comrade raoul
Explorer
Suppose the hexblade (a core class in the Complete Warrior widely believed to be underpowered) had a special ability progression that looked like this (assume that attack bonuses, saves, and spells are unchanged):
Basically, the hexblade gets his aura of unluck ability, and additional uses of it, two levels earlier (at 10th instead of 12th level), and a gradual sneak attack progression at high level. In addition, we can make the hexblade's curse abilities beefier, like so (changes are boldfaced):
The overall picture should be of a nasty, opportunistic fighter who works well in groups, thanks to his curse (which is a great support ability) and his sneak attacks. The sneak attack and curse ability is partly meant to create more interesting tactical problems for a hexblade -- do you curse an opponent at the outset of a fight, possibly helping allied spellcasters and weakening throughout the combat, or do you wait until you close to melee, so you can sneak attack him if you stun him?
Tell me what you think. I'm particularly interested in the affect that the empowered curse has on the save penalties -- a hexblade can give an enemy huge saving throw penalties if the target fails its save, and still very significant ones if he makes it (especially at high levels). Is this too nasty?
Code:
Table: The Hexblade (Special Abilities)
Class
Level Special
----- -----------
1 Hexblade's curse 1/day
2 Arcane resistance
3 Mettle
4 Summon familiar
5 Bonus feat, hexblade's curse 2/day
6 --
7 Greater hexblade's curse
8 Sneak attack +1d6
9 Hexblade's curse 3/day
10 Aura of unluck 1/day, bonus feat
11 --
12 Sneak attack +2d6
13 Hexblade's curse 4/day
14 Aura of unlcuk 2/day
15 Bonus feat
16 Sneak attack +3d6
17 Hexblade's curse 5/day
18 Aura of unluck 3/day
19 Dire hexblade's curse
20 Sneak attack +4d6, bonus feat
Essentially, the curse ability is now made significantly more powerful: targets are stunned and suffer very large penalties if they fail their saving throw, and suffer more or less the original penalties described in Complete Warrior if they make their saves. This brings the hexblade's ability in line with, say, the barbarian's rage -- a hexblade is always able to pick an opponent and make him less effective, in the same way a barbarian is always able to make himself more effective, and very much so if the foe fails his save. (A 19th level hexblade's dire curse might as well be a save or die effect.)Hexblade's Curse (Su): Once per day, as a swift 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 -4 penalty on attacks, saves, ability checks, and weapon damage rolls, for 1 hour thereafter, and is stunned for one round by the sheer profane force of the curse. A successful Will save (DC 10 + half the hexblade's level + the hexblade's Charisma modifier) halves the penalties and negates the stunning effect.
At every four levels beyond 1st (5th, 9th, 13th, and 17th), a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade's curses don't stack, and any character that successfully saves against the curse cannot be targeted by it again for the next hour.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Greater Hexblade's Curse (Su): When a hexblade attains 7th level, the penalty to attacks, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -8 instead of -4. A successful save still halves these penalties.
Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty to attacks, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -12 instead of -8. A successful save still halves these penalties.
The overall picture should be of a nasty, opportunistic fighter who works well in groups, thanks to his curse (which is a great support ability) and his sneak attacks. The sneak attack and curse ability is partly meant to create more interesting tactical problems for a hexblade -- do you curse an opponent at the outset of a fight, possibly helping allied spellcasters and weakening throughout the combat, or do you wait until you close to melee, so you can sneak attack him if you stun him?
Tell me what you think. I'm particularly interested in the affect that the empowered curse has on the save penalties -- a hexblade can give an enemy huge saving throw penalties if the target fails its save, and still very significant ones if he makes it (especially at high levels). Is this too nasty?
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