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Hexer

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 63)

The hexer uses the power of his gaze.

Requirements

Alignment: Any nongood

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

Race/Type: Monstrous humanoid, giant, goblinoid, or other primitive humanoid, such as orc or gnoll.
Spellcasting: Able to cast lightning bolt as a divine spell.


Hit die

d6

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Hexers gain no weapon or armor proficiencies.

Spells per Day/Spells Known: At each hexer level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like), if the character had more than one spellcasting class before becoming a hexer, the player must decide to which class to add each hexer level for determining spells per day and spells known.

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.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
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

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Concentration CON no no
Craft INT no no
Handle Animal CHA yes no
Heal WIS no no
Knowledge Int yes no
Scry Int yes no
Spellcraft INT yes no
Wilderness Lore Wis no no

Spells for Hexer

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