A hex mage in the d20 system blends elements of a monk and warlock. It is an arcane caster that can wear armor without penalty, relies on the build up of 'hex points' on a target via touch attacks, weapon attacks, or unarmed strikes to activate spell-like abilities against them, and has a limited ability to detect magical traps, curses, and cursed items.
Presumably you are the one they call Griff.
Too bad for you that you’ve triggered my glyph.
So have you some fun and go chug a booze fif’
‘Cause in the near future you’ll be quite the stiff.
-A note found clutched in the hand of Griff the Gnome-Robber, infamous rogue, deceased
Hex mages are the magical masters of the object lesson and delayed gratification. Imparting targets with latent dark magic, which lies quiescent until the hex mage wills it to come forth or specified conditions come about, a hex mage makes his way in the world by twisting arms and seeking their own brand of karmic justice. On the other hand, hex mages are also skilled at curing curses, transmutations, and enchantments placed on others, earning themselves a place in realms where the land is blighted with foul magics and creatures roam with powers beyond mere physical might.
Hex mages are apparently born with some undeveloped magical talents, similar to a sorcerer without the flashiness, though these talents typically remain poorly controlled without proper training. Sages believe that this may be the result of latent magical “pollution” that suffuses the blood of the hex mage before he is even born, or perhaps a hereditary trait that has always lurked in the lineage of sentient beings from a distant history of primitive living where harsh, retributive justice was the only means of moral arbitration. In any event, hex mages run the gamut of outlooks, from tyrants to liberators, slavers to scoundrels, proto-shamans in tiny tribes to secret enforcers for kings and nations – all that matters, in the mind of the hex mages, is that what is done today will have grand implications tomorrow.
Class Features
Alignment: Any
Starting Gold: 5d4x10gp
Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Hide, Move Silently, Knowledge (arcana), Knowledge (history), Perform (oratory), Profession, Search, Sleight of Hand, Spellcraft, Use Magic Device
Skills: (6 + int mod) x (3 + class level)
Hit Dice: d8
BAB: 3/4
Best Saves: Fort/Will
Hex Mages are treated as having an arcane caster level equal to their level in the hex mage class for the purpose of overcoming spell resistance, using their abilities, and qualifying for prestige classes and feats. All saves are charisma-based (DCs 10 + ½ effective hex mage caster level + charisma modifier) unless otherwise noted. As a special exception to the general rule, dispel magic and greater dispel magic have no effect on hex mage abilities.
Prestige classes that increase arcane caster level can increase the effects of any abilities that use hex points, including number of hex points applied by hexing strike, maximum number on any target, saves to resist their effects, and effective caster level, though those levels do not grant access to these abilities or additional functions of them if not already possessed (e.g. caster level for hexbreaker increases, but it’s ability to emulate new spells are not gained). A hex mage doesn’t qualify for prestige classes that require the ability to cast spells, however, limiting his options somewhat.
Unless otherwise stated, a hex mage may expend any or all hex points he has placed as a swift action that does not provoke an attack of opportunity, counting the hex point cost of each ability triggered against the total number of hex points expended. This allows multiple effects to be triggered all at once (see below). For example, a hex mage of 8th level who has placed 8 hex points on a foe could expend all his hex points as a swift action, allotting 5 hex points to place a bestow curse, 2 to trigger lingering dread, and 1 to deal 1d6 damage. The swift action used to expend hex points overrides the casting time of any spells listed as spell-like abilities - they are effectively cast as a swift action by the hex mage.
Weapon and Armor Proficiencies (Ex):
Hex mages are proficient with simple weapons and light armor, but not shields. A hex mage’s abilities are ingrained in his mind and require no visible effort or gestures on his part, though he may embellish with menacing words or gestures as he sees fit; he suffers no arcane spell failure chance for using his hex mage abilities, though this benefit does not apply to spells and abilities granted by other classes.
Improved Unarmed Strike (Ex):
A hex mage gains Improved Unarmed Strike as a bonus feat at first level. Amongst other things, this means that a hex mage may apply hex points via touch or unarmed strike without provoking attacks of opportunity.
