Author Topic: Hexblade Luv  (Read 356 times)

bhu

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Hexblade Luv
« on: June 16, 2017, 07:20:20 PM »
Hexblade Fixes That Deserve More Attention

Official Hexblade Fix

Reposted here in case link ever breaks: 

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

Garryl's Hexblade

Lord Gareth's Malefactor

Person Man's Hexblade Fix

Ziegander's Hexblade

Bez-Kismet

Hexblade Homebrew Handbook


And now for my stuff:

Alternative Class Features

Epic Hexblade Levels and Salient Divine Abilities

New Curse Feats

Racial Substitution Levels

Vindicator

Note: When I mention Curse Feats I am referring to Dragon Magazine #339 as well as the stuff below.
« Last Edit: June 28, 2017, 10:58:33 PM by bhu »

bhu

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Re: Hexblade Luv
« Reply #1 on: June 28, 2017, 12:15:58 AM »
NEW CURSE FEATS


Cooperative Curse
You get by with a little help from your friends.
Prerequisites: Hexblades Curse, any 1 Curse Feat
Benefits: By cooperating you can make your Curse more potent.  If multiple Hexblades Curse the same opponent in the same round, the Save DC of the Curse is the highest among the participating Hexblades, with a +2 for the first cooperating Hexblade and a +1 for each additional participating Hexblade.  The Curses Penalty increases by 1 for each 2 additional participants.  All participants must be using the same version of the Curse, and they must all be adjacent to at least one other participant.

Cursed Bane
You might be a wee bit racist.
Prerequisites: Hexblades Curse, Favored Enemy
Benefits: Your Hexblade and Ranger Levels stack for determining the number of times per day you may use your Hexblade's Curse, and for purposes of determining your Favored Enemies.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.

Cursed Berserker
Your rage comes from a dark place...
Prerequisites: Hexblades Curse, Rage
Benefits: Your Hexblade and Barbarian Levels stack for determining the number of times per day you may use your Rage and Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.

Cursed Blade
Your rapier seems to home in on your opponents weak points.
Prerequisites: Hexblades Curse, Insightful Strike
Benefits: Your Hexblade and Swashbuckler Levels stack for determining the number of times per day you may use your Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.  The Bonus from your Insightful Strike Class feature is doubled against opponents who are currently subject to your Hexblade's Curse.

Cursed Blast
Your dark powers allow you to hurt opponents a little more than usual.
Prerequisites: Hexblades Curse, Eldritch Blast
Benefits: Your Hexblade and Warlock Levels stack for determining the number of times per day you may use your Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse, and how many dice your Eldritch Blast does.  Your Eldritch Blast does +2d6 against opponents currently affected by your Hexblade's Curse.

Cursed Priest
Your curse repels even the dead.
Prerequisites: Hexbaldes Curse, Turn/Rebuke Undead
Benefits: Your Hexblade and Cleric Levels stack for determining the number of times per day you may use your Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse, and for resolving Turning Checks and Damage.

Cursed Soul
Your Curse somehow comes from your meddling in the spirit world.
Prerequisites: Hexblades Curse, Meldshaping, Smite Opposition
Benefits: Your Hexblade and Soulborn Levels stack for determining the number of times per day you may use your Smite Opposition and Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse and the amount of Essentia you possess.

Cursed Vocalist
Your songs have a certain haunting quality.
Prerequisites: Hexblades Curse, Bardic Music
Benefits: Your Hexblade and Bard Levels stack for determining the number of times per day you may use your Bardic Music and Hexblade's Curse.  They also stack for purposes of determining the Save DC of your Hexblade's Curse.  Perform is always a Class Skill for you.

Curse Focus
Your curse is more difficult to ignore.
Prerequisites: Hexblades Curse
Benefits: The Save DC of your Curse increases by +1.

Extend Aura
Your Aura of Unluck lasts longer
Prerequisites: Aura of Unluck
Benefits: This may be taken multiple times.   Each time you take it increase the duration of your Aura of Unluck by 3 rounds.

Enlarge Curse
Your curse has more range.
Prerequisites: Curse Focus
Benefits: This Feat can be taken multiple times, and each time it increases the range of your Hexblade's Curse by 60 feet.

Greater Cursed Bane
Your hated foes are now more vulnerable to you.
Prerequisites: Hexblades Curse, Favored Enemy, Cursed Bane
Benefits: When you attempt to use your Hexblades Curse on a Favored Enemy, the Save DC increases by +2, and if successful the Curses penalty increases by -1.

Greater Cursed Berserker
You may now sacrifice uses of your Hexblades Curse to terrify foes during Rage.
Prerequisites: Hexblades Curse, Rage, Cursed Berserker
Benefits: While Raging you may now expend a daily use of your Hexblade's Curse as a Free Action when you have successfully damaged an opponent.  The opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be Frightened for a number of rounds equal to your Charisma Modifier.

Greater Cursed Blade
You can deliver your Hexblade's Curse with successful Critical Hits.
Prerequisites: Hexblades Curse, Insightful Strike, Cursed Blade
Benefits: Whenever  you successfully perform a Critical hit on an opponent you may now use your Hexblade's Curse on him as a Free Action as well.  In addition the Save DC of the Curse is +2.

Greater Cursed Blast
You may now deliver your Hexblades Curse along with your Eldritch Blast.
Prerequisites: Hexblades Curse, Eldritch Blast, Cursed Blast
Benefits: Whenever  you successfully use your Eldritch Blast on an opponent you may now use your Hexblade's Curse on him as a Free Action as well.  In addition the Save DC of the Curse or the Blast is +2 (choose when taking this Feat).

Greater Cursed Priest
You can deliver your Hexblades Curse with a Turn/Rebuke Undead attempt, possibly Cursing those that survive the Turning.
Prerequisites: Hexbaldes Curse, Turn/Rebuke Undead, Cursed Priest
Benefits: Whenever  you successfully perform a Turn/Rebuke you may now use your Hexblade's Curse on any one Undead not immediately destroyed by the Turn attempt as a Free Action as well.  In addition the Save DC of the Curse is +2.

