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10 Wis

14 Int +2

11 Con -2

18 Str

13 Cha 4th +1

14 Dex +2

1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding

2nd +1 +0 +3 +0 Evasion

3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1

4th +3 +1 +4 +1 Uncanny dodge

5th +3 +1 +4 +1 Sneak attack +3d6

1| +1|+2|+0|+2|Hexblade's Curse 1/day, Arcane Talent|-|-|-|-

2| +2|+3|+0|+3|Arcane Resistance|-|-|-|-

3| +3|+3|+1|+3|Mettle|-|-|-|-

4| +4|+4|+1|+4|Dark Companion|1|-|-|-

5| +5|+4|+1|+4|Bonus Feat, Hexblade's Curse 2/day|1|-|-|-

1st +1 +2 +0 +0 Ghost Step 1/day

1st +0 +0 +2 +0 Sneak Attack +1d6, Death Attack, Poison Use, Spells |0|

*5th +5 +4 +4 +4 Sneak attack +3d6, Uncanny dodge, trap sense +1, Evasion, trapfinding,
Hexblade's Curse 2/day, Arcane Talent, Arcane Resistance, Mettle, Dark Companion, Bonus Feat |1|
Skills 8+intx4 8+int per level D10

*1st +1 +2 +2 +0 Ghost Step 1/day, Sneak Attack +1d6, Death Attack, Poison Use, Spells |0| Skills 4+Int
D8
The rogue’s class skills (and the key ability for each skill) are

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft

(Int), Decipher Script (Int), Diplomacy (Cha), Disable

Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery

(Int), Gather Information (Cha), Hide (Dex), Intimidate

(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis),

Move Silently (Dex), Open Lock (Dex), Perform (Cha),

Profession (Wis), Search (Int), Sense Motive (Wis),

Sleight of Hand (Dex), Spot (Wis), Swim (Str),

Tumble (Dex), Use Magic Device (Cha), and

Use Rope (Dex)

The hexblade’s class skills (and the key ability for each skill)

are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy

(Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession

(Wis), Ride (Dex), and Spellcraft (Int)

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, with light
and medium armor, and with shields (except tower shields). Because the somatic components required
for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light or medium armor
and carrying a shield without incurring the normal arcane spell failure chance. However, like any other
arcane spellcaster, a hexblade wearing heavy armor incurs a chance of arcane spell failure if the spell in
question requires a somatic component. A multiclass hexblade still incurs the normal arcane spell failure
chance for arcane spells derived from other classes.

Hexblade’s Curse (Su): 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 -2 penalty on attacks,
saves, ability checks, skill checks and weapon damage rolls for 1 hour thereafter. A successful Will save
(DC 10 + ½ the hexblade’s class level + the hexblade’s Cha modifier) negates the effect though a curse
attempt is not wasted if the target saves successfully. A hexblade can use her curse ability a number of
times per day as listed on Table 1, with a number of additional daily uses equal to her Charisma
modifier. Multiple Hexblade’s Curses don’t stack and any foe that successfully resists the effect cannot
be affected by the same Hexblade’s Curse for 24 hours. Any effect that removes or dispels a curse
eliminates the effect of a Hexblade’s Curse.

Arcane Talent: A hexblade’s arcane ability manifests very early in her career. Beginning at 1st level, a
hexblade learns 2 cantrips from the Sor/Wiz spell list, which she can use as spell-like abilities a total
number of times per day equal to half her level (rounded down) plus her Charisma modifier.
Additionally, she learns one new Sor/Wiz cantrip at levels 5, 10, 15 and 20.
Mettle (Ex): 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 can create an illusory companion resembling a panther, spun
from the darkness of night, which weakens her foes. The hexblade gains the Dark Companion class
feature, as described on p. 47 of the Players Handbook II.

