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 Hexblade

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Broj postova : 349
Join date : 2012-09-01
Age : 34
Lokacija : Sinarius

Hexblade      Empty
PostSubject: Hexblade    Hexblade      EmptyMon Nov 04, 2013 12:04 pm

Hexblade      HumanShadar-kai4

Introduction:

Hexblades are enemies of all that is magic. They are commonly known as
mage slayers. The path of a hexblade is a dark one, yet rewarding, since
no other class can fight spellcasters as good as a hexblade can. Hexblade
uses a hexblade's curse ability to debuff his opponents before striking them
or he uses his dark companion to fight instead of him.

Hexblades are people who had suffered great physical or mental trauma caused
by magic. It forever scarred their bodies or minds, but it also awakened a thirst
for revenge. Despite popular belief, a hexblade does not use magic. He has an
arsenal of supernatural abilities that allow him to gain the upper hand in combat.

Though seemingly powerful, hexblades have a problematic drawback and that is
that their bodies reject magic or at least they try to. This means that all of
hexblades abilities to resist being affected by magic are passive abilities, meaning
that if a party member would try to heal him or her, the passive ability will kick
in and try to prevent that.

Role:

Hexblades, while not fighting spellcasters, make a great support class. They have
one of the best debuffing abilities in the game and they have an arsenal of abilities
to negate or weaken magic or magical effects. When fighting a spellcaster, hexblade
really shines with his ability to ignore spells and his insanely high saves. A hexblade
should not be a tank, though he can be, if done right.

Hexblade:

Hit die: d8
Alignment: Any
Skills points at 1st level: (2+intelligence modifier)x4
Skill points per level: 2+intelligence modifier

Skills:
Acrobatics, Bluff, Climb, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge(arcana),
Knowledge(religion), Knowledge(planes), Perception, Sense Motive, Spellcraft.

Hexblade      Qhel

Weapon and Armor Proficiency:

A hexblade is proficient with all simple and martial weapons and with light and medium armor,
but not with shields.

Hexblade's Curse:

Up to 3+charisma modifier times per day, as a free action, a hexblade
can unleash a curse upon a foe. The target must be visible to the
hexblade and within 60 feet. The target of a hexblade's curse takes
a —2 penalty on attacks, saves, ability checks, skill checks, and
weapon damage rolls for 1 hour thereafter. A successful Will save
(DC 10 + 1/2 hexblade's class level + hexblade's Cha modifi er) negates the effect.
Multiple hexblade curses do not stack. If the target makes his save, the
curse is not wasted.

Spell Resistance:

At 2nd level, a hexblade gains a bonus equal to his
Charisma bonus (minimum +1) on saving throws against spells
and spell-like effects.

Mettle:

At 3rd level and higher, a hexblade can resist magical and unusual
attacks with great willpower or fortitude. If he makes a successful
Will or Fortitude save against an attack that normally would have a
lesser effect on a successful save (such as any spell with a saving
throw entry of Will half or Fortitude partial), he instead completely
negates the effect. An unconscious or sleeping hexblade does not
gain the benefit of mettle.

Dark Companion:

At 4th level, a hexblade gains a dark companion. This moving hex gives a -2
penalty of saves and AC to any adjacent opponent without a save.
It moves on its own and can't be destroyed. Moves on your
command with movement equal to your own.

Healing Surge:

At 5th level, a hexblade can call upon his supernatural powers to heal
himself for 1d6+charisma modifier. This is a standard action and a
hexblade can use this ability up to 3+charisma modifier times per day.
At each 4th levele beyond 5th, a hexblade adds an additional 1d6 die
to the roll.

Detect Magic:

At 6th level, a hexblade can detect magic at will. This ability acts exactly
as detect magic spell.

Greater Hexblade's Curse:

When a hexblade attains 7th level, the penalty on attacks, saves,
ability checks, skill checks, and weapon damage rolls incurred by a
target of the hexblade's curse becomes —4 instead of —2.

Dispelling Strike:

At 10th level, a hexblade can make a single attack against one foe. If he
hits, he deals no damage but instead attempts to remove one magical
effect from his foe. This acts exactly like Dispel Magic spell, only that it is
a supernatural ability instead of a spell. A hexblade can use this ability up
to 3+charisma modifier times per day.

Aura of Unlucky:

Once per day, a hexblade of 12th level or higher can create a baleful
aura of misfortune. Any melee or ranged attack made against the hexblade
while this aura of unluck is active has a 20% miss chance (similar to the
effect of concealment). Activating the aura is a free action, and the aura
lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).

At 16th level and higher, a hexblade can use his aura of unluck twice per day.
A 20th-level hexblade can activate this aura three times per day.

Antimagic Field:

At 14th level, a hexblade can, up to 3+charisma modifier times per day, create
an antimagic field. This acts exactly as Antimagic Field spell, only that it is a
supernatural ability instead of a spell.

Antimagic Shell:

At 18th level, once per day, a hexblade can create an antimagic shell around him.
The shell acts as an antimagic field that affects only the hexblade. It can still
be dispelled.

Dire Hexblade's Curse:

When a hexblade attains 19th level, the penalty on attacks, saves,
ability checks, skill checks, and weapon damage rolls incurred by a
target of the hexblade's curse becomes —6 instead of —4.

Code of Conduict:

A hexblade will never allow anyone to cast any spell on him. A hexblade who allows this
loses all class features and can't advance in this class until he redeems himself. A hexblade
can carry and use magical items but each magical item he carries and uses will cost him 2
uses of his hexblade's curse.

Vodic za hexbladea mozete procitati ovdje: https://pfand.forumcroatian.com/t182-vodic-hexblade#507
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