice their own sanity.

Parent Classes: Bard and Oracle.
Alignment: any nongood
Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks/Level: 6
Weapon and Armor Proficiency: All simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Proficient with light armor and shields (except tower shields). Can cast night herald spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

LevelBABFortRefWillSpecial
10022Dark Tapestry Mystery, Secret, Herald Knowledge, Pierce the Veil, Call the Void
21033Voidwalker (cold 5), Mystery Spell
32133Secret
43144Mystery Spell
53144Embrace the Madness
64255Pierce the Veil (darkvision)
75255Secret, Mystery Spell, Call the Void (move)
86\1266Voidwalker (cold 10)
96\1366Embrace the Madness
107\2377Mystery Spell, Call the Void (exhaustion)
118\3377Secret
129\4488Pierce the Veil (magical darkness)
139\4488Mystery Spell, Call the Void (swift)
1410\5499Voidwalker (cold 20)
1511\6\1599Secret
1612\7\251010Mystery Spell
1712\7\251010Embrace the Madness
1813\8\361111
1914\9\461111Secret
2015\10\561212Final Secret: Voidborn

Spells: As a bard.

Dark Tapestry Mystery: As an oracle. The night herald does not gain bonus class skills, but does gain the following bonus spells: entropic shield (2nd), dust of twilight (4th), deeper darkness (7th), black tentacles (10th), feeblemind (13th), reverse gravity(16th).

Secrets: At 1st level, 3rd level, and every four levels thereafter, gain a new secret about the Dark Tapestry.Unless otherwise noted, activating the power of a secret is a standard action, and the save DC is 10 + 1/2 the night herald’s level + Cha modifier.

Embrace the Madness (Ex): In hope that he can harness more secrets, the night herald can risk his own sanity. Embrace the madness is optional. For a secret at 5th level and again at 9th level, the night herald has the option of taking one point of WIS damage or acquiring a lesser madness (e.g., mania, phobia). For another secret at 17th level, the night herald has the option of taking two points of WIS damage or acquiring a greater madness (e.g., paranoia, psychosis, schizophrenia). The WIS damage and insanity can be cured, but if so, the accompanying secrets are lost.

Herald Knowledge (Ex): A night herald adds half his class level (minimum 1) to use magic device and knowledge skill checks and may make all knowledge skill checks untrained.

Pierce the Veil (Ex): The herald begins to see things others can’t, especially in darkness. At 1st level, gain lowlight vision (or double the distance if already possessed). At 6th level, gain darkvision (or double the distance if already possessed). At 12th level, gain the ability to see perfectly in darkness of any kind, including magical darkness.

Voidwalker (Ex): At 2nd level, gain resist cold 5. At 8th level, resist cold 10. At 14th level, resist cold 20.

Call the Void (Sp): With a whisper, the Night Herald can call the void to him. This ability surrounds him with an aura of nothingness that leaves his enemies experiencing numbing cold and difficulty breathing and speaking. Enemies cannot breathe or speak in a square adjacent to the night herald. Enemies within 30’ of the night herald become fatigued (-2 STR, -2 DEX, no running, no charging). At 10th level, the void becomes more oppressive, and enemies within 30’ of the night herald become exhausted (-6 STR, -6 DEX, no running, no charging, all movement at half speed). Unlike normal fatigue and exhaustion, the effect persists for as long as the enemy is within 30’ and the night herald continues calling the void.

The night herald can use this ability for a number of rounds per day equal to 4 + his CHA modifier. At each level after 1st a night herald can call the void for 2 additional rounds per day. Calling the void is a standard action, but it can be maintained each round as a free action. At 7th level, a night herald can call the void as a move action instead of a standard action. At 13th level, it can be called as a swift action. Calling the void cannot be disrupted, but it ends immediately if the night herald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.

Final Secret: Voidborn (Ex): At 20th level, gains the aberration subtype. He is immune to cold and blindness, and no longer needs to breathe, as if wearing a necklace of adaptation. In addition, he gains fast healing 1 at night.