Bonus Feat: At 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade gains a bonus
feat. She may select this feat from the list of [Hex] feats, or from the following list: Combat Casting,
Greater Spell Focus (enchantment, necromancy or transmutation only), Spell Focus (enchantment,
necromancy or transmutation only), Spell Penetration.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her
attack, she can strike a vital spot for extra damage. Basically, the rogue’s attack deals extra damage any
time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity
bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases
by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this
extra damage is not multiplied. (See Table 8–5: Attack Roll Modifiers and Table 8–6: Armor Class

Modifiers, page 151, for combat situations in which the rogue flanks an opponent or the opponent loses
his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet.
A rogue can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal
damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal

damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of
her weapon in order to execute a sneak attack. (See Nonlethal Damage, page 146.)

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes,
plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is
not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital
spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with
concealment (see page 152) or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a
Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well
hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only
rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 +
the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable
Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming
it.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage
on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage.
Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one
who is unconscious or paralysed) does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving
her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by
traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to
+4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from
multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or
struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class (a rogue with at least two levels of
barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.

Hex Feats

Hex feats alter the nature of one or more of a hexblade’s class features. A hexblade can select a Hex feat
whenever he would gain a hexblade bonus feat as well as every three levels, as normal.

AGGRESSIVE COMPANION [Hex]

Prerequisites: Dark Companion class feature


Benefit: Any enemy affected by your dark companion takes a -2 penalty on attack rolls and weapon
damage rolls. This penalty replaces the normal penalty on saves and AC and stacks with the penalty
imposed by the Hexblade’s Curse class feature.

Normal: An enemy affected by your dark companion takes a -2 penalty on its saves and AC.

CURSE OF THE ZINDOKI [Hex]

The signature ability of a Zindoki, this feat allows you to steal that which makes your opponent most
powerful. Targeting the source of his or her pride can be the best route to victory.

Prerequisites: Hexblade’s Curse class feature, Knowledge (arcane) 9 ranks, Intimidate 5 ranks

Benefit: You gain a new ability that you can use any time a foe would be affected by your Hexblade’s
Curse. A foe affected by a Curse of the Zindoki takes damage to one ability score (of your choice) equal
to twice the penalty your Hexblade’s Curse would normally impose. This curse can manifest itself in an
appropriate physical symptom (most commonly the apparent removal or atrophy of the target’s
genetalia), though these symptoms are illusory and have no effect other than the normal penalties
associated with ability damage. This affect replaces the normal penalties imposed by your Hexblade’s
Curse.

Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves,
attack rolls and weapon damage rolls.

CURSED STRIKE [Hex]

A smokey miasma flows from your blade as it bites into the flesh of your enemy.

Prerequisite: Hexblade's curse class feature, power attack

Benefit: You make a single attack as a standard action or as part of a charge or spring attack. If you hit,
you can immediately use your hexblade's curse on the opponent you struck, channeling the curse
through your attack. The penalty imposed by your curse increases by 1 when you deliver your curse in
this manner. Additionally, if you used your power attack feat on this attack, the DC to resist your curse
increases by an amount equal to the power attack penalty you applied to your attack.

ENHANCED HEXBLADE’S CURSE [Hex]

Prerequisites: Hexblade’s Curse class feature, ability to cast 1st level hexblade spells

Benefit: This feat substantially increases the versatility of your curse ability, the true source of a
hexblade’s power. When you take this feat, you select one ability from the following list. Whenever you
affect an enemy with your Hexblade’s Curse, you can choose to have it manifest the effects of the ability
selected instead of the normal curse effects.
When you take this feat, select one of the following curses:

Curse of Blindness: The target of your curse is blinded for the duration of the curse effect.

Curse of Hunger: It is widely-believed that hexblades can halt the rainfall and cause crops to whither. A
hexblade with the Curse of Hunger ability can impose the effects of famine and drought on her foes. The
target of your Hexblade’s Curse is exhausted for the duration of the curse effect, even if she consumes
food or water. The target returns to normal immediately after the duration of the curse expires.

Curse of Lethargy: The target of your Hexblade’s Curse is affected as if by the Slow spell for the duration
of the curse effect.

