Hexer
Hexer is a D&D 3.5 character class from HPG. Hit die d8.
Requirements
Race: Any. Although most hexers are trolls, some orcs, tauren and Forsaken take up the craft, and a scattered few from other races seek to learn its power. Alignment: Any non-good. W eakening and cursing an enemy, however evil he might be, is not a good act. A ffiliation: Any non-Alliance. Skills: Craft (any) 8 ranks, Perform (any) 8 ranks. Spells: Ability to cast 3rd-level divine spells.
- Type
- Prestige
- Hit Die
- d8
Class Skills
| and Survival | Wis |
| Bluff | Cha |
| Concentration | Con |
| Craft | Int |
| Heal | Wis |
| Knowledge (nature) | Int |
| Knowledge (religion) | Int |
| Listen | Wis |
| Perform | Cha |
| Profession | Wis |
| Speak Language | |
| Spellcraft | Int |
Advancement
| Level | BAB | Fort | Ref | Will | Special | Spells |
|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Hex chant - | |
| 2 | +1 | +0 | +0 | +3 | - | +1 level of existing divine spellcasting class |
| 3 | +2 | +1 | +1 | +3 | - - | |
| 4 | +3 | +1 | +1 | +4 | - | +1 level of existing divine spellcasting class |
| 5 | +3 | +2 | +2 | +4 | Hex idol - | |
| 6 | +4 | +2 | +2 | +5 | - | +1 level of existing divine spellcasting class |
| 7 | +5 | +2 | +2 | +5 | - - | |
| 8 | +6 | +3 | +3 | +6 | - | +1 level of existing divine spellcasting class |
| 9 | +6 | +3 | +3 | +6 | - - | |
| 10 | +7 | +3 | +3 | +7 | Greater hex chant | +1 level of existing divine spellcasting class |
All shaman and witch doctors know of ways to invoke spirits to do their bidding. The hexer takes this craft to a new level, calling the wrath of spirits down upon his enemies. With a dance and a chant, he weakens and debilitates his foes. If a particular enemy becomes troublesome, he can bind a hostile spirit into an idol, delivering a permanent curse. Hexers attract spirits to do their bidding through the use of music, chants, dances or other types of performance. Therefore, a high Perform skill is desirable for this prestige class. The idols a hexer creates usually take the form of carvings or other types of figures (the classic voodoo doll, for example), so some ability to craft is also
Weapon and Armor Proficiency: Hexers gains no new proficiencies with weapons or armor. Spell Slots per Day: At 2nd level and every two levels thereafter, the hexer gains new spell slots per day as if he had also gained a level in the spellcasting class in which he could cast 3rd-level divine spells before he added the hexer level. He does not gain any other benefit a character of that class would have gained. If he had more than one spellcasting class in which he could cast 3rd- level divine spells before he became a hexer, he must decide to which class he adds each level of hexer for the purpose of determining spell slots per day.
Hex Chant (Su): The hexer can invoke a hex chant once per day per hexer level. A hex chant is a standard action that provokes attacks of opportunity. Although termed a "chant," hex chants can involve ritual dance, hand motions and the like; they do not necessarily have to produce sound. Thus, a silence spell or similar magic cannot spoil a hex chant. If the Perform skill in use during the chant requires sound - such as, for example, Perform (sing) - the hexer can simply switch to another Perform skill to continue the chant. A hex chant produces a supernatural effect on one or more creatures in an area, within a specified range around the hexer. The hexer can freely designate which targets are affected (referred to as "enemies" or "foes" hereafter) and which are not (referred to as "friends" or "allies"). He may include himself. A hexer cannot change the friend or foe designation once he begins his chant. T argets within the affected radius are entitled to saving throws. The saving throw DC is listed in the individual hex chant descriptions below. Spell resistance applies to hex chants, and their effects can be dispelled; the hexer's caster level equals his hexer level + 5. When a hexer begins a hex chant, he makes a DC 12 Perform check using any Perform skill he possesses. He cannot take 10 or take 20 on this check. If the check fails, the chant fails. Otherwise, consult the chart below. The hex modifier shown affects the chants in different ways, as listed in their individual descriptions. A he xer can continue a hex chant from round to round. Continuing a chant is similar to concentrating on a spell (see W oW RPG, Chapter 15: Spellcasting , "Duration"). If an enemy was unaffected by the chant in a previous round (because of spell resistance, a saving throw, being outside the area of effect, or some other means), the hexer may attempt to affect him again each round he continues the chant. Once the enemy is affected, he does not Hex Modifiers Perform Check Result Hex Modifier 12-19 +1 20-27 +2 28-35 +3 36-43 +4 For results above 43, continue the progression (+1 per 8 points). gain a new saving throw or spell