1st2nd3rd4th5th6th0th known1st known2nd known3rd known4th known5th known6th known
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2—————53—————
3—————64—————
31————642————
42————643————
43————644————
431———6542———
442———6543———
543———6544———
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5442——66543——
5543——66544——
55431—665542—
55442—666543—
55543—666544—
5554316665542
5554426666543
5555436666544
5555546666554
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SECRETS OF THE DARK TAPESTRY
  • Absence of Body (Su): Gain DR 1/force. DR improves by 1 for every 5 levels to a maximum of DR 5/force at 20th level. 
  • Between the Spaces (Sp) (prereq: herald 4): The reaver can blink 1/day + Cha modifier. 
  • Breach the Gulf (Sp): You can open a doorway that traverses the home of the old gods, forcing a creature to experience horrible vistas and strange dimensions. As a standard action, you may target one creature within 30 ft. of you that you can see. If the creature fails a Will save, it is teleported 1d3 squares in a random direction and takes 1d6 damage /2 herald levels from the warping it must endure to travel through non-Euclidean space. A successful Fortitude save halves the damage. At 10th level, the target is also shaken for 1 round if it fails the Fortitude save. At 15th level, the target is both shaken and sickened if it fails its Fortitude save. You may use this ability 1/day + Cha modifier. 
  • By My Name You Shall Call Me (Su): As a creature attuned to the eldritch corridors of power, you can hear your name spoken aloud, even over great distances. If another creature speaks your name, you may observe it as if you had cast scrying. At 15th level, you may also choose to move to the speaker's location as if through greater teleport. You can detect creatures speaking your name to a range of 100 miles per reaver level. This power is continuous. 
  • Chill of the Void (Sp) (prereq: herald 4): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. This functions as a slow spell that also does 2d6 cold damage (like frost fall), and can be used 1/day + Cha modifier. Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Dweller in Darkness (Sp) (prereq: herald 8, It Came from Beyond): As a standard action, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. This ability is usable 1/day + CHA modifier. Will negates. Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Glimpse of the Void (Sp) (prereq: herald 4): Whenever the herald damages an opponent with an attack or spell, as an immediate action he can cause the target to glimpse the void, risking them madness. This functions as the confusion spell. This ability is usable 1/day + CHA modifier. Will negates. Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Enveloping Void (Sp) (prereq: herald 6): As a standard action, snare an enemy with the suffocation and cold of the void (as hold person). Will negates DC 10 + 1/2 the reaver’s level + the reaver’s Wis modifier. At 10th level, Enveloping Void improves (as hold monster). At 16th level, Enveloping Void improves (as mass hold person/monster). This ability is usable 1/day + Cha modifier.  Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Interstellar Void (Sp) (prereq: herald 14): As a standard action, shift a single creature within 30’ into the void of space if it fails a Will save. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 2d6 points of cold damage per round and must hold its breath or begin to suffocate. This ability is usable 1/day + Cha modifier.  Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • It Came from Beyond (Sp): As a swift action, summon and command a voidling. Voidlings appear to be small common animals brought forth by a summon nature’s ally I or II, but are unusually deformed and grotesque. They are considered a small outsider aberration; apply the pseudonatural template. They remain for 1/round per level + Cha modifier or until death. At 10th level, It Came from Beyond improves. The number of voidlings summoned is equal to 1 + Cha modifier. This ability is usable 1/day + Cha modifier. 
  • Prescience of the Far Realms (Su): Your ability to recognize connections via the void allows your body to react quickly to magical manifestations. You gain a +1 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every 5 herald levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result. 
  • Read the Tapestry (Sp) (prereq: herald 10): Once per day, you can spend 10 minutes meditating on the mysteries of the Dark Tapestry to send your mind to another plane and communicate with the strange or alien beings there. This functions as the contact other plane spell. 
  • Realms Beyond (Sp) (prereq: herald 8, Between the Spaces): The herald’s form can become flickering and indistinct, using displacement. Usable 1/day + Cha modifier. 
  • Through Ancient Doorways (Su) (prereq: herald 10): Teleport up to 30’ per herald level per day. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. 
  • Touch of Idiocy (Sp): This functions as the touch of idiocy spell, with the exception that it can also be delivered via a melee weapon attack, and can be used 1/day + Cha modifier.
  • Touch of the Void (Su): Make a melee touch attack that deals 1d6 points of cold damage + 1 point for every two night herald levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your night herald level. This has no effect on a creature that is already fatigued. You can use this ability 3/day + Cha modifier. 
  • Veil of the Void (Su): Minds addled and oppressed by the void are unable to bring their full focus to bear on the night herald.  Any fatigued, exhausted or confused target takes a -2 penalty on attacks, saves, ability checks, skill checks, CMB, CMD and weapon damage rolls vs. the herald.  This ability is always active.

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)0———2
5th +5 +4 +1 +4Bane Blade1———3
6th +6/+1 +5 +2 +5Hex1———4
7th +7/+2 +5 +2 +5Armored Mage (medium)10——42
8th +8/+3 +6 +2 +6Hex11——43
9th +9/+4 +7 +3 +7Hex Strike21——54
10th +10/+5 +7 +3 +7Hex, Major Hex210—542
11th +11/+6/+1 +8 +3 +8Forge Cursed Item211—543
12th +12/+7/+2 +8 +4 +8Hex221—654
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.