Greater Cursed Soul
You can deliver your Hexblade's Curse with a successful use of Smite Opposition.
Prerequisites: Hexblades Curse, Meldshaping, Smite Opposition, Cursed Soul
Benefits: Whenever  you successfully perform a Smite on an opponent you may now use your Hexblade's Curse on him as a Free Action as well.  In addition the Save DC of the Curse is +2.

Greater Cursed Vocalist
Your voice can deliver your Curse now, meaning your Bardic Music takes a whole new turn.
Prerequisites: Hexblades Curse, Bardic Music, Cursed Vocalist.
Benefits: When targeting an opponent with your Bardic Music you may also target him with your Hexblade's Curse as a Free Action.  Your opponent is -2 on his Save for both the Bardic Music and the Curse.

Greater Curse Focus
Your curse is more difficult to ignore.
Prerequisites: Curse Focus
Benefits: The Save DC of your Curse increases by +1, this stacks with Curse Focus.

Hex Mark
You may imbue special glyphs with the power of your Curse.
Prerequisites: Hexblade's Curse, Hex Object
Benefits:  You may curse a specially drawn glyph as opposed to a person.  Whoever touches the glyph (it is considered to affect a 5' area) must make the appropriate Saving Throw or suffer the affects of your Hexblade's Curse.  Until Remove Curse, Miracle, or Wish is cast you suffer the owner suffers the effects of the curse.  If the potential victim makes his Saving Throw he must instead make a new Save each round he touches the glyph, or each succeeding person must make a Save until it curses someone successfully.  Usually glyphs are placed somewhere someone will tread on them.

Hex Object
You may imbue an object with the power of your Curse.
Prerequisites: Hexblade's Curse, Extend Curse Feat
Benefits:  You may curse one unattended object as opposed to a person.  Whoever picks the object up must make the appropriate Saving Throw or suffer the affects of your Hexblade's Curse.  Until Remove Curse, Miracle, or Wish is cast you suffer the owner suffers the effects of the curse (he also cannot destroy or get rid of the object).  If the potential victim makes his Saving Throw he must instead make a new Save each round he touches the object, or each succeeding person must make a Save until it curses someone successfully.

Mobile Curse
Your curse is pretty versatile.
Prerequisites: Hexblades Curse, Enlarge Curse, 6th Level
Benefits: Once per round as a Swift Action, you may attempt to move your Curse from one victim to another within 60 feet (or whatever the range of your Curse is).  The new target gets a Save, and if he fails he suffers the curse as the original victim is freed.  If he succeeds, the curse stays with it's original victim.

Widen Curse
Your curse can hit multiple targets
Prerequisites: Enlarge Curse, 9th Level
Benefits: If you use your Curse as a Standard Action, it affects a number of opponents equal to your Hexblade Level divided by 3.  None of these opponents can be more than 20 feet apart.


EPIC CURSE FEATS


Epic Curse
Only the God's themselves can cast worse curses than yours.
Prerequisites: Dire Hexblade's Curse 6/day, Empower Curse
Benefits: The Penalty for your Hexblade's Curse raises to -8.  If you have the various Curse Feats from Dragon 339 it has the following effects:
Curse of Distraction: DC=30+Spell Level
Curse of Failure: +8 Bonus
Curse of Ignorance: -20 Penalty
Curse of Paranoia: -10 Penalty
Curse of Sloth: Move reduced to 5'.
Curse of the Softened Blade: -8 Penalty
Curse of the Stricken: -8 Penalty


Epic Aura of Unluck
Arrows just seem to disintegrate in the air around you sometimes...
Prerequisites: Aura of Unluck 4/day
Benefits: The percentile chance for attacks to miss you increases to 50%.


Epic Arcane Resistance
Spell? What spell?
Prerequisites: Arcane Resistance, Mettle
Benefits: Your Arcane Resistance Bonus on Saves doubles.


Epic Curse Focus
Your curse is more difficult to ignore.
Prerequisites: Curse Focus, Greater Curse Focus
Benefits: The Save DC of your Curse increases by +1, this stacks with Curse Focus and Greater Curse Focus.


Epic Swift Spell
You can permanently cast one spell swiftly.
Prerequisites: Able to cast a spell from the Hexblade spell list as a Swift Action
Benefits: Choose one spell you can cast as a Swift Action.  You may now cast that spell as an Immediate Action once per day.  Each time you take this Feat choose a new Spell to apply it to a different spell.


Mass Curse
You're dangerous to be around.
Prerequisites: Dire Hexblade's Curse 6/day, Enlarge Curse, Widen Curse
Benefits: If you use your Curse as a Full Round Action, every opponent within 60 feet of you (further if you have Enlarge Curse more than once) must make a Saving Throw against it.
« Last Edit: June 28, 2017, 10:11:57 PM by bhu »

bhu

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Re: Hexblade Luv
« Reply #2 on: June 28, 2017, 12:17:56 AM »
EPIC HEXBLADE

Hit Die: d10
Skills Points at Each  Level : 2 + int
Hexblade's Curse Beginning at Level 21 and every 4 levels thereafter you gain an additional daily use of your Hexblade's Curse, and the Save DC of your Hexblades curse continues to increase with Epic Levels.
Aura of Unluck Beginning at Level 24 and every 4 levels thereafter you gain an additional daily use of you Aura of Unluck ability.
Spells Your Caster level increases with Epic levels but you don't get extra spells per day, nor do you learn new spells.  At level 24 and every 6 levels thereafter the Hexblade may choose another spell to cast as a Swift Action.
Familiar At Level 22 and every 2 levels higher your Familiars Intelligence and Natural Armor Bonus increase by an additional +1.  The Familiars Spell Resistance is equal to his Masters Level+5.  At 21st level and every 10 levels after that the Hexblade gains the benefits of the Epic Spell Feat for one spell of their choice.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 5 levels higher than 20th


SALIENT DIVINE ABILITIES

Divine Aura of Unluck

You're hard to shoot.
Prerequisites: Hexblade 20
Benefits: You permanently gain the benefits of the Hexblades Aura of Unluck.

