Hexxer (3.5e Class)
From D&D Wiki
He/She is a trained soldier, often part of an military organization or the like, and is very skilled with his/her weapon. He/She needs a god to worship, then he/she gets his/her magic from him. (it can be a demon or a mighty Caster) Like the sorcerer, he/she does not need to prepare them in beforehand.
Making a Hexxer
A Hexxer is a born leader, and gets a lot of options to play. He/she got a lot of spells, fighting skills and a good defense.
Strong and weak points
A Hexxer has good spells, not only for combat but for all situations. At level 3, he gets his first offensive spells, and from there on he can be considered an offensive caster. He/she can be played on the front line, and cast spell from behind, also he/she can be a supporter.
His/her biggest problem is the limit on casting spells per day, because he/she can cast every spell he/she knows just once per day (all but the level 0 spells, which he/she can cast countless times from the beginning)...(for example, he/she gets a fireball on level 3, also a Frostball, and he/she can cast once fireball and once Frostball per day, but not two fireballs, or two Frostballs, just one Fireball and one Frostball) After he/she uses all his/her spells up, he/she needs to go to the front line.
Effectiveness with party members.
A Hexxer is the best if he/she can play with at least one tank, whom he/she can support from the distance, one spellcaster, whom he/she can protect from other enemies...so that the caster can make his job, or as a tank or hitter, you can choose.
Abilities: He/she has access to a specific list of spells, which he/she can cast without M components. He/she also gets a White/Black Magic Shield and the White/Black Magic Sword at first level.
Races: No restrictions.
Alignment: Lawful, either evil or good, but he/she can't be neutral, but he/she needs a code, for which he/she would lay his/her life down to protect.
Starting Gold: 8d100gp (400 gp).
Starting Age: "Simple".
|Saving Throws||Special||Spells per Day|
|1st||+1||+1||+1||+2||White/Black Magic Shield||1||—||—||—||—||—||-||-||-||-|
|2nd||+2||+1||+1||+3||White/Black Magic Sword||2||1||—||—||—||—||-||-||-||-|
|3rd||+3||+2||+2||+4||Detect Magic 3/day||2||2||1||—||—||—||-||-||-||-|
|5th||+5||+3||+3||+5||Quick Cast 1/day||2||2||2||2||1||—||-||-||-||-|
|8th||+8/+3||+6||+6||+8||Ghost Form Projection 1/week||2||2||2||2||2||2||2||1||-||-|
|9th||+9/+4||+6||+6||+8||Quick Cast 2/day||2||2||2||2||2||2||2||2||1||-|
|11th||+11/+6/+1||+7||+7||+10||Ghost Form Projection 1/day||2||2||2||2||2||2||2||2||2||2|
|13th||+13/+8/+3||+8||+8||+11||Quick Cast 3/day||2||2||2||2||2||2||2||2||2||2|
|14th||+14/+9/+4||+9||+9||+12||Ghost Form Projection 2/day||2||2||2||2||2||2||2||2||2||2|
|17th||+17/+12/+7/+2||+10||+10||+13||Quick Cast 4/day||2||2||2||2||2||2||2||2||2||2|
|19th||+19/+14/+9/+4||+11||+11||+15||Ghost Form Projection 3/day||2||2||2||2||2||2||2||2||2||2|
Class Skills (6 + Int modifier per level; x4 at first level)
Weapon and Armor Proficiency: Hexxers can use all two-hand weapons, prefers swords. Hexxers are proficient with any Light armor, and is not proficient with shields.
Each level, the Hexxer gets two specific spells, which he can use only once per day each. (except for the level 0 spells, which he can use as the DM allows) CL = Caster Level, not Hexxer level, but the caster level (for multiclassing). If you take a 3 levels in Hexxer, and 2 levels in Sorcerer, your CL is 3 + 2 = 5
The DC for the spells is: 10 + INT mod + spell level
To be able to cast spells, the Hexxer need to posses a sacred symbol burned somewhere on his body. Without it he/she can't cast any spells, but he/she can get a new one, form the church or from a higher ranked demon knight, warlock or from a demon.
Hexing: If the Hexxer casts a spell as a full round action, he/she cast a 50% more effective spell. For example, if he/she is a Hexxer level 6, and he/she casts a Fireball as a standard action, he/she will deal 6d6 fire damage, but if he/she casts it as a full round action, he/she will deal 9d6 fire damage. Also, if he/she uses this skill, count the spell level as the CL for the DC if needed. The spell is then used up as normal, and not as a higher level spell.
White/Black Magic Shield: A shield that is always active, and has the same AC equal to the HL(Hexxer Level) + 10. The shield can protect the Hexxer a number of times equal to his Hexxer level per day (HL 4, his/her shield has 4 hit points). Every time, when the attacker had more AR then the shield AC, regardless of the Hexxer's AC, the shield activates automatically and protects him/her from any harm (the shield looses 1 hit point per attack, confirmed critical hits count as 2 points). The shield also protects from magic spells who have one target description and that deal damage to the Hexxer(the shield looses 2 hit points from magic attacks), but can't help against an AOE spell (area of effect)and any kind of grapple/bite. The shield is regenerated after a long rest. The color of the shield depends of the Hexxers alignment (white -> good, black -> evil).
White/Black Magic Sword: A white/black sword appears in front of the Hexxer and flies a straight line for 50ft, dealing 1d8/HL piercing damage to every creature in that line. Reflex halves the damage (DC 10 + HL), it's a standard action, and Hexing is possible, and the Hexxer can decide on the end of the full-round action where the sword will be fired. The color of the sword depends of the Hexxers alignment (white -> good, black -> evil). The sword, once used up, can be used again after a long rest.
