Martial Hexblade (Sublime Hexer)
Benefits:
HD: d10
Skills: 4 + Int -- Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcane, religion) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex) and Spellcraft (Int).
Proficiencies: Martial Hexblades are proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).
[sblock=Martial Hexblade Table]
[/sblock]
[sblock=Martial Hexblade Class Features]
Maneuvers: A first level martial hexblade chooses two maneuvers and one stance. She has access to three schools -- Crescent Moon, Shadow Hand and Unquiet Twilight.
At fourth level, she gains access to one Extra School, and may select new maneuvers and stances from any of the four.
- Dancing Fox
- Jade Viper
- Diamond Mind
Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver before gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)
Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver before gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)
Maneuvers Readied: A Martial Hexblade chooses and readies her maneuvers just as a warblade does (Tome of Battle, pages 21-22).
Whenever an opponent fails a check, saving throw or attack roll, you may expend a swift action to recover an expended maneuver. The opponent's failure must be visible to you and must happen within 60 ft. of you. Doing this does not provoke attacks of opportunity.
Hexblade's Curse (Su): A Martial hexblade can unleash a curse upon a foe, as a free action, a number of times per day equal to her positive Cha bonus (minimum 1) plus 1.
The target must be visible to the hexblade and within 60 feet. The target of a martial hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, caster level checks, and weapon damage rolls for 1 hour thereafter. A successful Will Save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) reduces the effects and duration by half.
Multiple hexblade's curses don't stack At every four levels beyond 1st (5th, 9th, 13th, and 17th) the hexblade gains the ability to use her curse an additional time per day as indicated on the table.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Arcane Resistance (Su): At 2nd level, a martial hexblade gains a bonus equal to her Charisma bonus (maximum equals your hexblade level) on saving throws against spells and spell-like effects.
Dark Companion: As on PHBII, page 47
Greater Hexblade's Curse (Su): The penalties imposed by the Hexblade’s Curse becomes –4 instead of -2.
Mettle (Ex): As the Hexblade class feature of the same name (Complete Warrior, page 7), except you gain it at the indicated level.
Dire Hexblade's Curse (Su): The penalties imposed by the Hexblade’s Curse becomes –6 instead of -4.
Bonus Feats: At 5nd, 10th, 15th and 20th levels, you gain a bonus feat (for which you qualify) from the following list:
Blade Meditation, Shadow Blade, Scribe Martial Script (TOB)
Lunar Spellward, Shadow Replication
Curse of Distraction, Curse of Failure, Curse of Ignorance, Curse of Paranoia, Curse of Sloth, Curse of the Stricken, Curse of the Softened Blade, Empower Curse, Extend Curse, Extra Curse, Foe of the Unlucky (Dragon Magazine #339)
Special: Martial hexblade levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Hexblade could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script.
[/sblock]
My take on the Hexblade with a Sublime Way flavored twist. Most schools from the TOB didn't quite match the sinister vibe of the Hexblade, thus I shamelesly "borrowed" some custom schools that I found more fitting. Kudos to Nifft and aotrscommander for making that stuff up. Feel free to post your comments.
Benefits:
HD: d10
Skills: 4 + Int -- Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcane, religion) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex) and Spellcraft (Int).
Proficiencies: Martial Hexblades are proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).
