Hexblade

Hexblade

*Credit and Thanks to u/DeliciousJudgement and other posters on r/Pathfinder_RPG for helping me iron out kinks and making Hexblade a much cooler class*

Level

BAB

Fort

Ref

Will

Special

Sneak Damage

0

1

2

3

4

5

6

1

0

0

2

2

Patron, Patron Talent
Bonded Blade, Patron Spell (0&1) Nimble Bond

1d6

3

1

2

1

0

3

3

Hex

4

2

3

2

1

3

3

Patron Talent, Nimble Bond

4

3

4

3

1

4

4

Hexed Strike
Patron Spell (2)

2d6

4

3

1

5

3

1

4

4

Hex,Nimble Bond

4

4

2

6

4

2

5

5

Patron Talent

5

4

3

7

5

2

5

5

Patron Spell (3)

5

4

3

1

8

6/1

2

6

6

Hex, 

3d6

5

4

4

2

9

6/1

3

6

6

Patron Talent

Awoken Blade

5

5

4

3

10

7/2

3

7

7

Patron Spell (4)

5

5

4

3

1

11

8/3

3

7

7

Major Hex, Hex

5

5

4

4

2

12

9/4

4

8

8

Patron Talent

4d6

5

5

5

4

3

13

9/4

4

8

8

Advanced Hexed Strike,Patron Spell (5)

5

5

5

4

3

1

14

10/5

4

9

9

Hex

5

5

5

4

4

2

15

11/6/1

5

9

9

Patron Talent

5

5

5

5

4

3

16

12/7/2

5

10

10

Patron Spell (6)

5d6

5

5

5

5

4

3

1

17

12/7/2

5

10

10

Hex

5

5

5

5

5

4

2

18

13/8/3

6

11

11

Patron Talent

5

5

5

5

5

4

3

19

14/9/4

6

11

11

Grand Hex, Hex

5

5

5

5

5

5

4

20

15/10/5

6

12

12


Grand Hexed Strike

6d6

5

5

5

5

5

5

5

Imbued with sinister power the hexblade is a precise and deadly foe who focuses on leaving their enemies weaker than they found them. hexblades combine their supernatural hexes with their ability to strike unaware opponents to inflict debilitating conditions along with a knife to the gut.

Role: The hexblade combines the combat style of a rogue, sneak attacks and careful positioning, with a witch’s ability to impart serious detriments on their foes through hexes and spells. The hexblade excels at weakening and whittling away at enemies for their allies or poisons to finish off.

Parent Classes: Rogue and Witch

Hit Dice: d8


Weapon and Armor Proficiency: Hexblades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. A hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Skills: 4+int/level


Class skills: Acrobatics, Climb, Craft, Disable Device, Escape Artist, Fly, Intimidate, Knowledge (Arcana, dungeoneering, nature), Perception, Profession, Sleight of Hand, Spellcraft, Stealth, Swim, and Use Magic Device 

Bonded Blade: A hexblade forms a personal bond with a spirit that inhabits her blade. This blade must always be of at least masterwork quality and must be a light piercing or slashing weapon or a rapier. This blade functions as her familiar/spellbook. All the hexblade spells are stored in the blade and the hexblade must commune with the blade to prepare spells. If a hexblade attempts to cast a spell without her bonded blade worn or in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level

If the bonded blade is damaged it is magically restored the next time the hexblade rests and prepares spells. The hexblade can transfer the bond, and all stored spells to a different blade in a ritual that costs 75 gold per Hexblade level and takes 8 hours. If the bonded blade is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per hexblade level plus the cost of the item. This ritual takes 8 hours to complete.Adding spells to the Bonded Blade follows roughly the same process in cost and time as adding a spell to a wizards spellbook. The particular spirit of the blade depends on the patron the hexblade selects.

Patron: hexblades are attuned to a specific spirit or force in the world that has taken a special interest in them. The choice of patron, provides a bonus to one of the hexblade’s skills,  influences the bonus spells the hexblade learns and imbues them with talents suited to their focus as detailed in the Patron description.

Patron Talents: Due to the influence of her patron the hexblade learns a number of specialized tricks and abilities. This feature counts as the rogue’s rogue talent for feats and abilities that reference or rely on it. If the hexblade chooses to take the extra talent feat she may choose from any rogue talent she qualifies for. 

Spells: A hexblade casts arcane spells drawn from the witch spell list. A hexblade must choose and prepare her spells ahead of time. Only witch spells of 6th level or lower are considered part of the the hexblade’s spell list.