resistance check, but the chant continues to affect him unless he leaves the area or removes the effect (with dispel magic, for example). The effects of a hex chant last for 5 rounds after the last round of concentration. A hexer can begin a new chant while the effects of an old one persist. Whenever an action might interrupt a hex chant, the hexer may substitute a Perform check for a Concentration check. Hexers may invoke any of the chants listed below. The saving throw type and DC are listed in parenthesis. Chant of Energy (Reflex DC 12 + hexer's Cha modifier): When this chant begins, the hexer selects an energy type (fire, electricity or cold). Each round at the beginning of the hexer's turn, foes within 40 feet take damage of the selected kind equal to the 1d6 + the hex modifier. Chant of Pain (Fortitude DC 15 + hexer's Cha modifier): One foe within 60 feet takes a penalty equal to twice the hex modifier on attack rolls, damage rolls, ability checks and skill checks. Chant of Suppression (Will DC 14 + hexer's Cha modifier): This chant shields friends within 50 feet from hostile magic. They gain spell resistance equal to 10 + the hex modifier. Chant of Vulnerability (Will DC 13 + hexer's Cha modifier): All foes within 60 feet take a penalty equal to the hex modifier on all saving throws and to spell resistance. Chant of Weakness (Fortitude DC 13 + hexer's Cha modifier): All foes within 60 feet take a penalty equal to the hex modifier on attack rolls, damage rolls, ability checks and skill checks. Hex Idol: At 5th level, a hexer can create a hex idol, which takes the form of a wood or bone carving, voodoo doll, or similar object of Tiny size or smaller. The idol is attuned to a specific individual creature, giving the hexer power over that creature. Crafting the hex idol requires 1 day, ingredients totaling 10 gp per level or Hit Die of the target creature, and some piece of the creature - such as a lock of hair, fingernail or claw clipping, discarded scale, and so forth. The hexer takes at least 1 hour and makes a Craft check (DC 10 + the creature's level or Hit Dice). He can use any appropriate Craft skill depending on the type of idol - woodworking, bonecarving, stonecutting, and even glassblowing are all good choices. The hexer may not take 10 or take 20 on this check. Success indicates that he has successfully called upon a spirit hostile to the creature and bound it to the idol. Failure destroys the idol, including all components. The he xer can use the completed idol against the attuned creature in one of two ways: Hex Chant (Su): If the hexer includes the idol as part of a hex chant performance, the attuned creature gains no saving throw or spell resistance against the effects, although other means could protect it (such as an anti-magic field, or simply leaving the affected area). A creature affected by an idol in this way is immediately aware of the idol's existence, and all its ramifications.
Geas/Quest (Sp): When the hexer casts geas/quest, he can target the idol instead of the creature. The target knows that a geas/quest has been placed upon him, as well as the action(s) required to carry out the terms of the geas. Furthermore, the affected creature knows who placed the geas upon him, but not the hexer's location. The hexer must carry the idol; the geas ends if he and the idol are separated. Dispel magic cast on either the victim or the idol can dispel the geas. Destroying the idol also ends the geas, and the hexer can also dismiss the geas at any time. For dispelling purposes, the creator adds his hexer levels to his spellcasting levels when determining his effective caster level. A hex idol can be used for hex chants as often as desired, but only once for a geas/quest. Once invoked for the latter purpose, the idol loses all power once the geas/quest ends. A hexer can have no more than one idol in existence for every two hexer levels. He may not have more than one idol attuned to the same individual at a time. Greater He x Chant (Sp): At 10th level, a hexer can make greater hex chants. A greater hex chant adds a +10 bonus on the Perform check to determine the chant's hex modifier, increases the chant's radius by +20 feet, increases the chant's saving throw DC by +2, and increases the hexer's caster level by +2. A greater hex chant takes up two of the hexer's daily hex chants. Table 3 -4: The Hexer (Hex) Base Class Attack Fort Ref Will Spell Level Bonus Save Save Save Special Progression 1st +0 +0 +0 +2 Hex chant - 2nd +1 +0 +0 +3 - +1 level of existing divine spellcasting class 3rd +2 +1 +1 +3 - - 4th +3 +1 +1 +4 - +1 level of existing divine spellcasting class 5th +3 +2 +2 +4 Hex idol - 6th +4 +2 +2 +5 - +1 level of existing divine spellcasting class 7th +5 +2 +2 +5 - - 8th +6 +3 +3 +6 - +1 level of existing divine spellcasting class 9th +6 +3 +3 +6 - - 10th +7 +3 +3 +7 Greater hex chant +1 level of existing divine spellcasting class