Fighting Spirit: When a Hexxer kills an enemy, he/she gets a moral bonus of +1/kill to his AR and DR(max bonus is his/her HL), it stacks with every other buff he/she might get, and lasts until the end of the encounter.
Ghost Form Projection Once a Hexxer reaches the stage in his/her life, he/she is able to create a projection of himself/herself (half transparent). The projection is unable to pick up anything or do some damage with his/her weapon. But the Hexxer can use the projection to cast his/her spell instead of the main body. The Hexxer is able to see anything what the projection sees, and he/she can speak and hear through it. Lasts 1 minute/HL. The projection can go up to 100ft (+25ft per HL) away from the main body and can go through walls, just like a ghost. If someone is attacking the projection, he/she has a 50% miss chance, and the Projection has the same HP as the Hexxer in the moment of the casting, as well as the number of spells available to the Hexxer at the moment. When the Projection casts a spell, that doesn't uses up the spell slot of the Hexxer, but the spell slot of the Projection. The projection can use any ability or feats(if any) that increases the spells potential, such as hexing or Quick Cast (it uses up his own, not the Hexxers use per day). The projection can only be hurt with spells and enhanced weapons. The Projection has also the saves of the Hexxer and can make reflex saves and will saves, but it's immune to fort saves.
Swap The Hexxer can swap the positions with his/her Ghost Form Projection as an immediate action. (The projection takes the Hexxers position too)
Greater Magic The spells the Hexxer already has become stronger:
Inflict/Cure Moderate Wounds -> Inflict/Cure Serious Wounds Fly -> Fly, Greater Command -> Command, Greater Dispel Magic -> Dispel Magic, Greater
Quick Cast The spells casting time if chosen to be used with this ability is reduced to a swift action. (IF NOT FULL ROUND ACTION)
Treat every spell on this list to be the same level as the Hexxer at the time gaining access to the spell. For example: The Hexxer gains on the level 8 the Blink spell, witch is on normal rules a level 3 spell, but here it is a level 8 spell, with all the benefits that come with it (such as DC increment if any)
0: Create Food
0: Create Water
1: Obscuring Mist
1: Undetectable Alignment
2: Aura Of Protection, +1 AC/4CL, 20ft radius, passive
2: Inflict Moderate Wounds/Cure Moderate Wounds(depends on the Alignment of the Hexxer)
3: Fireball, 1d6/CL, 20ft radius, reflex save halves, 100ft range touch, Hexing possible
3: Frostbolt, 1d6/CL, 100ft range touch, if u succeed on the range touch attack, the speed of the attacked creature will be halved (fort negates), Hexing possible
4: Fly, 1 min/2CL
4: Sending, send a short message to a friendly creature, which can answer you
5: Wall of Force, 10ft/CL, Hexing possible
5: Fear, will negates, if fails the creature is panicked for 1 round/CL, if succeed the creature is shaken for 1 round/CL
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can.Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.
6: Dispel Magic
7: Pass Without Trace
7: Sepia Snake Sigil
8: Sleep (custom edition: Will save negates, duration 1 min/CL, 10ft radius, 30ft range)
9: Bestow Curse
9: True Seeing
10: Lightning Bolt, Hexing possible
The Hexxer can only cast each spell once per day, so the TABLE 1–1: ABILITY MODIFIERS AND BONUS SPELLS in PH1 p8 does not increase his/her amount of spells he/she can cast or know.
A Hexxer need's a code. You can make your own code, and here are some suggestions:
1. You must not enter a church (or the like). (demon)
2. You must not refuse a soul in need, foe or ally. (god)
3. You must always kill your opponents in battle, and make no prisoners. (demon)
4. You must donate always half of your gold, once u enter a church. (god)
5. Once a week/month you must sacrifice an innocent soul to your demon, through a ritual. (demon)
6. You wont lie. (god)
Playing a Hexxer
Religion: Hexxers are mostly high religious, they believe in higher powers (god, demons and in power itself). However there are a few rebels out there.
Other Classes: Hexxers are non-Friendly to the most dexterity based classes, due they have no features in common.
Combat: Supporter, Heavy Hitter
Advancement: The Hexxer can play any role in the party, but he/she should choose one role. If you have to multiclass, then you should use some classes that have a higher HD then the Hexxer.
Hexxers in the World
Daily Life: Hexxers spend most of their time training their ability thriving for power and status.
Notables: Lucius Laibone (First Knight of Fairygate), Zasha Lunan (First Demon Knight of Egzodus(demon))
Organizations: He can be a part of an orden, as well as a part of the international mafia (depends on the Alignment)
NPC Reactions: They are a rare sight in the world, but once recognized as Hexxer they are respected, because of the former Hexxers such as Lucius, or they are feared as Zasha.
Characters with ranks in knowledge(religion and history) can research Hexxers to learn more about them.
When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Hexxers in the Game
They can play any part in the party, but the healer. But you have to play if from the start.
Adaptation: If your DM allows it, the Hexxer can learn any spell of any level he/she wants, in exchange for one spell of the same level.
Sample Encounter: The Hexxer is a problematic NPC to kill, place him/her in the back in an encounter, and if the situation allows it, he/she can easyli escape, if he has no chance of winning, to come back and fight another day.
Ex-Hexxers in the Game
Once a Hexxer breaks his/her code, or looses faith in his/her source of power (god, demon), he/she will do everything to survive. The Hexxer will not loose his/her spellcasting abilities, because of his/her sacred symbol burned on their body, but the same symbol allows the god/demon to track down the Hexxer and bring him on the right path(in case of the god)/kill him (in case of the demon)