To learn or cast a spell, a hexblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Intelligence modifier.

A hexblade can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: hexblade. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A hexblade may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her blade. While communing, the hexblade decides which spells to prepare.

Cantrips hexblades can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: hexblade under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

The hexblade starts the game with their bonded blade knowing all 0 level spells and a number of 1st level spells equal to 3 plus their intelligence modifier. Each level the hexblade learns 2 new spells of any level they can cast. 

Nimble Bond:At 1st level,whenever the hexblade wields her bonded blade she treated as having Weapon Finesse with that weapon. 

At 3rd level whenever she makes a successful melee attack with the bonded weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the hexblade from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.

At 5th level when the hexblade is wielding her bonded weapon in her main hand and a light piercing or slashing weapon in her off-hand she may apply the benefits of nimble bond to attacks made with her off-hand weapon as well.

Hexes: Hexblades learn a number of magic tricks, called hexes, that grant them powers or weaken foes as noted on Table: hexblade. A hexblade cannot select an individual hex more than once. This feature counts as the witch feature of the same name for feats, abilities, or spells that reference it, for example the feat extra hex.

If the hexblade chooses the extra hex feat, she may select any witch hex with it, though only the ones listed below are able to be applied through the hexstrike class feature. 

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the hexblade’s level + the hexblade’s Intelligence modifier.

The hexblade can use a number of hexes per day equal to ?  her hexblade level + her intelligence modifier. The Cackle hex and hexes applies through Hexed strike do not count against this total.  

Starting at 11th level the hexblade may select a major hex whenever she would select a new hex.

At 19th level the hexblade may select a grand hex when she selects her hex that level. 

Hexes:
Evil Eye:The target takes a –2 penalty on one of the following (hexblade’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the hexblade’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.

Blight: Blighting an area takes 1 round, during which time the hexblade and her familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A hexblade can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage.

Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A hexblade can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Cackle: A hexblade can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, disorient hex, evil eye hex, terror hex, or misfortune hex caused by the hexblade has the duration of that hex extended by 1 round.


Misfortune:The hexblade can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day


Disrupt Connection:The hexer disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will save or be confused for 1d4 rounds. While it’s confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the hexer had summoned it (attacking the hexer’s enemies or performing such other tasks that the hexer can communicate to it).

At 8th level, this hex causes the summoned creature to act as if the hexer had summoned it on a result of 51–100.

At 16th level, this hex causes the summoned creature to act this way on a result of 26–100. The cackle hex extends the duration of this hex by 1 round.

Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours


Scar:The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The hexblade can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging.

The hexblade can withdraw this hex from a target as a move action at any range. The number of supernatural scars the hexblade can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Slumber: A hexblade can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the hexblade’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Summer’s Heat: The hexblade surrounds her target with oppressive heat, dealing a number of points of nonlethal damage equal to her hexblade level and causing the target to become fatigued. The target can attempt a Fortitude save to reduce this nonlethal damage by half and negate the fatigued condition. Whether or not the target succeeds at this save, it can’t be the target of this hex again for 1 day.

Unnerve Beasts:The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the hexblade’s Intelligence modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.

Discord:The hexblade can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target’s attitude toward the other creature decreases by one step. A successful Will save negates this effect. The effect lasts for a number of rounds equal to the hexblade’s Intelligence modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps.


Cursed Wound:For a number of days equal to 3 + the hexblade’s Intelligence modifier (minimum 1), whenever the victim is the target of a conjuration (healing) spell or magical healing effect, the caster of the healing effect must succeed at a caster level check (DC = 11 + the hexblade’s level) to end the hex. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim’s last 10 points of damage. Thus, the victim’s effective maximum number of hit points is 10 fewer than normal. A successful Will save reduces the duration of this hex to 1 round. At 5th level, the victim of this hex also takes a –2 penalty on Fortitude saving throws to avoid contracting a disease or poison from an injury.


Disorient: The target loses its dex bonus to AC vs the hexblade for 1 round. Will negates
Hamper: The target’s speed is reduced by half, and is unable to take 5-ft steps for 1 round. Fortitude save negates.
Confuse: The target is Confused for 1d3 rounds, Will save reduces it to 1 round.

Terror:The target is shaken for 1d3 rounds. Will save reduces it to 1 being shaken for 1 round.

Sicken: The target is sickened for 1d3 rounds, Fortitude save reduces it to 1 round.

Major Hexes:
Infected Wounds: The target’s wounds become infected (Fortitude negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.