Divine Hexblades Curse
Your gaze can be an icky thing...
Prerequisites: Hexblade 20
 Benefits: You may now use your Hexblade's Curse a number of times per day equal to your Divine Rank (or 5/day if Rank is 5 or less), and the range increases to 240'.  The penalty increases to -10, and mortal creatures with no Divine Rank receive no save.  Other deities get a Willpower Save (Save DC is 10 plus Divine Rank plus Charisma Modifier).
« Last Edit: June 28, 2017, 05:48:12 AM by bhu »

bhu

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Re: Hexblade Luv
« Reply #3 on: June 28, 2017, 12:18:42 AM »
HEXBLADE RACIAL SUBSTITUTION LEVELS  (Yes I know some of them are monsters, I had requests).

ARANEA
Instead of the usual Hexblade's Curse you can channel your supernatural powers through your webs weakening and paralyzing foes.
 Level 1: Replace Hexblade's Curse with Cursed Webbing.
  Cursed Webbing: Your Cursed Webbing has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever you successfully hit with your Web attack you may choose to expend a daily use of your Cursed Webbing ability as a Swift Action.  If your opponent fails his Saving Throw he is Paralyzed for 1 round.  At 7th Level this duration increases to 1d6 rounds.  At 19th Level this duration increases to 1d6 minutes.

ASHERATI
You have a corrupted version of your races Lamp ability, and anyone seeing you light up falls ill or seems to suffer misfortune.
 Level 1: Accursed Lamp
  Accursed Lamp: Your Accursed Lamp has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever you successfully use your Body Lamp ability to Daze an opponent you may choose to expend a daily use of your Accursed Lamp ability as a Swift Action.  If your opponent fails his Saving Throw he is Blinded instead.  At 7th Level the penalties for Blindness double.  At 19th Level the penalties for Blindness triple.

AZER
Instead of the usual Curse, opponents subjected to your body heat never seem to quite heal from the burns, permanently suffering a high fever.
Level 1: Replace Hexblade's Curse with Accursed Heat.
  Accursed Heat:  Your Accursed Heat has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever you successfully damage an opponent with your Heat ability you may choose to expend a daily use of your Accursed Heat ability as a Swift Action.  If your opponent fails his Saving Throw he is considered to be in very hot conditions (above 90 degrees) for the next 24 hours (see DMG for details).  At 7th level this increases to severe heat (above 110 degrees).  At 19th Level they also burst into flame if they fail their save (see DMG).

BUGBEAR
Instead of a Familiar you channel your magic into new abilities.  You appear larger and terrifying to opponents you surprise.
 Level 4: Replace Summon Familiar with Terrifying Size
  Terrifying Size: Against opponents currently suffering your Hexblade's Curse you appear to be Size Class Large.  In effect you have 10' reach and cover a 10' area, but only against them.  You also gain a +2 Bonus to AC and a +2 to Attack and Damage Rolls against them.  This only lasts as long as both the Curse effect affects them.

DARFELLAN
You spread the depression and bitterness of your species like a plague.
 Level 1: Replace Hexblade's Curse with Curse of Bitterness.
  Curse of Bitterness:  At first Level the effects of your Curse of Bitterness are identical to a normal Hexblade's Curse, except the Penalty is a Morale Penalty.  At 7th Level anyone who is not considered your victims Opponent, who so much as occupies a square adjacent to him must make a Save or he also becomes afflicted by the Curse of Bitterness.  At 19th Level those infected by your original victim may pass the Curse along to any being adjacent to them as well.

DOPPLEGANGER
You can temporarily swap bodies with Opponents (who unfortunately look like a monster as they have no access to your Racial Abilities).
 Level 4: Replace Summon Familiar with Body Swap.
  Body Swap:  Choose 1 opponent within 60' you have successfully used your Hexblade's Curse upon.  They must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or your minds switch bodies.  You both retain your Mental Abilities (Int, Wis, Cha) but gain the physical abilities of your new body along with all Racial abilities that aren't Supernatural.  In short your opponent stuck in your body in your monstrous form without the ability to shapeshift.  This lasts for 24 hours.  If they succeed in making their Saving throw they are immune to this ability for 24 hours.

DROW
Instead of the usual curse you can cause spells to fail.
 Level 1: Replace Hexblade's Curse with Magekiller.
  Magekiller: Your Magekiller has the same Save DC and number of daily uses as a regular Hexblades Curse.  Whenever a spellcasting opponent  fails his Saving Throw against your Magekiller, his Caster Level lowers by 1. At 7th Level the Penalty increases to -2.  At 19th Level the Penalty increases to -4.

ETTERCAP
Your opponents seem to be followed by spiders wherever they go...
 Level 1: Replace Hexblade's Curse with Spiders Curse.
  Spiders Curse: Your Spider's Curse has the same Save DC and number of daily uses as a regular Hexblades Curse.  Instead of the normal effects your victim is dosed with spider venom (Initial and Secondary Damage 1d4 Str).  At 7th Level the damage increases to 1d6.  At 19th Level the damage increases to 1d8.

GARGOYLE
Your opponents find themselves feeling heavy, as though the weight of the world were upon them.  Movement is difficult at best.
 Level 1: Replace Hexblade's Curse with Earthbound.
  Earthbound:  Your Earthbound has the same Save DC and number of daily uses as a regular Hexblades Curse.  Instead of the normal effects all of your opponents Movement rates take a -5 Penalty.  At 7th level this increases to -10.  At 17th Level the Penalty increases to -15. This can reduce speeds to 0.

