Hexer

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Requirements

Alignment: Any nongood

Skills: Knowledge (arcana) 10 ranks , Spellcraft 8 ranks , Wilderness Lore 10 ranks

Spellcasting: Able to cast lightning bolt as a divine spell.

Summary

“Do not meet the gaze of the shaman with the evil eye,” warn townsfolk who have crossed paths with a hexer. Unfortunately, the typical intrepid adventurer rarely hears such advice in time. The hexer profits by this ignorance, surprising his victims with the power of his gaze. Many hexers inflict curses that follow their victims like a plague. The more powerful practitioners can engender fear, cause magical slumber, or enthrall their victims as slaves with a mere glance.

Hexers are unknown among civilized peoples; they are found only among tribes of goblins, ogres, and orcs. Prior to pursuing the path of the hexer, most of them were adepts who served as witch doctors for their tribes. Hexers often assume leadership of their tribes as well— who would dare to gainsay them, after all?

Most hexers are villainous, evil cretins lacking any code of morality, and the vast majority of them hate humans, elves, dwarves, and other civilized races. Neutral hexers are no less dangerous, especially when something threatens the welfare of their tribes.

Role: Spell Utility

Characteristics: Shamanistic casters with a variety of hexes to impede foes

Source: Masters of the Wild

Game Rule Information

The Hexer has the following game statistics.

Abilities: Whatever you need for casting, as per usual for the casting prestige class. You need wisdom to power the potency of all of your hexes.

Alignment: Any Nongood

Hit Die: d6

Starting Gold: N/A

Class Skills

The Hexer's class skills are Alchemy (Int), Concentration (Con), Craft (any) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (any) (Int), Listen (Wis), Profession (any) (Wis), Scry (Int, exclusive skill), Search (Int), Spellcraft (Int), Spot (Wis) and Wilderness Lore (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Hexer.

Weapon and Armor Proficiency: A Hexer is proficient with whatever they were already proficient with prior to taking levels in this class.

Hex Sp: At 1st level, the hexer gains a gaze attack. He can use this ability once per day at 1st level and twice per day at 2nd level. Thereafter, he gains one additional use per day of this ability for every two hexer levels he acquires.

Activating this power is a standard action, and it lasts for a number of rounds equal to the character's hexer level. Each round, the hexer's gaze attack automatically works against one creature within 30 feet that is looking at (attacking or interacting with) him. Targets who avert their eyes have a 50% chance of avoiding the gaze, but the hexer gains one-half concealment (20% miss chance) relative to those who successfully avoid tine gaze. Targets can also close their eyes or turn away entirely; doing so prevents the hex from affecting them but grants the gazer total concealment (50% miss chance) relative to them.

An affected target must make a Will save (DC 10 + hexer level + hexer's Wisdom modifier) or suffer a —4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks. These effects are permanent until removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. This is an enchantment effect and cannot be dispelled.

A hex does not affect undead creatures or extend beyond the plane that the hexer occupies. The hexer is subject to the effects of his own reflected gaze and is allowed a saving throw against them.

Bonus Spell: At 2nd level, the hexer adds a new spell of his choice to his spell list. This spell must come from the wizard/sorcerer spell list and must be of a spell level that the hexer can cast. He can prepare this new spell at the same spell level as it appeared on the wizard/sorcerer list. He gains one additional bonus spell for every two hexer levels he has.

Sicken Hex Sp: At 3rd level, the hexer can use his gaze attack to inflict a debilitating illness. This ability functions like the hex ability (above), except that the target must make a Fortitude save instead of a Will save to resist, and the effect is as described below. A sicken hex requires one daily use of the character's hex ability.

A target who fails the save is overcome with pain and fever, which causes him or her to move at one-half normal speed, lose any Dexterity bonus to Armor Class, and suffer a —2 circumstance penalty on attack rolls. These effects are permanent until removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. A sicken hex is a necromancy effect that cannot be dispelled.

Fear Hex Sp: At 5th level, the hexer can use his gaze attack to engender fear. This ability functions like the hex ability (above), except that target is affected as if by a fear spell. A fear hex is a mind-influencing, compulsion, enchantment effect, and it requires one daily use of the character's hex ability.

Sleep Hex Sp: At 7th level, the hexer can use his gaze to generate a sleep effect. This ability functions like the hex ability (above), except that duration is 10 minutes × the character's hexer level and the target is affected as if by a Sleep spell. A sleep hex is a mind-influencing, compulsion, enchantment effect, and it requires one daily use of the character's hex ability.

Charm Hex Sp: At 9th level, the hexer can use his gaze attack to generate a charm monster effect. This ability functions like the hex ability (above), except that duration is 1 day per hexer level and the target is affected as if by a charm monster spell. (Should the hexer fall victim to his own reflected gaze attack, he is affected as if by a Hold Monster spell.) A charm hex is a mind-influencing, charm, enchantment effect, and it requires one daily use of the character's hex ability.

Table 1-1: Hexer Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +1 +0 +0 +2 Hex 1/day +1 level of existing class
2nd +2 +0 +0 +3 Bonus spell, hex 2/day +1 level of existing class
3rd +3 +1 +1 +3 Sicken hex +1 level of existing class
4th +4 +1 +1 +4 Bonus spell, hex 3/day +1 level of existing class
5th +5 +1 +1 +4 Fear hex +1 level of existing class
6th +6 +2 +2 +5 Bonus spell, hex 4/day +1 level of existing class
7th +7 +2 +2 +5 Sleep hex +1 level of existing class
8th +8 +2 +2 +6 Bonus spell, hex 5/day +1 level of existing class
9th +9 +3 +3 +6 Charm hex +1 level of existing class
10th +10 +3 +3 +7 Bonus spell, hex 6/day +1 level of existing class