Hexing Strike (Su):
When a hex mage delivers an unarmed attack or makes a touch attack in lieu of an unarmed attack, he may choose to impart a small, but cumulative, amount of destructive magical energy on the target creature. Each touch or strike adds one hex point to the creature, with a maximum cumulative total on any given creature from any given hex mage equal to the number of class levels that the hex mage possesses. Hex point pools acquired from multiple sources are tabulated independently of one another.
Hex points remain until expended or removed, however long that may take, and even persist if the subject is transformed in such a way as to no longer be a valid target for hex points to be placed upon (such as by a flesh to stone spell or a basilisk’s gaze attack - see hex breaker below). They are temporarily suppressed by antimagic field and similar effects, but not removed by them.
At any later point of time, the hex mage may cause any number of accumulated hex points he has placed to detonate, dealing a number of d6s equal to the number of hex points expended in magic damage to the target or targets involved. This damage is considered pure destructive force and overcomes all damage reduction. Spell resistance applies when the hex points are discharged, and the damage can be reduced by half with a successful will save (DC 10 + 1/2 class level + charisma modifier feats like ability focus must specify damage or any given special affect that is caused by expending hex points (see below). Only hex points that the hex mage has personally applied can be expended in this manner, and the hex mage may opt to harmlessly remove any or all hex points placed by himself as a swift action. Distance between the hex mage and the target makes no difference; as long as both hex mage and target coexist within the same campaign setting, the hex mage may trigger placed hex points at any time as outlined above.
Hexing strike is considered a magical transmutation effect for the purpose of determining how it interacts with other magic. Spells such as detect magic can detect hex points as if they were an ongoing transmutation spell, though no further information is provided (number of hex points present, etc., but see below). Normal spells may remove hex points from a subject - remove curse, break enchantment, limited wish, wish, and miracle can all remove a number of unexpended hex points from a subject equal to the minimum wizard or cleric level required to cast said spell (7, 9, 13, 17, and 17 respectively), though hex points cannot be directly dispelled (via dispel magic or greater dispel magic) due to their nature as a variant form of curse magic.
At fifth level and every five levels thereafter, each touch attack or unarmed strike applies an additional hex point to the creature struck.
Hex Breaker (Su or Sp, see text):
A hex mage is specialized in removing hexes and curses from afflicted individuals just as much as he is at affixing them. By expending hex points that he has placed on an allied creature, the hex mage may remove an equal number of hex points possessed by that creature on a one-for-one basis. This removal may apply to hex points derived from a single or multiple sources, as chosen when the points are expended, as long as the total number of points removed is equal to the number of points expended. Applying hex points for this purpose takes the same action as applying hex points for hexing strike (requiring a touch attack as part of an attack action), and expending them for this purpose is a swift action. This is a supernatural ability.
At 7th level, a hex mage may use this ability to emulate the effects of a remove curse spell as cast by a wizard of the hex mage's class level, affecting either the target of the hex points expended or any single cursed item the bearer is currently affected by, as normal for the spell’s effect. This ability requires the hex mage to expend 7 hex points placed on the afflicted creature. This is a spell-like ability.
At 9th level, a hex mage may use his hex breaker ability to emulate the effect of a break enchantment spell as cast by a wizard of the hex mage's class level, affecting either the target of the hex points expended or any single cursed item the bearer is currently affected by. This ability requires the expenditure of 9 hex points on the target to be affected. This is a spell-like ability.
At 17th level, the hex mage may expend 17 placed hex points on the subject to break the effect of even a bestow greater curse spell or other effects that would normally be too high in level for break enchantment to affect, including functioning as if wish, limited wish, or miracle had been cast on the subject if necessary to remove the effect. This ability cannot emulate any other effect of wish, limited wish, or miracle, and affects either the target of the hex points expended or any single cursed item the bearer is currently affected by. This is a spell-like ability.
Detect Magic (Sp):
At second level, a hex mage gains the ability to detect magic, as the spell cast by a wizard of his level, at will.