GIANT (any non-Good)
You learn to expend your supernatural power to make attacks against you just go away.
 Level 4: Replace Summon Familiar with Tenacity.
  Tenacity: Whenever you are damaged you may expend one daily use of your Hexblade's Curse as an Immediate Action and that attack does half damage.  You may only do this once per round. At 7th Level you also suffer no additional effects from the attack that require a Save.  At 17th Level the attack never happened and you suffer no effects at all (your opponent still loses his Action, and a spell if he cast one).

GOBLIN
Goblin Hexblades sometimes forego the usual curses for supernaturally powered sneak attacks.
 Level 1: Replace Hexblade's Curse with Supernatural Ambush.
  Supernatural Ambush:  Your Supernatural Ambush has the same Save DC and number of daily uses as a regular Hexblades Curse.  If your opponent fails his Saving Throw then you and all Allies within 30' gain +1d6 Sneak Attack when making attacks against him.  At 7th Level this increases to +2d6.  At 19th Level this increases to +3d6.

GRIMLOCK
You can blind foes with your curse.
 Level 1: Replace Hexblade's Curse with Blinding Curse.
  Blinding Curse:  Your Blinding Curse has the same Save DC and number of daily uses as a regular Hexblades Curse.  If your opponent fails his Saving Throw all Grimlocks are Invisible to him as the spell for 24 hours.  He simply becomes unable to perceive them.  At 7th Level they gain Greater Invisibility instead.  At 19th Level they instead gain Superior Invisibility.

HALF FIEND
You gain a variation on the Hexblade's Curse depending on what exact fiend you are descended from.
 Level 1: Replace Hexblade's Curse with Fiend's Curse.
  Fiend's Curse: Your Fiend's Curse initially works the same as a Hexblade's Curse, but at higher levels it gains additional effects based on your parentage:
Gehreleth At 7th Level your victim is also afflicted by an Extended Melf's Acid Arrow spell (caster level is same as your Hexblade Caster Level). At 19th Level you cast an Extended Acid Storm instead.
Tanar'ri At 7th Level you also Summon a Dretch as per the Summon Monster III spell (caster level is same as your Hexblade Caster Level).  At 19th Level you summon a Babau via Summon Monster VII instead.
Baatezu At 7th Level is also afflicted by a Fear spell (caster level is same as your Hexblade Caster Level).  At 19th Level you cast Blasphemy instead.
Yugoloth At 7th Level your victim is also afflicted by a Contagion spell (caster level is same as your Hexblade Caster Level).  At 19th Level you cast Pestilence instead.

HARPY
Your curse renders food and water inedible to your cursed foe.
 Level 1: Replace Hexblade's Curse with Starvation.
  Starvation: Your Starvation Ability has the same Save DC and number of daily uses as a regular Hexblades Curse. If your opponent fails his Saving Throw any food or drink he consumes is considered a mild poison (Initial and Secondary damage is 1d4 Str).  At 7th Level the duration increases to 1 week.  At 19th Level the duration increases to 1 month.

HELLBRED
Instead of a Familiar you can occasionally draw on the power of the Devil who has a lien on your soul.
 Level 4: Replace Summon Familiar with Devil's Power.
  Devil's Power: Choose which of the Lords of Nine owns you:
Bel You may cast Bulls Strength 3/day as a Spell-like Ability.
Dispater You may cast Detect Thoughts 3/day as a Spell-like Ability.
Mammon You may cast Enthrall 3/day as a Spell-like Ability.
Belial and Fierna You may cast Beckoning Call 3/day as a Spell-like Ability.
Levistus You may cast Sending 3/day as a Spell-like Ability.
Glasya You may cast Curse of Arrow Attraction 3/day as a Spell-like Ability.
Baalzebul You may cast Suggestion 3/day as a Spell-like Ability.
Mephistopheles You may cast Rage 1/day as a Spell-like Ability.
Asmodeus You may cast Whelming Blast 3/day as a Spell-like Ability.

HOBGOBLIN
Instead of a Familiar you get some military instruction on the use of your powers.
 Level 4: Replace Summon Familiar with Military Training.
  Military Training: Opponents affected by your Hexblade's Curse may not make Attacks of Opportunity or Fight/Cast Defensively against you.

NEANDERTHAL
Instead of the usual Familiar you can create Fetishes.
 Level 4: Replace Summon Familiar with Fetish.
  Fetish: You create a Fetish as a 24 hour ritual.  It acts as a Focus for your spells, and so long as you wield it in your hand you do not need material spell components for your spells.  Spells you cast using it that are from the Necromancy school see their Save DC increased by +2 (this stacks with Feats like Spell Focus).

NIXIE
Instead of a Familiar you gain new abilities to use on Charmed victims.
 Level 4: Replace Summon Familiar with Cursed Charm.
  Cursed Charm: You may now cast Charm Person at will.  Opponents who you have successfully Cursed that fail a Save against it are affected as if you had cast Dominate Person instead.

ORC
Instead of a Familiar you may occasionally call upon the Patron Deity of your race.
 Level 4: Replace Summon Familiar with Gruumsh's Eye.
  Gruumsh's Eye: Your left eye shrivels away and evaporates while your right becomes manifestly unusual and shines with power.  The Save DC of your Hexblades Curse increases by +2 and you gain 2 additional daily uses.

RAPTORAN
Instead of a familiar you gain closer ties to the Air Elementals your race has a pact with.
 Level 4: Replace Summon Familiar with Elemental Pact.
  Elemental Pact: You may add any one spell with the Air Descriptor for each Level you can cast to your spell list.  At every even numbered Level you may exchange a spell you know for a spell with the Air Descriptor of the same Level.

RETH DEKALA
Descendants of your race successfully cursed are marked by you and attract other Reth Dekala.
 Level 4: Replace Summon Familiar with Mark Descendant.
  Mark Descendant: Any descendant of your race you successfully Curse shines like a beacon for the duration of your curse.  All Reth Dekala on that Plane of Existence know his exact location at all times.