Agony: With a quick incantation, a hexblade can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the hexblade’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Delicious Fright:The target of this hex becomes shaken for a number of rounds equal to 3 + the hexblade’s Intelligence modifier. As long as the hexblade remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.


Nightmare:Calling upon fell powers, a hexblade can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.

Harrowing Curse:The hexblade can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns. The target is affected as if by the spell bestow curse using the hexblade’s caster level, except that the hexblade can decrease only the ability score that corresponds to the suit of the card drawn. Whether or not the save is successful, a creature cannot be targeted by this hex more than once in 24 hours.

Restless Slumber: The hexblade causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn.

This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused for a number of rounds equal to half the hexblade’s level. The hexblade must have the slumber hex to select this hex.

The hexblade causes a creature within 30 feet to age rapidly, empowering the hexblade in the process.

Withering:The target ages to the next age category (adult to middle-aged, and so on). The hexblade gains a number of temporary hit points equal to 1d10 + her hexblade level and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Intelligence modifier. These effects last for a number of hours equal to the hexblade’s level.

A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.

Grand Hexes:

Abominate:The hexblade transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV. Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.

Death Curse:This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the hexblade. Slaying the hexblade that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Dire Prophecy: The hexblade curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the hexblade may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the hexblade’s caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.

The hexblade must decide to apply this penalty before the roll to be modified is made. If the hexblade does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.

Forced Reincarnation:The hexblade causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Retribution:A hexblade can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the hexblade’s Intelligence modifier. A Will save negates this effect.

Hexed Strike:

At 4th Level whenever the hexblade would sneak attack damage with their bonded weapon, they may sacrifice a sneak attack dice to apply a hex to the target instead.  The hexblade may sacrifice additional sneak attack dice to raise the DC for the hex by 1 for each die sacrificed (maximum of 1 for every 4 levels). 

At 13th Level the hexblade can reduce the sneak attack by 2d6 to apply a major hex.

At 20th Level the hexblade can reduce the sneak attack damage by 3d6 to apply a Grand Hex. The sneak attack penalty for applying a major hex is reduced to 1d6, and the penalty to apply a regular hex is removed.

Awoken Blade: The connection between the hexblade grows stronger allowing 

the hexblade to manifest an effect based on the patron spirit in the blade.
Each activation of this ability consumes 2 of the hexblade’s available daily hexes. 


Poison: As a standard action the blade emits a sickly green pulse, any enemy within 5 ft must make a fortitude saving throw equal to 10+? the hexblades level+the hexblade’s int modifier or be nauseated for 1 round and sickened for 1d4 rounds. At 15th level the radius increases to 10 ft and enemies are nauseated for 1 round then sickened for 2d4 rounds on a failed save.


Death:The blade pulses with a dark violet energy along its edge. As a standard action the hexblade may point it at a target within 30 feet and a small bolt of the same purple energy flies towards it. The hexblade makes a ranged touch attack that deals 2d6+int mod necrotic damage. At 15th level the damage increases to 4d6+int mod.

Shadow:As a swift action the sword wreaths itself and its wielder in whirling black shadows. Creatures without special sensory abilities have difficulty making out the hexblade’s true form, granting the hexblade 20% concealment until the start of her next turn. At 15th level the concealment increases to 35% and the hexblade is considered to be in an area of dim light until her next turn.


Speed:Swirling streams of air emanate from the tip of the blade and over the hexblade’s body as a swift action. For the turn the hexblade gains 10 movement speed and a +2 dodge bonus to AC. At 15th level the movement speed increases to 20 feet and the Hexblade may move up to her speed and make a single attack as a full round action. She may move both before and after this attack. She must move at least 10 ft before the attack, but does not provoke an attack of opportunity from the target of her attack.

Trickery:As a swift action the blade begins to shine and sparkles with silvery light, mildly distracting opponents and giving the hexblade + 2 to Steal, Feint, Dirty Trick, and Disarm combat maneuvers for the round and attempting those maneuvers doesn’t provoke an attack of opportunity until the beginning of the hexblade’s next turn. At 15th level these bonuses increase to +4 and the hexblade is treated as having Greater Steal, Feint, Dirty Trick, or Disarm until her next turn.

Ice: As an immediate action after being hit by a melee attack the hexblade channels the chilly spirit of her blade into her body. The creature who hit the hexblade with the attack takes 1d6+int mod cold damage. At 15th level a creature who takes damage this way must succeed a will save equal to 10+? the hexblades level+the hexblade’s int modifier or be slowed for 1 round. This ability has no effect on a creature using a reach weapon to attack the hexblade. 

