Pathfinder meets Cricket
This is an unfinished work, and I would appreciate thoughts and ideas on it. In particular, I need ideas for more arcana choices (especially ones that provide additional uses for the arcane pool), and need to flesh out the spell list
Alignment: Any non-good
Hit Die: d8
>> The hexblade’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
>> The following are the class features of the hexblade.
>> Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons. A hexblade is also proficient with light and medium armor. She can cast hexblade spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing heavy armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
>> Spells: A hexblade casts arcane spells drawn from the hexblade spell list presented below. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. 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. Her base daily spell allotment is given on Table 1-2. In addition, she receives bonus spells per day if she has a high Charisma score (core rulebook Table 1-3).
>> The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing four 0-level spells and two 1st-level spells of the hexblade’s choice. At each new hexblade level, she gains one or more new spells, as indicated on Table 1-1. (Unlike spells per day, the number of spells a hexblade knows is not affected by her Charisma score. The numbers on Table 1-1 are fixed.)
>> Upon reaching 5th level, and every third hexblade level after that (8th, 11th, and so on), a hexblade can choose to learn a new spell in place of one she already knows. In effect, the hexblade “loses” the old spell in exchange for the new one. The new spell’s level must be the same level as that of the spell being exchanged, and it must be at least one level lower than the highest-level hexblade spell the hexblade can cast. A hexblade may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
>> A hexblade need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
>> Arcane Pool (Su): At 1st level, the hexblade gains a reservoir of baleful arcane energy that she can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to ½ her hexblade level (minimum 1) + her Charisma modifier. The pool refreshes once per day when the hexblade regains her spells.
>> At 1st level, a hexblade can expend 1 point from her arcane pool as a swift action to grant any weapons she wields a +1 enhancement bonus for 1 + Charisma modifier minutes. For every four levels beyond first, the enhancement bonus increases by +1, to a maximum of +5 at 17th level. These bonuses stack with existing enhancement of weapons she wields, to a maximum of +5. Multiple uses of this ability do not stack with themselves.
>> At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier (see Table 15-9 on page <<number>> of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If a weapon the hexblade wields is not magical, a +1 enhancement bonus must be added before it can benefit from any other properties. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the hexblade uses this ability.
>> Cantrips: Hexblades learn a number of cantrips, or 0-level spells, as noted on Table 1-1 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
>> Hexblade Curse (Su): As a swift action, the hexblade can curse a creature within 30 feet. It takes a -2 penalty on attack rolls, skill checks, ability checks, saving throws, and combat maneuver checks. This penalty increases to -4 at 8th level, and again to -6 at 14th. A successful Will save (DC 10 + 1/2e the hexblade’s level + the hexblade’s Charisma modifier) negates this effect, and any creature who makes it’s save cannot be affected by that hexblade’s curse ability again for 24 hours.. The penalty lasts until the hexblade regains her spells per day, and can be removed by any effect that ends a curse.
>> Starting at 14th level, the target of the hexblade’s curse suffers it’s effects for a number of rounds equal to the hexblade’s Charisma modifier on a successful save.
>> Arcane Grace (Su): At 2nd level, a hexblade gains a bonus equal to her Charisma bonus (if any) on all saving throws.
>> Hexblade Arcana: As she gains levels, a hexblade learns arcane secrets tailored to her specific way of blending martial puissance and magical skill. Starting at 3rd level, a hexblade gains one hexblade arcana. She gains an additional hexblade arcana for every three levels of hexblade attained after 3rd level. Unless specifically noted in the hexblade arcana’s description, a hexblade cannot select a particular arcana more than once. Hexblade arcana that affect spells can only be used to modify spells from the hexblade spell list unless otherwise noted.
>> Arcane Accuracy (Su): The hexblade can expend 1 point from her arcane pool as a swift action to grant herself an insight bonus equal to her Charisma bonus on all attack. This bonus lasts for 1 round per 3 levels.
>> Arcane Edge (Su): The hexblade can expend 1 point from her arcane pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to her Charisma modifier (minimum 0). The hexblade must be at least 9th level to select this arcana.
