ToB: Bo9S Hexblade

Freymold

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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]
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]

[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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Hexblade discipline

I liked DogBackwards suggestion, thus I will split the maneuvers between two schools: Guided Fate and Eclipsed Soul. This is the draft for the Guided Fate school, Eclipsed Soul comes later.

Discipline Name:
Guided Fate (unconfirmed)

"insert fluff here"

The key skill for Guided Fate is Sleight of Hand. Its preferred weapons are : (still undecided)

Notes: Actually, due to the fact that there are no flashy or obviously magical effects going on, I'm still undecided about making this school either extraordinary or supernatural.

Maneuvers by level:

· 1st Level
o (Stance): Gain a floating luck bonus depending on your Sleight of Hand ranks
o (Stance): Gain luck bonus whenever you roll a natural 20.
o (Counter): Reroll natural 1.
o (Counter): Reroll threat confirmation against you.
· 2nd Level
o (Counter): Target creature must reroll ranged attack against you.
o (Strike): Make Sleight of Hand check, opponent gets a –1 luck penalty to AC, attack rolls and saving throws against you and you get a +1 luck bonus to AC, attack rolls and saving throws against him.

· 3rd Level
o (Stance): Opponents gets a –2 luck penalty on all rerolls.
o (Stance):
o (Counter): Add 1d6 to d20 roll result.
o (Counter): Target creature rerolls melee attack roll against you.
o (Strike):
· 4th Level
o (Strike): Melee attack threat range is doubled.
o (Strike): Make Sleight of Hand check, opponent gets a –2 luck penalty to AC, attack rolls and saving throws against you and you get a +2 luck bonus to AC, attack rolls and saving throws against him.
o (Counter): Target creature rerolls damage roll against you.
o (Counter):
· 5th Level
o (Stance): Adjacent enemy rerolls d20, and take the worst result.
o (Stance): Reroll d20, and take the best result.
o (Counter):
o (Strike):
· 6th Level
o (Boost): Add 1d6 to all rolls for 1 round.
o (Strike): Melee attack is an automatic threat.
o (Strike): Sleight of Hand check, opponent gets a –3 luck penalty to AC, attack rolls and saving throws against you and you get a +3 luck bonus to AC, attack rolls and saving throws against him.
· 7th Level
o (Stance): You are never surprised or flat-footed, gain luck bonus on saving throws and AC.
o (Strike):
· 8th Level
o (Counter): Make Sleight of Hand check to gain luck bonus to next roll.
o (Stance): Whenever a d20 reroll is made, make a third roll and choose which result applies.
· 9th Level
o (Strike): Melee attack roll is an automatic natural 20 and deals maximum damage.

The theme for Guided Fate is mostly luck manipulation either by forcing rerolls, altering dice rolls and bestowing luck bonuses and penalties.

Eclipsed Soul will be coming shortly to fulfill all your cursing and hexing needs.

Comments, suggestions and advice are still welcome.
 
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Well, I think that these may better fit into two different disciplines. Beshadowed Soul for the curses and such, and Guided Fate for the piles of rerolls and the like, including the miss chances and whatnot. Also, Guided Fate should have a stance or two that increase the number of counters you can use in a round, so you can force muliple rerolls. For example, a 5th level stance (Master of Fate?) that allows you to use one additional counter per round, as long as both counters are from the Guided Fate discipline.

I'm all for new disciplines, adn especially reworking old classes into Sublime Way versions. I've been working on a Sublime Way Ninja for a while, actually, I should probably finish that.

Anyway, looks pretty good so far.
 

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