Curse of the Mind: The target of your Hexblade’s Curse is confused for the duration of the curse effect.

Curse of Sickness: The target of your Hexblade’s Curse is affected as if by the Contagion spell. Unlike
normal Hexblade’s Curses, this curse does not end after one hour, instead allowing the disease to take
its course.

Curse of Silence: The target of your Hexblade’s Curse is affected as if by the Silence spell for the duration
of the curse effect.

Curse of Vertigo: You overwhelm the target’s mind with your baleful powers. The target of your
Hexblade’s Curse is nauseated for the duration of the curse effect.

Curse of Vulnerability: Distracted by your hindering powers, the target of this curse leaves himself
vulnerable to attack. The target of your Hexblade’s Curse takes a penalty to AC equal to twice penalty
your Hexblade’s Curse ability would normally impose.

Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves,
attack rolls and weapon damage rolls.

Special: You can select this feat multiple times, choosing a different curse ability each time you take the
feat. All of these abilities are considered to be Hexblade’s Curses.

ENLARGE CURSE [Hex]

Prerequisite: Hexblade’s Curse class feature

Benefit: You can use your curse ability on any creature who is visible to you and who is within 90 ft.

Normal: Your Hexblade’s Curse has a range of 60 ft.

GREATER DARK COMPANION [Hex]

Prerequisites: Dark Companion class feature


Benefit: Any enemy affected by your dark companion takes a -3 penalty on its saves and AC. As your
hexblade level increases, this penalty also increases, becoming -4 at level 10, -5 at level 15, and -6 at
level 20.

Normal: Any enemy adjacent to your dark companion takes a -2 penalty on its saves and AC.

LOOMING COMPANION [Hex]

Prerequisites: Dark Companion class feature

Benefit: Any enemy within 10 feet of your dark companion takes a -2 penalty on its saves and AC.

Normal: Only adjacent enemies are affected by your dark companion.

MOBILE COMPANION [Hex]

Prerequisites: Dark Companion class feature

Benefit: In addition to the movement abilities it has as a result of your normal modes of movement, your
dark companion gains one of the following movement capabilities:

A swim speed equal to your land speed, including a +8 racial bonus on Swim checks and the ability to
take 10 on a swim check under threatening conditions.

The earth glide ability of an earth elemental with a speed equal to your land speed.

A fly speed equal to your land speed with good maneuverability.

At your option, your dark companion’s appearance may change to reflect its new abilities. It may, for
example, sprout wings from its shoulders or develop webbed paws and a flat, paddle-like tail.

Normal: Your dark companion’s speed is equal to yours, including all modes of movement you possess.

RESTRAINED MALICE [Hex]

Prerequisites: At least one Baleful Aura

Benefit: When you activate your Baleful Aura, you can choose to designate a number of creatures equal
to your Charisma modifier (minimum 1) as being immune to the effects of that aura. This immunity lasts
as long as you maintain the aura.

Normal: All non-mindless creatures are affected by your Baleful Aura.

ROAMING COMPANION [Hex]


Prerequisites: Dark Companion class feature

Benefit: Your dark companion can move up to 200 ft away from you before winking out and reappearing
at your side (as described in the ability’s description). Additionally, it can move into areas where you do
not have line-of-effect within this limit, though you cannot usually see these areas and so must direct
your companion blind.

Normal: Your dark companion can only move 120 ft away from you and cannot enter areas where you
do not have line-of-effect.

TASTE OF BLOOD AND WOE [Hex]

You feel vitality and life coursing through your veins as your baleful power ensnares your foe. You've
never felt so alive.