SATYR
Instead of the usual Curse you have a sort of a dark version of Bardic Music.
 Level 1: Replace Hexblade's Curse with Pipes of Doom.
  Pipes of Doom:  Your Pipes of Doom has the same number of daily uses as a regular Hexblades Curse.  As a Standard Action you may make a Perform (Pipes) Check and that is the Save DC to resist your Pipes of Doom.  Choose 1 Opponent within 90' who can see and hear you (plus one opponent for each additional three levels past the 1st), and if he fails his Save he is Shaken for 1d6 minutes.  This is a Sonic, Mind-Affecting, Fear effect.  At 7th Level opponents are Frightened instead.  At 19th Level opponents become Panicked.

SHARAKIM
You learn to accept your races origin and move along with your life.
 Level 4: Replace Summon Familiar with Acceptance.
  Acceptance: You no longer suffer from Light Sensitivity and lose your Racial -2 Penalty to Charisma.

STAR ELF
Your Curse has some interesting effects against Undead and Outsiders.
 Level 4: Replace Summon Familiar with Dismissal.
  Dismissal: If you successfully use your Curse on an Undead you may choose instead of the normal  effects to Turn them as a Cleric half your Level instead.  If you successfully use your Curse on an Opponent with the Extraplanar Subtype they are instead affected as if by a successful Dismissal spell.

TIEFLING
Instead of a Familiar you get an ability linked to your fiendish legacy.
 Level 4: Replace Summon Familiar with Infernal Power.
  Infernal Power: Your exact ability depends on whom your ancestor was:
Zariel You may cast Adoration of the Frightful 3/day as a Spell-like Ability.
Dispater You may cast Major Resistance 3/day as a Spell-like Ability.
Mammon You may cast Addiction 3/day as a Spell-like Ability.
Belial You may cast Eagle's Splendor 3/day as a Spell-like Ability.
Geryon You may cast Evil Eye 3/day as a Spell-like Ability.
Moloch You may cast Scourge of Force 3/day as a Spell-like Ability.
Baalzebul You may cast Summon Swarm 3/day as a Spell-like Ability.
Mephistopheles You may cast Bottomless Hate 3/day as a Spell-like Ability (Devil's only).
Asmodeus You may cast Rebuke 3/day as a Spell-like Ability.

TROGLODYTE
Your stench is truly Lovecraftian.
 Level 1: Replace Hexblade's Curse with Accursed Stench.
  Accursed Stench:  Your Accursed Stench has the same Save DC and number of daily uses as a regular Hexblades Curse.  If an opponent fails a Save against your Stench Ability you may expend a daily use of Accursed Stench.  He is Sickened for 24 hours instead, and your Stench now affects creatures who aren't living or who are immune to poison (nor do beings resistant to poison gain their bonus on Saves vs your Stench).  At 7th Level the penalty your opponent gains from being Sickened doubles.  At 19th Level victims of your Accursed Stench become Nauseated instead.

VASHAR
Foes affected by your Curse find their wounds don't heal.
 Level 4: Replace Summon Familiar with Vile Curse.
  Vile Curse: When an Opponent is affected by your Hexblade's Curse the next x points of damage he takes is considered Vile Damage.  x=double your current Hexblade Level.
« Last Edit: June 28, 2017, 10:24:02 PM by bhu »

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Re: Hexblade Luv
« Reply #4 on: June 28, 2017, 12:19:50 AM »
HEXBLADE ALTERNATIVE CLASS FEATURES

AVENGER
You may Curse opponents who successfully attack you.
 Levels 1, 7, 19: Replace Hexblade's Curse with Curse of Vengeance.
  Curse of Vengeance: Once per day you can choose an opponent who has just successfully made an Attack Roll or Opposed Check against you as a Free Action.  He must make a Willpower Save (DC is 10 plus 1/2 Hexblade Class Level plus Charisma Modifier) or suffer the normal effects for a Hexblade's Curse for 1 hour.  Unlike normal multiple uses of this Curse stack (maximum uses of the Curse you may have active on one individual at a time is equal to your Hexblade Level divided by 5, round down.  If you have Curse Feats that allow for variant effects, you may decide which one the opponent suffers as usual.

DIVINE SCOURGE
Your curses come from one of the more vengeful minded deities.
 Level 4: Replace Summon Familiar with Turn/Rebuke Undead.
  Turn/Rebuke Undead: Identical to the Paladin Ability of the same name.
 Level 1: Replace Spell List with the following:
  Spells:
1st: Armor Lock, Blade of Blood, Blade of Pain and Fear, Cause Fear, Charm Person, Conviction, Death's Call, Detect Magic, Detect Weaponry, Disguise Self, Distract Assailant, Ebon Eyes, Entropic Shield, False Peacebond, Identify, Karmic Aura, Knight Unburdened, Know Greatest Enemy, Lightfoot, Mage Burr, Magic Weapon, Mark of the Outcast, Mount, Phantom Threat, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Resurgence, Secret Weapon, Shadow Double, Tasha's Hideous Laughter, Treacherous Weapon, Undetectable Alignment
2nd: Adoration of the Frightful, Alliance Undone, Alter Self, Animate Weapon, Arcane Turmoil, Black Karma Curse, Blindness/Deafness, Bothersome Babble, Bull's Strength, Darkness, Deific Vengeance, Divine Presence, Eagle's Splendor, Enthrall, Execration, False Life, Invisibility, Karmic Backlash, Magical Backlash, Marked Object, Mirror Image, Protection from Arrows, Resist Energy, Sap Strength, See Invisibility, Shadow Double, Spider Climb, Suggestion, Summon Swarm, Suppress Magic, Touch of Idiocy, Wraithstrike
3rd: Awaken Sin, Charm Monster, Confusion, Dispel Magic, Enduring Scrutiny, Fangs of the Vampire King, Find the Gap, Fracturing Weapon, Glyph of Warding, Greater Magic Weapon, Hound of Doom, Nightmare Terrain, Nondetection, Phantasmal Strangler, Phantom Steed, Poison, Protection from Energy, Skull Watch, Slow, Speak With Dead, Stinking Cloud, Toxic Tongue
4th: Assassin's Darkness, Baleful Polymorph, Break Enchantment, Contact Other Plane, Cursed Blade, Detect Scrying, Dominate Person, Fear, Ferocity of Sanguine Rage, Finger of Agony, Greater Invisibility, Horrid Sickness, Implacable Pursuer, Karmic Retribution, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog, Spell Theft, Unseen Strike, Weapon of the Deity