[sblock=Martial Hexblade Table]
Code:
Maneuvers
Level BAB Fort Ref Will Known Readied Stances Special Abilities:
1 +1 +2 +0 +2 2 2 1 Hexblade’s curse
2 +2 +3 +0 +3 3 - - Arcane Resistance
3 +3 +3 +1 +3 4 3 -
4 +4 +4 +1 +4 5 - - Extra School, Hexblade’s curse +1/day
5 +5 +4 +1 +4 - - 2 Bonus Feat
6 +6 +5 +2 +5 6 4 - Dark Companion
7 +7 +5 +2 +5 7 - - Greater Hexblade’s Curse
8 +8 +6 +2 +6 8 - -
9 +9 +6 +3 +6 9 5 - Hexblade’s curse +1/day
10 +10 +7 +3 +7 - - 3 Bonus Feat
11 +11 +7 +3 +7 10 - -
12 +12 +8 +4 +8 11 - - Mettle
13 +13 +8 +4 +8 12 6 - Hexblade’s curse +1/day
14 +14 +9 +4 +9 13 - -
15 +15 +9 +5 +9 - - 4 Bonus Feat
16 +16 +10 +5 +10 14 7 -
17 +17 +10 +5 +10 15 - - Hexblade’s curse +1/day
18 +18 +11 +6 +11 16 - -
19 +19 +11 +6 +11 17 8 - Dire Hexblade’s Curse
20 +20 +12 +6 +12 18 - 5 Bonus Feat
[sblock=Martial Hexblade Class Features]
Maneuvers: A first level martial hexblade chooses two maneuvers and one stance. She has access to three schools -- Crescent Moon, Shadow Hand and Unquiet Twilight.
At fourth level, she gains access to one Extra School, and may select new maneuvers and stances from any of the four.
- Dancing Fox
- Jade Viper
- Diamond Mind
Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver before gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)
Starting at 4th level, and every even level after that, you may swap one known maneuver for any other maneuver for which you qualify. (You lose the current maneuver before gaining the new one, so you cannot use it as part of your qualification, but otherwise you are unconstrained. Your new know maneuver may be from any school for which you currently have access, and at any level for which you currently qualify.)
Maneuvers Readied: A Martial Hexblade chooses and readies her maneuvers just as a warblade does (Tome of Battle, pages 21-22).
Whenever an opponent fails a check, saving throw or attack roll, you may expend a swift action to recover an expended maneuver. The opponent's failure must be visible to you and must happen within 60 ft. of you. Doing this does not provoke attacks of opportunity.
Hexblade's Curse (Su): A Martial hexblade can unleash a curse upon a foe, as a free action, a number of times per day equal to her positive Cha bonus (minimum 1) plus 1.
The target must be visible to the hexblade and within 60 feet. The target of a martial hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, caster level checks, and weapon damage rolls for 1 hour thereafter. A successful Will Save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) reduces the effects and duration by half.
Multiple hexblade's curses don't stack At every four levels beyond 1st (5th, 9th, 13th, and 17th) the hexblade gains the ability to use her curse an additional time per day as indicated on the table.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Arcane Resistance (Su): At 2nd level, a martial hexblade gains a bonus equal to her Charisma bonus (maximum equals your hexblade level) on saving throws against spells and spell-like effects.
Dark Companion: As on PHBII, page 47
Greater Hexblade's Curse (Su): The penalties imposed by the Hexblade’s Curse becomes –4 instead of -2.
Mettle (Ex): As the Hexblade class feature of the same name (Complete Warrior, page 7), except you gain it at the indicated level.
Dire Hexblade's Curse (Su): The penalties imposed by the Hexblade’s Curse becomes –6 instead of -4.
Bonus Feats: At 5nd, 10th, 15th and 20th levels, you gain a bonus feat (for which you qualify) from the following list:
Blade Meditation, Shadow Blade, Scribe Martial Script (TOB)
Lunar Spellward, Shadow Replication
Curse of Distraction, Curse of Failure, Curse of Ignorance, Curse of Paranoia, Curse of Sloth, Curse of the Stricken, Curse of the Softened Blade, Empower Curse, Extend Curse, Extra Curse, Foe of the Unlucky (Dragon Magazine #339)
Special: Martial hexblade levels qualify you for feats as though they were levels in Swordsage. For example, a Martial Hexblade could select Adaptive Style, Extra Readied Maneuver or Scribe Martial Script.
[/sblock]
My take on the Hexblade with a Sublime Way flavored twist. Most schools from the TOB didn't quite match the sinister vibe of the Hexblade, thus I shamelesly "borrowed" some custom schools that I found more fitting. Kudos to Nifft and aotrscommander for making that stuff up. Feel free to post your comments.
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