Patrons:

Poison:

Skill: +2 Craft (Alchemy)

Spells
0- Acid Splash 1-Ray of Sickening 2-Pernicious Poison 3-Spit Venom 4- Miasmatic Form 5-Vengeful Stinger 6- Eyebite

Talents
1: Poison Use:The hexblade no longer risks poisoning herself when applying poison to a weapon.

3: Lasting Poison:The hexblade can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one.

6: Quick Poison: The hexblade can apply a dose of poison to a weapon as a swift action.

9: Alter Poison: The hexblade can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her hexblade level. 


12:Enhanced Delivery:Whenever The hexblade uses a poisoned weapon to attempt an attack in conjunction with a sneak attack, the DC to resist the poison increases by half her number of sneak attack dice (minimum 1).

15:Deadly Cocktail: The hexblade can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time.

18: Poison Immunity: The hexblade becomes completely immune to all poisons.


Death:

Skill: +2 Knowledge (Dungeoneering) 

Spells:

0-Touch of Fatigue 1-Inflict Light Wounds 2-Death Knell  3-Inflict Serious Wounds 4-Enervation 5-Symbol of Pain 6-Circle of Death

Talents
1:Bleeding Attack: the hexblade  can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the hexblade’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. 


3: Surprise Attack: During the surprise round, opponents are always considered flat-footed to the hexblade , even if they have already acted.

6:Weapon Training:the hexblade gains Weapon Focus as a bonus feat.

9:Accomplished Sneak Attacker:The hexblade gains accomplished sneak attacker as a bonus feat. If she already has accomplished sneak attacker, she adds +1 to her sneak attack damage for each die of sneak attack she possesses (for example 3d6+3).

12:Crippling Strike: the hexblade  can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

15:Deadly Sneak: Whenever the hexblade  takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s and 2s on the sneak attack damage dice as 3s.

18: Assassinate:  the hexblade can kill foes that are unable to defend themselves. To attempt to assassinate a target, the hexblade must first study his target for 1 round as a standard action. On the following round, if the hexblade makes a sneak attack against the target and that target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the hexblade as an enemy. If the sneak attack is successful, the target must attempt a Fortitude saving throw with a DC equal to 10 + 1/2 the hexblade’s level + the hexblade’s Intelligence modifier. If the target fails this save, it dies; otherwise, the target takes the sneak attack damage as normal and is then immune to that hexblade’s assassinate ability for 24 hour


Shadow:
Skill: +2 Stealth

Spells:
0-Penumbra 1-Shadow Trap 2-Shadowmind 3-Shifting Shadows  4-Shadow Jaunt 5-Cloak of Shadows 6-Shadow Walk

Talents

1:Camoflage:  Once per day, a hexblade can craft simple but effective camouflage from the surrounding material. The hexblade needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the hexblade fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The hexblade gains a +4 bonus on Stealth checks while within terrain that matches the material used to make the camouflage.

3:Shadow Duplicate: Once per day as an immediate action when the hexblade is hit, the hexblade can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the hexblade or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the hexblade’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the hexblade’s level. A hexblade can use this ability one additional time per day for every 5 hexblade levels she has.

6:Umbral Gear:As a standard action while in an area of dim light or darkness, a hexblade  can coalesce wisps of shadow into a quasi-real, functional item. The hexblade must choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The hexblade can use such items for a number of minutes per day equal to 10 plus her hexblade level. This duration does not need to be consecutive, but it must be used in 1-minute increments.An item created with this ability remains until the hexblade is no longer touching it, or until the hexblade runs out of duration for this talent, at which time it dissolves.

9:Feint From Shadows: The hexblade can feint in combat using a ranged weapon against a target within 30 feet and cause the opponent to lose his Dexterity modifier against her next melee or ranged attack. The hexblade must have concealment (but not full concealment) from the target of the feint.

12:Darkvision: The hexblade gains darkvision with a range of 60 feet. If the hexblade already has darkvision the range of the hexblade’s darkvision is extended by 60 feet.

15:Hide In Plain Sight: The hexblade  selects a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed. 

18:Shadow Jump: The hexblade gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A hexblade can jump up to a total of 200 feet each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Speed:

Skill:+2 Acrobatics

Spells
0-Mage Hand 1-Expeditious Retreat 2-Cats Grace 3-Haste 4-Dimension Door 5-Air Walk, Communal 6- Wind Walk

Talents

1:Trapfinding: The hexblade adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). The hexblade can use Disable Device to disarm magic traps.