FIENDSWORN
Your curses come from deals made with Fiends of some kind.  You must be Evil to take this option.
Level 4: Replace Summon Familiar with Dark Pact.
  Dark Pact:  Your exact power depends on the type of Fiend you have an agreement with:
Gehreleth You may cast Incendiary Slime (See Complete Mage) 3/day as a Spell-like Ability.
Tanar'ri You may cast Vision of Entropy (see Fiendish Codex I) 3/day as a Spell-like Ability.
Baatezu You may cast Denounce (see Fiendish Codex II) 3/day as a Spell-like Ability.
Yugoloth You may cast Wracking Touch (see Spell Compendium) 3/day as a Spell-like Ability.

FOREST REAVE
Your curses come from Natures darker side.
 Level 4: Replace Summon Familiar with Animal Companion.
  Animal Companion: Identical to the Ranger Ability of the same name.
 Level 1: Replace Spell List with the following:
  Spells:
1st: Alarm, Armor Lock, Beget Bogun, Bloodletting, Camouflage, Charm Animal, Detect Magic, Detect Snares and Pits, Enrage Animal, Entangle, Hunter's Mercy, Identify, Karmic Aura, Longstrider, Mage Burr, Magic Flame, Marked Object, Obscuring Mist, Pass Without Trace, Phantom Threat, Prestidigitation, Produce Flame, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Resist Energy, Rot of Ages, Smell of Fear, Towering Oak, Traveler's Mount, Treacherous Weapon, Undetectable Alignment, Winters Chill
2nd: Alliance Undone, Alter Self, Animate Weapon, Barkskin, Blade of Pain and Fear, Briar Web, Bull's Strength, Curse of Arrow Attraction, Curse of Impending Blades, Decomposition, Eagle's Splendor, Exacting Shot, Hunter's Eye, Invisibility, Karmic Backlash, Leap Into Animal, Magical Backlash, Protection from Arrows, Resist Energy, See Invisibility, Shadow Double, Spellslayer Arrow, Spider Climb, Spike Growth, Spore Field, Summon Swarm, Swift Haste, Swift Ready, Touch of Idiocy, Wraithstrike
3rd: Arcane Sight, Charm Monster, Contagion, Decoy Image, Dispel Magic, Forestfold, Fracturing Weapon, Greater Magic Weapon, Hood of the Cobra, Hound of Doom, Infestation of Maggots, Mass Curse of Impending Blades, Meld into Stone, Nightmare Terrain, Nondetection, Phantasmal Decoy, Phantasmal Strangler, Phantasmal Terrain, Poison, Protection from Energy, Slow, Stinking Cloud, Tree Shape, Vampiric Touch
4th: Baleful Polymorph, Bane Bow, Commune w/Nature, Cursed Blade, Detect Scrying, Dimension Door, Eye of the Hurricane, Early Twilight, Enervation, Fear, Finger of Agony, Greater Invisibility, Horrid Sickness, Karmic Retribution, Phantasmal Killer, Polymorph, Scrying, Sending, Shadow Form, Solid Fog, Superior Magic Fang, Unseen Strike

HEXER
A Hexer is a Hexblade who has given up being a combatant to concentrate on spell-casting.
 Level 1: Lower BAB to 1/2 Level (i.e. the same as Wizard), and expand castling list as shown below.  Caster Level becomes equal to Hexblade Level.
  Spells:
1st: Alarm, Arcane Mark, Armor Lock, Augment Familiar, Backbiter, Bloodletting, Cat's Feet, Cause Fear, Charm Person, Death's Call, Detect Magic, Disguise Self, Distract Assailant, Entropic shield, Expeditious Retreat, karmic Aura, Identify, Light, Magic Weapon, Mount, Nystul's Magic Aura, Phantom Threat, Prestidigitation, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Sleep, Tasha's Hideous Laughter, Treacherous Weapon, Undetectable Alignment, Unseen Servant.
2nd: Alliance Undone, Alter Self, Animate Weapon, Arcane Turmoil, Blindness/Deafness, Bothersome Babble, Bull's Strength, Crisis of Confidence, Critical Strike, Darkness, Eagle's Splendor, Enthrall, False Life, Glitterdust, Invisibility, Karmic Backlash, Magical Backlash, Mirror Image, Phantasmal Assailants, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Shadow Double, Spider Climb, Suggestion, Summon Swarm, Swift Invisibility, Swift Ready, Touch of Idiocy, Whirling Blade.
3rd: Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Hood of the Cobra, Hound of Doom*, Invisibility Sphere, Magic Weapon (Greater), Nightmare Terrain, Non-detection, Phantom Steed, Phantom Strangler, Poison, Protection from Energy, Repel Vermin, Slow, Spectral Weapon, Stinking Cloud, Vampiric Touch, Wind Wall.
4th: Assay Resistance, Baleful Polymorph, Break Enchantment, Contact other Plane, Cursed Blade*, Detect Scrying, Dimension Door, Dominate Person, Early Twilight, Enervation, Fear, Finger of Agony, Fracturing Blade, Horrid Sickness, Invisibility (Greater), Karmic Retribution, Mage Burr, Phantasmal Killer, Polymorph, Scrying, Sending, Shadow Form, Solid Fog, Unluck, Unseen Strike.
5th: Binding Winds, Bleed, Break Enchantment, Death Throes, Dispel Chaos/Evil/Good/Law, Dominate Person, Endless Slumber, Feeblemind, Greater Dispel Magic, Insect Plague, Mark of Justice, Mass Charm Person, Phantom Stag, Shadow Guardians, Slay Living, Teleport, True Seeing, Vulnerability, Wail of Doom.
6th: Antimagic Field, Aura of Terror, Circle of Death, Eyebite, Greater Scrying, Imperious Glare, Mass Bull's Strength, Mass Eagle's Splendor, Scry Location, Symbol of Fear.
7th: Antimagic Aura, Antimagic Ray, Blasphemy, Creeping Doom, Dictum, Energy Immunity, Finger of Death, Greater Arcane Sight, Greater Shadow Conjuration, Greater Teleport, Imprison Soul, Insanity, Mass Invisibility, Power Word Blind, Word of Chaos
8th: Chain Dispel, Greater Spell Immunity, Incendiary Cloud, Mass Charm Monster, Mindblank, Moment of Prescience, Polymorph Any Object, Steal Life, Symbol of Death, Symbol of Insanity,
9th: Dominate Monster, Energy Drain, Foresight, Imprisonment, Reaving Dispel, Shades, Shapechange, Superior Invisibility, Weird