>> Aura of Unluck (Su): Whenever an enemy makes an attack roll, skill check, ability check, or saving throw within 20 feet of the hexblade, they must roll twice and take the lower result. Activating the aura is a swift action and expends 1 point from the hexblade’s arcane pool, and lasts a number of rounds equal to 3 + the hexblade’s Charisma modifier. The hexblade must be at least 12th level before selecting this hexblade arcana.
>> Bane Blade (Su): Whenever the hexblade enchants her weapon using her arcane pool, she adds the bane special property to the list of available options. The hexblade must be at least 15th level before selecting this arcana.
>> Blighted Critical (Su): Whenever the hexblade confirms a critical hit, she may spend 1 point from her arcane pool as an immediate action to inflict a minor spellblight of her choice on the creature struck. The hexblade must be at least 6th level before selecting this hexblade arcana.
>> Channel (Su): You can channel negative energy like a cleric, using your hexblade level as your effective cleric level when determining the amount of damage caused (or healed to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
>> Devoted Blade (Su): Whenever the hexblade enchants her weapon using her arcane pool, she adds the anarchic, axiomatic, holy, and unholy special abilities to the list of available options. A hexblade may only select one of these abilities if it matches her own alignment. he hexblade must be at least 12th level before selecting this arcana.
>> Familiar (Ex): The hexblade gains a familiar, using her hexblade level as her effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
>> Ghost Blade (Su): Whenever the hexblade enchants her weapon using her arcane pool, she adds the brilliant energy and ghost touch special abilities to the list of available options. The hexblade must be at least 9th level before selecting this arcana.
>> Mettle (Ex): The hexblade can resist attacks with great fortitude or willpower. Whenever she succeeds on a fortitude or will save against an effect that would normally have a partial effect on a successful save, she negates the effect entirely.
>> Retributive Shield (Su): Whenever you are hit by a natural or non-reach melee weapon, the attacker takes damage equal to your Charisma modifier.
>> Vampiric Blade (Su): Add the life stealing and vampiric weapon properties to the list of special properties whenever you enchant your weapon with your arcane pool.
>> Bonus Feats: At 5th level, and every six levels thereafter, a hexblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. She must meet the prerequisites for these feats as normal.
HEXBLADE SPELL LIST
>> Hexblades have access to the following spells. While most of these spells are found in the Core Rulebook, those marked with an asterisk () appear in the Advanced Player’s Guide, and those marked with two asterisks () appear in Ultimate Magic.
>> 0-Level Hexblade Spells – arcane mark, bleed, detect magic, disrupt undead, light, mage hand, prestidigitation, spark
>> 1st-Level Hexblade Spells – _cause fear, charm person, endure elements, expeditious retreat, feather fall, ill omen, inflict light wounds, jump, magic aura, magic weapon, mask dweomer*, ray of enfeeblement, touch of gracelessness*, true strike_
>> 2nd-Level Hexblade Spells – bear’s endurance, blindness/deafness, blur, bull’s strength, cat’s grace, darkness, darkvision, eagle’s splendor, fester*, fox’s cunning, ghostbane dirge*, hold person, inflict moderate wounds, invisibility, owl’s wisdom, resist energy, see invisibility, touch of idiocy, versatile weapon*
>> 3rd-Level Hexblade Spells – arcane sight, bestow curse, contagion, dispel magic, displacement, inflict serious wounds, keen edge, magic weapon (greater), protection from energy, suggestion
>> 4th-Level Hexblade Spells – break enchantment, calcific touch*, charm monster, crushing despair, enervation, fear, geas (lesser), ghostbane dirge (mass), inflict critical wounds, invisibility (greater)
>> 5th-Level Hexblade Spells – feeblemind, hold monster, slay living, unwilling shield*
>> 6th-Level Hexblade Spells – bear’s endurance (mass), bull’s strength (mass), cat’s grace (mass), dispel magic (greater), eagle’s splendor (mass), eyebite, fox’s cunning (mass), geas/quest, harm, owl’s wisdom (mass), suggestion (mass)
NEW WEAPON ENHANCEMENTS