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Battlehexer

...You've gotta ask yourself a question: 'Do I feel lucky?' Well, do ya, punk?
-Harry Callahan, Dirty Harry
Battlehexers are warriors who have some innate connection to luck and magic, allow them to cast
spells and lay hexes upon their enemy. Battlehexers are feared on the battlefield, bringing arcane spells
and the strange powers of hexes down on their enemies.
Role: Battlehexers are potent melee combatants, with the ability to meld magic and swordplay, as well
as the power to control the battlefield with hexes and spells. If you need an enemied stymied or hurt,
ask a Battlehexer.
Hit Die: d10
Starting Wealth: As Fighter
Starting Age: Self-taught
Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge[Arcana, Dungeoneering, Nature,
Planes], Profession, Ride, Spellcraft, Swim, Use Magic Device
Skill Ranks per Level: 2 + Int
Table: The Battlehexer:
Lv
BAB
Fort Ref Will Special
Spells/Day
1st 2nd 3rd 4th
1

+1

+2

+0

+2

Hexed Blade, Cantrips, Hex

1 -

+2

+3

+0

+3

Quickened Hex

1 -

+3

+3

+1

+3

Hex

1 -

+4

+4

+1

+4

Bonus Feat

1 1

+5

+4

+1

+4

2 1

+6/+1

+5

+2

+5

Hex, Hex Strike (1 hex)

2 1

+7/+2

+5

+2

+5

Mass Hex

2 1

+8/+3

+6

+2

+6

Bonus Feat

2 2

+9/+4

+6

+3

+6

Hex

3 2

10

+10/+5

+7

+3

+7

3 2

11

+11/+6/+1

+7

+3

+7

Hex Strike (2 hexes)

3 2

12

+12/+7/+2

+8

+4

+8

Hex, Major Hex, Bonus Feat, Persist Hex

3 3

13

+13/+8/+3

+8

+4

+8

4 3

14

+14/+9/+4

+9

+4

+9

4 3

15

+15/+10/+5

+9

+5

+9

4 3

16

+16/+11/+6/+1

+10

+5

+10 Hex Strike (3 hexes), Bonus Feat

4 4

17

+17/+12/+7/+2

+10

+5

+10 Irresistible Hex

5 4

18

+18/+13/+8/+3

+11

+6

+11 Hex, Grand Hex

5 4

19

+19/+14/+9/+4

+11

+6

+11

5 4

20 +20/+15/+10/+5 +12

+6

+12 Hex Strike (4 hexes), Bonus Feat, Hex Storm 5 5

Hex

Proficiencies: Battlehexers are procificient in all simple and martial weapons, as well as light, medium
and heavy armor, and shields (excluding tower shields)
Spellcasting: Battlehexers cast spontaneous arcane spells, but must commune with the forces within
themselves to ready their spells. Effectively, they know all spells on their list, and must prepare a list
of spells to be available for them to cast. They can simply cast any 0-level spells on their list at-will.
Any effect that adds a spell to their list of spells known, it is simply added to their spell list. Your
maximum spell level, bonus spells, save DCs, and all other appropriate variables for spellcasting with
this class are based on Charisma. Bonus spells per day apply to the number of spells you may cast, not
the number you can have prepared.
Level
1st
2nd
3rd
4th
1

10

11

12

13

14

15

16

17

18

19

20
7
6
6
5
Hexed Blade (Ex): Battlehexers have the ability to channel the energy of their spells into their
weapons. When casting a spell with a range of touch, they may make an attack with a melee weapon
instead of a touch attack, dealing the weapon's damage and inflicting the effects of the spell on that
target as normal. In addition, you may substitute attacks with ranged weapons for ranged touch attacks
for your spells in the same way. If you cast a touch to ranged touch spell with a casting time less than a
full action, and you are capable of making multiple attacks in a full attack action, you can make a full
attack in place of the touch or ranged touch attack. You may only inflict the effect of the spell once, but
the effect is inflicted if any of your attacks hit (so, you can miss with your first attack, and the spell still
takes effect if you hit on the second).
Hexes (Su): Much like a Witch, a Battlehexer can use hexes to befuddle and weaken his enemies or

gain certain benefits. You may choose any Witch Hex, using Battlehexer levels in place of Witch levels
(levels in the two classes stack only if you take the same hex in each class, and only for hexes where
you have done so). At level 12, you gain access to Major Hexes, and at level 18, you gain a Grand Hex.
The save to resist a hex is equal to 10 + 1/2 class level + the battlehexer's Charisma modifier.
Quickened Hex (Ex): Battlehexers can, when necessary, release a burst of unluck on an enemy in the
blink of an eye. At level 2, 3 + Cha Bonus times per day, you can use a Hex as a Swift Action. You may
not use this ability on a given Hex in consecutive rounds (so you could Cackle as a Swift action, but
next round, you would have to use the normal move action). You can also expend a spell slot to gain an
additional use of this ability as a free action.
Bonus Feats: At level 4, and every 4th level thereafter, a Battlehexer may select a Combat feat for
which he qualifies as a bonus feat.
Hex Strike (Su): 5th level Battlehexers have learned to meld combat and magic, inflicting hexes on the
targets of their attacks. If you hit a target more than one time with attacks from a weapon, you may
choose to inflict a Hex you can use on them as a free action. At level 11, if you hit a target with at least
three attacks from a weapon, you may inflict up to two Hexes on the target. At level 16, you may inflict
up to 3 hexes on any target you hit with at least 4 weapon attacks.
Mass Hex (Ex): When using a Hex that requires an action less than a Full Action, you may increase the
action required to a full action and effect 1 target + 1 target per point of Charisma Bonus you have. If
you wish to maintain the effect with Cackle, you must effect each target individually (either with
multiple Cackles, or with another use of Mass Hex).
Persist Hex (Ex): Once per day, a Battlehexer of at least level 12 can create a long-lasting Hex,
causing a Hex they use to last 24 hours on its target.
Irresistible Hex (Ex): At level 17, a Battlehexer can expend a spell slot as a free action while using a
Hex with a Save DC to increase the DC by twice the level of the slot.
Hex Storm (Su): At level 20, a Battlehexer is a veritable maelstrom of bad luck. All enemies who
come within 30 feet of him are subjected to the effect of one Hex he knows (he may choose which Hex
as a move action, but those already in the area are not automatically subjected to the new effect), which
persists until they leave the area. If a creature makes a save against the Hex, they are immune for 24
hours. Additionally, once per day, the Battlehexer can create a storm of curses, activating all Hexes he
knows, and affecting any applicable targets he chooses within 60 feet of him (excluding Cackle). These
Hexes' effects persist until the encounter ends.

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