MAIMER
Recipients of your Hexblade's Curse are easier to injure.
 Levels 1, 7, 19: Replace Hexblade's Curse with Cursed Wounding.
  Cursed Wounding: This works like the normal Hexblades Curse, but has a different effect.  Opponents who fail a Save against your Curse take an extra +1d4 damage anytime someone makes a damage roll against them (+2d4 on successful criticals).

At level 7 you get Greater Cursed Wounding and your opponents now takes +2d4 per damage roll (+3D4 on criticals).

At level 19 you get Dire Cursed Wounding and your opponents now takes +3d4 per damage roll (+4D4 on criticals).

MALOCCHIO
The Malocchio is a Hexblade with the Evil Eye, replacing it's normal Hexblade's Curse with a Gaze Attack.
 Levels 1, 7, 19: Replace Hexblade's Curse with the Evil Eye
  Evil Eye: At first Level you gain a Gaze Attack with a 30' range.  Opponents failing a Willpower Save (DC is 10 plus 1/2 Hexblade Class Level plus Charisma Modifier) or take a -1 Penalty to all attacks, saves, ability checks, skill checks, and weapon damage rolls until they receive the benefits of Remove Curse, Wish, or Miracle spells.

At Level 7 the Penalty increases to -2.

At Level 19 the Penalty increases to -4.

POISONED BLADE
A Poisoned Blade discharges it's Hexblade's Curse through weapon attacks.
 Levels 1, 7, 19: Replace Hexblade's Curse with Poison Blade.
  Poison Blade: This is identical to the Hexblade's Curse, except you may use it once per round as a Free Action on any opponent you have made a successful Attack roll on.  In addition you receive a +1 on Critical Confirmation rolls against opponents you have successfully cursed (+2 at level 7, +4 at Level 19).

THE SOULLESS
Your powers come from Mechanus or another True Neutral Plane.  You must be True Neutral to take this option.
 Level 4: Replace Summon Familiar with Unaligned.
  Unaligned: You are now immune to Fear or Charm and Compulsion Effects.

VILE OPPORTUNIST
Though your Hexblade's Curse is normally weaker than your fellow Hexblades, it has a much greater effect against opponents who are already vulnerable.
 Levels 1, 7, and 19: Replace Hexblades Curse with Ambush Curse.
  Ambush Curse: This is identical to the Hexblade's Curse in all but one respect: The penalty is normally -1, unless your opponent is Flat-Footed or unaware of your presence in which case it is -3.

At Level 7 this becomes -2/-6.

At Level 19 it becomes -3/-9.
« Last Edit: June 28, 2017, 05:59:27 PM by bhu »

Garryl

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Re: Hexblade Luv
« Reply #5 on: June 28, 2017, 10:13:16 AM »
Greetings, oh dark kitteh of misfortune, who is sooooooo cute and fwuffy! Er, ahem.

I'd like to mention my own hexblade revision for your list at the top.

Wow, I know you've got a lot of stuff, but I always forget just how much until I take a look at it.

For the Hexer ACF, you've got a spell list up to 9th-level spells. Is the intent to improve the Hexblade spellcasting along with it?
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bhu

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Re: Hexblade Luv
« Reply #6 on: June 28, 2017, 05:57:58 PM »
Yes I'll fix that, thanks man!

I'll also add your class to the mix.

bhu

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Re: Hexblade Luv
« Reply #7 on: June 28, 2017, 10:57:15 PM »
VINDICATOR


   
"Hello John.  You don't know me, but I was hired by someone to have a word with you.  You killed a young girl a few towns back after ... doing things to her.  Her ghost found me John, and I am bound to her service to avenge her loss.  No sense in asking for mercy or screaming for help.  There was none for her, and the Dead will ensure there is none for you.  You made this choice John.  I'm just here to ensure you pay for it." 

 Vindicators are an odd offshoot of the Hexblade.  They are still accursed by dark powers, but in this case that power is Death itself.  When the Vindicator approaches the resting place of a dead being who needs revenge, their spirit will approach him and demand satisfaction.  In most cases the Vindicator is compelled to accept.   Generally the dead soul must have been horribly wronged or have some task they desperately wish to finish that isn't an act that will create more dead folk.

MAKING A VINDICATOR
 In many ways you may actually be a liability to a party if you're honest about what you are.  Make sure you're able to fast talk or fight your way out of tough spots.  Try not to alienate the party though.  Marked individuals often hire bodyguards who aren't marked, and you aren't quite as devastating to them.  So you'll need help.
 Abilities: You're fairly free as none of your abilities require a specific ability modifier, so it's best to load up on physical scores so as to be ready for all the fighting you inevitably do.  Wis may come in handy if you want to resist pleas for help, and Cha may be necessary to talk your way out of trouble.
 Races: Races with a strong tendency towards neutrality or evil often produce Vindicators.  There seem to be an unusual number of them present among humans as well.
 Alignment: Almost all Vindicators are Neutral, and a few are Chaotic.  They aren't often Good due to the things life requires of them, but they aren't wholly Evil either, as their position requires some sympathy for the victims of the world.
 Starting Gold: Same as Paladin.
 Starting Age: Same as Paladin.

