[sblock=OOC]For those of you who care, this is the Hexblade revision I'm going to be using.
Level BaB Fort Ref Will Special Invocations
1 +1 +1 +0 +2 Hexblade’s Curse -
2 +2 +1 +0 +3 Arcane Resistance -
3 +3 +2 +1 +3 Mettle, Dark Luck 1/encounter 1 (Least)
4 +4 +2 +1 +4 Dark Companion 1
5 +5 +2 +1 +4 Bonus Feat 2
6 +6 +3 +2 +5 Fear Immunity 2
7 +7 +3 +2 +5 Dark Luck 2/encounter 2
8 +8 +4 +2 +6 Greater Hexblade’s Curse 3 (Lesser)
9 +9 +4 +3 +6 Bonus Feat 3
10 +10 +5 +3 +7 Persistent Hex 3
11 +11 +5 +3 +7 Dark Luck 3/encounter 4
12 +12 +6 +4 +8 Aura of Unluck 4
13 +13 +6 +4 +8 Bonus Feat 4
14 +14 +6 +4 +9 - 5 (Greater)
15 +15 +7 +5 +9 Dark Luck 4/encounter 5
16 +16 +7 +5 +10 Dire Hexblade’s Curse 5
17 +17 +7 +5 +10 Bonus Feat 6
18 +18 +8 +6 +11 Word of Change 6
19 +19 +8 +6 +11 Dark Luck 5/encounter 6
20 +20 +9 +6 +12 Greater Aura of Unluck 7 (Dark)
Alignment: Any non-good.
Hit Die: d10.
Class Skills
The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the hexblade.
Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for hexblade invocations are fairly simple, a hexblade can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Invocations: A hexblade does not cast spells per se. Instead he casts invocations in the same manner as a warlock. See the Warlock class description on page 7 of Complete Arcane. A hexblade cannot learn eldritch shape invocations, but he may learn eldritch essence invocations. As a standard action, a hexblade may make a single attack combined with an eldritch essence invocation or an invocation with a range of touch. If this attack hits, the target suffers the effects of the invocation, although he receives a save if the invocation allows one.
Hexblade’s Curse (Su): Once per round, as a swift action, a hexblade can unleash a curse on a foe. The opponent must be visible to the hexblade, and must be within 60ft. The target of the curse takes either a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls, a -4 penalty to a single ability score (minimum 1), or has a 25% chance of losing their next action for 1 hour/hexblade level. The target is entitled to a Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) to negate the effect. The effects of this curse do not stack. Any foe that successfully resists the effect is immune to the hexblade’s curse for 24 hours. For the purposes of dispelling this effect, treat it as a spell of a level equal to 1/2 the hexblade’s level, rounded down (maximum 9, minimum 1). The hexblade’s caster level equals his class level.
Arcane Resistance (Su): At 2nd a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd level, a hexblade’s resistance to magical effects increases. If he succeeds a Fortitude or Will save against an effect with a partial effect on a successful save, he instead suffers no effects from the attack.
Dark Luck (Su): At 3rd level a hexblade can curse his foes with bad luck. Once per encounter he may, as an immediate action, force an opponent to re-roll any one attack roll, skill check, or saving throw that they have just made. The opponent takes the worst of the two rolls. At 7th level and every 4 levels after (11, 15, 19), the hexblade gains one additional use of this ability per encounter.
Dark Companion (Su): See the hexblade alternate class feature on page 47 of the Player’s Handbook II.
Bonus Feat: At 5th level, and every 4 levels thereafter (9th, 13th, 17th), a hexblade gains a bonus feat from the following list: Ability Focus, Combat Casting, Empower Spell-like Ability, Extra Invocation, Heighten Spell-like Ability, Mage Slayer, Maximize Spell-like Ability, Quicken Spell-like Ability.
Greater Hexblade’s Curse (Su): At level 8, the hexblade’s curse becomes much more potent. It now functions as a bestow curse spell with a caster level equal to the hexblade’s class level, although it keeps its original DC (10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) and SR is not applied. This effect includes the ability to create curses in keeping with the power level of the possible effects (-4 to all saves, skill checks, and ability checks and damage rolls, -6 to a single ability score (minimum 1), or 50% chance to lose their action). A successful save against one of these effects renders the target immune to that effect for 24 hours. For the purposes of dispelling this effect, treat it as a spell of a level equal to 1/2 the hexblade’s level, rounded down (maximum 9, minimum 1). The hexblade’s caster level equals his class level.
Persistent Hex (Su): At 10th level a hexblade’s curse resists almost every attempt to dispel it. A successful dispel attempt merely grants the victim a second saving throw. If this save fails, the spell still afflicts the target.
Aura of Unluck (Su): At 12th level, a hexblade radiates a palpable aura of bad luck. All attacks against the hexblade suffer a 20% miss chance. This effect affects all targeted attacks and all targeted spells, but does not affect a spell the hexblade is caught in the middle of. This effect does not stack with similar effects generated through items or spells: only the best applies.
Dire Hexblade’s Curse (Su): At level 16, the hexblade’s curse becomes much more potent. It now functions as a greater bestow curse spell with a caster level equal to the hexblade’s class level, although it keeps its original DC (10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) and SR is not applied. This effect includes the ability to create curses in keeping with the power level of the possible effects (-8 to all saves, skill checks, and ability checks and damage rolls, -6 to any two ability score (minimum 1), reduce one ability score to 1, or 75% chance to lose their action). A successful save against one of these effects renders the target immune to that effect for 24 hours. For the purposes of dispelling this effect, treat it as a spell of a level equal to 1/2 the hexblade’s level, rounded down (maximum 9, minimum 1). The hexblade’s caster level equals his class level.
Word of Change: At level 18, the Hexblade learns the Word of Changing Invocation, and may case it even though he is unable to cast Dark Invocations.
Greater Aura of Unluck (Su): At 20th level the hexblade’s Aura of Unluck is so strong that all attacks against the hexblade suffer a 50% miss chance. This effect affects all targeted attacks and all targeted spells, but does not affect a spell the hexblade is caught in the middle of. This effect does not stack with similar effects generated through items or spells: only the best applies.
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