Prerequisites: Hexblade's curse class feature, Knowledge (arcana) 4 ranks

Benefit: In addition to your hexblade's curse's normal effect, any target you successfully curse takes 1d6
points of non-lethal damage per point of penalty the curse imposes. You gain temporary hit points equal
to the damage you deal with this ability. The temporary hit points are lost before your normal hit points.
They disappear after 1 minute or when they are lost in combat, whichever comes first. You only benefit
from temporary hit points from one use of this ability at a time, though you continue to deal non-lethal
damage with each use of your hexblade's curse. For example, if a 3rd level hexblade used this ability, her
opponent would take the normal -2 penalty and 2d6 points of non-lethal damage. The hexblade would
gain temporary hit points equal to the damage she dealt. If she cursed another opponent before all her
temporary hit points were lost, she would still deal non-lethal damage but would not gain any additional
hit points.

TWIN CURSES [Hex]

Prerequisites: Hexblade’s Curse class ability, Spellcraft 9 ranks

Benefit: You can affect two foes with your Hexblade’s Curse instead of one. The targets must be within
10 feet of each other and within range of your curse ability. Both targets suffer the same curse effect.

Normal: You can affect one foe per use of your Hexblade’s Curse.

UNHALLOWED HEX [Hex] - created by Satyrus

You concentrate the natural dark energies of your curses so much that living beings are damaged by
your Hexblade's curse.

Prerequisites: Hexblade's Curse

Benefit: Whenever you target a creature with your Hexblade's Curse, in addition to the normal penalties
imposed on a failed save the target takes +1d6 points of negative energy damage for every -2 the target
recieves from the curse. Even on a successful save the target still takes half the negative energy damage.
So at 7th level a hexblade would deal an additonal +2d6 negative energy when using their hexblade's
curse and give a -4 penalty when their target fails a save.

General Feats

HEXING BINDER - created by Dracomortis

You can tap into the power of the mysterious entities that are bound within you to strengthen your
curses.

Prerequisites: Hexblade's curse, soul binding

Benefit: While you have at least one vestige bound in a good pact, the DC of your hexblade's curse is
increased by 2.

If you have levels in binder and hexblade, those levels stack for the purpose of determining the number
of times per day you can use your hexblade's curse and the number of pact augmentations you can have
active at one time.

HEXING KNIGHT - created by Dracomortis

You are a special breed of dark paladins who have learned to use their smiting attacks to amplify the
curses you have placed upon your foes for a brief time.

Prerequisites: Hexblade's curse, smite good

Benefit: When you successfully use your smite good ability against a target that is afflicted by your
hexblade's curse, the target must also make a Fortitude save (DC 10 + 1/2 your character level + your
Charisma modifier) or be nauseated for 1 round.

In addition, you may multiclass freely between the hexblade and paladin of slaughter (if you are chaotic
evil) or paladin of tyranny (if you are lawful evil) classes. You must still maintain the appropriate
alignment in order to retain your paladin abilities and take paladin levels. You still face the normal XP
penalties for having multiple classes more than one level apart, if applicable.

HEXING MAGE - created by Dracomortis

You have dabbled farther into the arcane arts than most of your peers, and have learned to tap into that
energy to strengthen your defense against magic.
Prerequisites: Hexblade's curse, ability to prepare 2nd-level arcane spells

Benefit: You can expend one of your prepared spells to increase the penalty of your hexblade's curse on
all targets currently affected by it for 1 round. This increase is equal to one-half the level of the spell
sacrificed (minimum 1). The spell is lost as if you had cast it.

In addition, when determing the bonus of your arcane resistance class feature or the DC of any hexblade
spell you cast, you may apply either your Intelligence modifier or your Charisma modifier, whichever is
higher. You must still have a Charisma score equal to 10 + the level of the hexblade spell in order to
learn or cast it, and your bonus spells per day (if any) are still determined by your Charisma score.

If you have levels in hexblade and wizard, those levels stack for the purpose of determining the strength
of your hexblade's curse and the benefits that your familiar receives.

SCATHING CURSE - created by arguskos

Prerequisites: Intimidate 8 ranks, Hexblade's Curse ability

Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at the same
time, replacing the DC of your Curse with the results of your Intimidate check. A creature can only be
affected by a given Hexblade's Scathing Curse once per 24 hour period.

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