3:Evasion:The hexblade can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the hexblade is wearing light armor or no armor. A helpless hexblade does not gain the benefit of evasion.

6:Uncanny Dodge: The hexblade can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A hexblade with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a hexblade already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead

9:Quick Disable: It takes the hexblade  half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

12:Trap Spotter:Whenever the hexblade  comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

15: Improved Uncanny Dodge:The hexblade can no longer be flanked.

This defense denies another character the ability to sneak attack the hexblade by flanking them, unless the attacker has at least four more levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

18: Improved Evasion: This works like evasion, except that while the hexblade still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless hexblade does not gain the benefit of improved evasion.

Trickery: 

Skill:+2 Sleight of Hand

Spells
0-Ghost Sound 1-Dazzling Blade 2- Mirror Image 3-Dazzling Blade, Mass 4-Horrific Doubles 5-Mirage Arcana 6-Veil

Talents
1:Underhanded Trick: The hexblade gains Improved Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.

3:Sneaky Maneuver: Whenever the hexblade could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her attack roll and attempt a dirty trick, disarm, steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the hexblade deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the hexblade has a feat or ability that allows her to perform it without provoking attacks of opportunity.

6:Combat Swipe: The hexblade gains gains Improved Steal as a bonus feat.

9:Weapon Snatcher: The hexblade can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

12:Hardened Mind: The hexblade  hard to affect with mind-affecting effects. At the start of her turn, if she is still subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect’s level, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, generate the saving throw as if the spell or effect did allow a saving throw.

15:Unwitting Ally:The hexblade can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the hexblade’s next turn. The opponent must be able to hear and see the hexblade, and the hexblade must succeed at a Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the hexblade cannot use this trick again on the same opponent for the next 24 hours. If the hexblade fails the check by 5 or more, she cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.

18:Opportunist:Once per round, the hexblade can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a hexblade with the Combat Reflexes feat can’t use the opportunist ability more than once per round

Ice:

Skill: +2 Acrobatics

Spells: 0-Ray of Frost, 1- Endure Elements, 2-Frostfall , 3-Ice Storm, 4-Wall of Ice , 5- Icy Prison, 6- Cone of Cold.

Talents:
1:Cold Flesh:  At 1st level,the hexblade  gains endure elements as a constant spell-like ability, but only against cold temperatures, and they gain cold resistance equal to ? their level.

3: Icy Acrobat: The hexblade treats icy and snowy surfaces as normal ground, ignoring slippery conditions and difficult terrain caused by snow and ice, though not difficult conditions caused by something other than snow or ice that merely happen to be located on snowy or icy ground. 

6:Blizzard Sight: The hexblade can see normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and similar weather conditions.

9:Freeze and Thaw (Su): At 2nd level, the hexblade can freeze water or melt ice and snow with a touch. As a standard action, they can melt an adjacent 5-foot cube of ice or a 10-foot cube of snow. Melting snow produces a volume of water equal to 10% of the snow’s volume. Alternatively, the hexblade can freeze 5 cubic feet of water into solid ice. This freezing takes place gradually over 1 round, making it almost impossible to trap a creature unless it’s helpless. This ability cannot affect water that is within a creature. One cubic foot of ice contains roughly 8 gallons of water and weighs about 60 pounds.

This ability works on fresh water and saltwater, but has no affect on water creatures; on liquids (frozen or otherwise) other than water; or on magical water, ice, or snow. The hexblade may use this ability a number of times per day equal to ? their level.

12: Ice Magic: The DCs for the hexblade’s spells and hexes with the cold descriptor increase by 1, or by 2 if the hexblade is in a cold environment.

15: Iceglide (Su): At 10th level,the hexblade can move effortlessly at their base land speed through ice or snow. This movement leaves behind no tunnel or hole, and doesn’t create any ripple or other sign of passage. While icegliding, the hexblade can breathe normally. A control water spell cast on an area containing an icegliding hexblade flings them back 30 feet in a random direction, stunning them for 1 round unless they succeed at a DC 15 Fortitude save. The hexblade can use this ability for 10 minutes per day. This time need not be consecutive, but must be spent in 1-minute increments. Activating this ability is a swift action.

18:The hexblade’s spells, spell-like abilities, and supernatural abilities that deal cold damage become horrendously cold. Half the cold damage caused by these effects comes from an otherworldly power and is not subject to being reduced by resistance or immunity to cold-based attacks.

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