Class Skills
 The Vindicator's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (local) (Int), Knowledge (religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level :4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Vindicator's Quest
2. +1    +3     +0     +3    Strength of Spirit
3. +2    +3     +1     +3    Mettle
4. +3    +4     +1     +4    Diplomacy of the Dead
5. +3    +4     +1     +4    Vindicator's Quest, Bonus Feat
6. +4    +5     +2     +5    Otherworldly Cohort
7. +5    +5     +2     +5    Death Proof
8. +6    +6     +2     +6   
9. +6    +6     +3     +6    Vindicator's Quest
10.+7    +7     +3     +7    Bonus Feat
11.+8    +7     +3     +7   
12.+9    +8     +4     +8    Aura of Terror
13.+9    +8     +4     +8    Vindicator's Quest
14.+10   +9     +4     +9   
15.+11   +9     +5     +9    Bonus Feat
16.+12   +10    +5     +10   Aura of Terror
17.+12   +10    +5     +10    Vindicator's Quest
18.+13   +11    +6     +11   
19.+14   +11    +6     +11    Death Proof
20.+15   +12    +6     +12   Vindicator's Quest, Bonus Feat, Aura of Terror

Weapon Proficiencies: Vindicators are proficient with Simple and Martial Weapons, and will all Armor and Shields (except Tower Shields.
 
PLAYING A VINDICATOR
 The Dead deserve justice as much as the living, and you are the embodiment of their will.  Some hail you as a hero, as you have laid many Undead to rest by destroying the people responsible for their torment, or accomplish whatever task requires them to refrain from moving on.  On the other hand, you are a mass murderer, and not everyone believes your 'victims' deserved what they had coming.  Even if you do pursue the very worst the world has to offer. 
 Religion: Vindicators are surprisingly cynical apatheists given their knowledge of the afterlife.  Unlike most, however, they have a better and more comprehensive view of just how much damage religious and political differences can do.  If you do worship a deity, they tend to favor either revenge, justice or redemption.  Mostly revenge.  You've done some pretty bad things in your time in the name of 'clients', so you can't afford Gods who are picky. 
 Other Classes: Oppressed or unliked classes such as Archivists, Dread Necromancers, Rogues, Binders, etc., are more likely to understand or accept you.  Paladins understand your drive for justice, but are horrified by your methods.  Classes with high ethical or moral standards, or that enjoy life and laughter tend to regard you with horror.
 Combat: The murderer of your client is always magically "marked", and they are always a priority unless they have powerful allies you need to put down to get to them.  The rest of the party is there to deal with everything else that crops up, and you act as a backup Fighter for them when not on assignment.
 Advancement: Advancement for you depends on your needs at the time.  Maybe you need to gain a certain ability to defeat a foe to finish a quest.  Maybe you need stealth to hide from your newfound enemies after killing a local Lord.  You adapt to your needs of the moment.

VINDICATORS IN THE WORLD
"Old Tom walks with ghosts boy.  Keep a distance from him, or you may wind up a Ghost yourself."
 Everyone, no matter how good, assumes you're bad news.  Not everyone thinks you can speak to the Dead.  Many think you're crazy, or are attempting to justify your murders.  Of those who do believe you can speak to the Dead, many of them assume the Dead hate the living, or aren't necessarily truthful with you.  Plus, once it's revealed who you're there to kill, there are the inevitable hurt feelings.  People don't want their loved ones to suffer, even if maybe they are monsters.  Many refuse to believe the person they know could be such a monster.  Then there are the religious, bureaucratic or political problems or power vacuums you may leave behind.  Your appearance always means death and destruction, because both follow you like a flock of crows.  That doesn't earn you any friends.
 Daily Life: If you're on a quest, you're probably doing whatever is necessary to see it through.  If you've finished one, you're probably fleeing the aftermath.  Remaining still for any period of time means you might wind up sharing the ground with your clients.
 Notables: Old Tom (Human N Male Vindicator 12) is a local figure of legend among his outlying village.  None dare commit crimes that would create Undead, for the Sheriff is far more merciful than old Tom.  Black Janny (Human NE Human Female Vindicator 6/Dread Necromancer 6) is a witch who has learned much from the Dead, including how to call them up from their graves.
 Organizations: Vindicators often band together in covens for mutual protection, and to exchange news and knowledge.  It's rare that any other organization hires you, because most of them have had to hide bodies at some point.

NPC Reaction
 You scare the bejesus out of people if they realize what you are.  Your presence promises violence, and also implies there is a killer or worse among them as well.  Even if you're between quests, everyone is glad to see the back of you.  The friends and families of your targets also have a tendency to hunt you down, and while you may obey a different set of laws, secular law still frowns on what you do.

VINDICATORS IN THE GAME
 This class ties into beliefs about death and morality, which may be uncomfortable to some.  The Vindicators habits of sending targets to the afterlife just as brutally as their victims were sent off really skeeve a lot of people out.  If you aren't a sociopath, years of this life may twist you into one.  Also, the Vindicator may inevitably be roped into pursing a party member depending on how the other PC's behave, or earn them new enemies even if they don't.
 Adaptation: While it can be adapted to fit various campaigns, the Vindicator is meant for a fairly bleak, cynical campaign.  The Vindicator is not necessarily a good guy, and his victims very much aren't.
 Encounters: Vindicators are almost always encountered while on a quest for vengeance.  Sometimes you're encountered in prisons, or on the run from allies of one of your targets.



EPIC VINDICATOR

Hit Die: d8
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Vindicator gains a Bonus Feat every 4 levels higher than 20th