Hexer (3.5e Class)

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Hexer
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Hexers are casters of primal spells something like witch-doctors or Hoodoo shamans who do hidden rituals and cast their spells from the safety of a distance. They use their power to torment, weaken or even induce bad luck upon their enemies. Contrary to popular belief not all hexers are evil, though a great many of them are, and may indeed use their powers for the good of others. Hexers of good alignment often use suggestion spells and other means to weaken the resolves of those who would seek to do evil. However certain stereotypes do have a basis in reality as some hexers do make Hoodoo dolls and jab them with pins and knives to hurt or even kill their victems. Hexers often work well with others, particularly combat oriented players, because of their ability to hinder their enemies while others do the fighting or because they can often use their abilities to coerce NPCs in ways that most others cannot.

Alignment


Table: The Hexer
Hit Die: d6

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar 3 1
2nd +1 +1 +1 +3 4 2
3rd +1 +1 +1 +3 5 2 1
4th +2 +1 +1 +4 6 3 2
5th +2 +2 +2 +4 Power Curse I 6 3 2 1
6th +3 +2 +2 +5 6 4 3 2
7th +3 +2 +2 +5 6 4 3 2 1
8th +4 +3 +3 +6 6 4 4 3 2
9th +4 +3 +3 +6 6 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 6 4 4 4 3 2
11th +5 +4 +4 +7 6 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 6 4 4 4 4 3 2
13th +6/+1 +4 +4 +8 6 4 4 4 4 3 2 1
14th +7/+2 +5 +5 +9 6 4 4 4 4 4 3 2
15th +7/+2 +5 +5 +9 Power Curse II 6 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 6 4 4 4 4 4 4 3 2
17th +8/+3 +6 +6 +10 6 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 6 4 4 4 4 4 4 4 3 2
19th +9/+4 +6 +6 +11 6 4 4 4 4 4 4 4 3 3
20th +10/+5 +7 +7 +12 Bonus Feat 6 4 4 4 4 4 4 4 4 4

Class Skills (Int modifier +3 per level; ×4 at 1st level)
.

Spells Known:

Level Spell Level
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 1
2nd 5 2
3rd 5 2 1
4th 6 3 2
5th 6 3 2 1
6th 6 4 3 2
7th 6 4 3 2 1
8th 6 4 4 3 2
9th 6 4 4 3 2 1
10th 6 4 4 4 3 2
11th 6 4 4 4 3 2 1
12th 6 4 4 4 4 3 2
13th 6 4 4 4 4 3 2 1
14th 6 4 4 4 4 4 3 2
15th 6 4 4 4 4 4 3 2 1
16th 6 4 4 4 4 4 4 3 2
17th 6 4 4 4 4 4 4 3 2 1
18th 6 4 4 4 4 4 4 4 3 2
19th 6 4 4 4 4 4 4 4 3 2
20th 6 4 4 4 4 4 4 4 4 3


Class Features[edit]

All of the following are class features of the Hexer:

Power Curse I

Once per encounter the hexer may cast a curse with extraordinary power. This ability causes all numeric variables such as damage, number of targets, area etc. to have maximum effect (10 instead of 1d10 or 18 instead of 3d6). Additionally the spell's save DC increases by 10.

Power Curse II

Once per day the hexer may cast a curse with overwhelming power. This causes all numeric variables of the spell to be double their maximum (20 instead of 1d10 or 72 instead of 6d6). Additionally the spell's save DC increases by 15.

Spells/Curses

The hexer's spells known and per day are based on his charisma modifier. Hexers may only cast spells if their charisma is greater than or equal to 10 plus the spell's level. Curses are treated exactly the same as arcane spells.

Hexers can cast the following spells and curses:

Level 0 Spells/Curses

Detect Magic

Touch of Fatigue

Weak Will

Distract

Fluster

Dizzy Spell

Level 1 Spells/Curses

Charm Person

Hypnotism

Sleep

Cause Fear

Ray of Enfeeblement

Clumsiness

Reduce Preservation

Fester

Hex

Lesser Curse of Thorns

Level 2 Spells/Curses

Glitterdust

Stiffen

Touch of Idiocy

Hideous Laughter

Ghoul Touch

Hypnotic Pattern

Blindness/Deafness

Terrifying Object

Minor Jynx

Reduce Resistance

Lesser Reciprocity

Level 3 Spells/Curses

Suggestion

Hold Person

Dispel Magic

Ray of Exhaustion

Slow

Terrify

Vex

Cursed Armor

Burning Skin

Whip of Pain

Greater Hex

Curse of Thorns

Level 4 Spells/Curses

Dying Flesh

Black Tenticles

Charm Monster

Crushing Despair

Shout

Fear

Enervation

Contagion

Lingering Death

Jynx

Blast of Enfeeblement

Eliminate Resistance

Level 5 Spells/Curses

Nightmare

Incendiary Weapon

Greater Curse of Thorns

Reciprocity

Wicked Aura

Level 6 Spells/Curses

Deathly Hex

Dread

Curse of The Naked Heart

Expose

Omen

Level 7 Spells/Curses

Faelty

Grizzly Fate

Eliminate Immunity

Magic Drain

Summon Gant

Level 8 Spells/Curse

Greater Jynx

Break Creature

Greater Reciprocity

Mind Venom

Level 9 Spells/Curses

Greusome Fate

Dust To Dust

Bittersweet Vengance

Psychoticysm


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