Lingering Dread (Su):
At second level, a hex mage may opt to expend 2 or more hex points placed on a creature to fill the creature with supernatural fear. The creature is considered shaken for a number of rounds equal to the number of hex points expended. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.
At 8th level, the hex mage who expends at least 8 hex points on the lingering dread ability may opt to also render the target frightened for a number of rounds equal to the number of hex points expended minus 6. This duration overlaps with the duration of the underlying shaken status effect. Similarly, at 14th level, a hex mage who expends at least 14 hex points on the lingering dread ability may opt to also render the target panicked for a number of rounds equal to the number of hex points expended minus 12. This duration overlaps with the duration of the underlying shaken and frightened status effects.
Hex Sense (Su):
At third level, a hex mage gains the ability to detect, and possibly disrupt, ensorcelled locations and objects. A hex mage gains the ability to locate and disable magic traps as if he were a rogue. Instead of a disable device check, a hex mage may make a modified level check (1d20 + hex mage caster level + charisma modifier) against the disable device DC of the trap; if he succeeds, the trap is disabled. If the trap is a hex glyph (see below), the hex mage may ascertain all parameters of the glyph’s effect and trigger, including the number of hex points, circumstances under which they will be triggered, and the results thereof, with this successful search check. This ability only works on magic traps (including hex glyphs), not mundane traps that do not involve magical effects or triggers.
Similarly, when a hex mage uses his detect magic ability, he can make a caster level check against any item he chooses to focus on for three rounds, opposed by the caster level of the item. If he succeeds, he ascertains whether the item is cursed and, if so, the nature of the curse, though he does not learn any other properties of the item unless they are somehow involved in the curse's effect. Using this ability on a creature with a curse or unexpended hex points applied to it also provides all information pertinent to the effect involved, thought the caster level check is instead opposed by the caster level of the highest level contributing source of hex points in this instance. For example, if a group 5th, 7th, and 10th level hex mages all placed hex points on the party cleric or collaborated in the construction of a cursed sword, a hex mage’s detect magic ability would reveal a transmutation effect on the cleric or sword in question, though he must succeed on a DC 10 caster level check to determine the number of hex points, contingency specifics (see contingent hex below) or other elements of the effect as outlined above.
Contingent Hex (Su):
At fourth level, a hex mage learns how to cause his hex points to be expended at a later date, even if he does not expend them directly. Once he has placed hex points on a target, he may specify conditions under which the hex points will be automatically expended, dealing damage or activating another ability (such as hex breaker or bestow curse) as the hex mage sees fit. The hex mage specifies the conditions and what abilities will be triggered when hex points are placed, though any previously placed points without a set activation condition may be included in the points to be expended when the condition occurs. The player must inform the DM of all conditions. The hex mage need not say anything in character to use this ability, though particularly manipulative hex mages often inform their targets in order to enforce compliance with demands on threat of injury or curse (in a manner similar to that of a mark of justice).
Alternatively, the hex mage may use this ability to set conditions under which one of the ongoing abilities caused by hex points he just placed or expended will deactivate (such as a hex glyph or ongoing curse effect) using the same rules as above.
Any save or spell resistance that an ability used in this manner may allow is made at the time that the contingent hex is triggered, not when it is placed, as normal for the expenditure of hex points. Contingent hex triggering or deactivation conditions must be carefully phrased; a clever victim who somehow becomes aware of these conditions is free to subvert the wishes of the hex mage by exploiting loopholes in their phrasing or interpreting demands enforced with contingent hex as literally as possible.
Hex Glyph (Sp):
At fifth level, a hex mage gains the ability to curse an area just as surely as he can hex a person. By touching a surface or object as a standard action that provokes attacks of opportunity, a hex mage can place a glyph that stores hex points and causes them to be applied when someone triggers the glyph based on conditions specified by the hex mage at the time it is placed. This sigil has most of the characteristics of a glyph of warding, except as noted below.
The sigil must be touched by the hex mage (as if making a touch attack as part of an attack action, with no roll required) to accumulate hex points within it, as if it were a creature being targeted with hexing strike; these hex points replace the regular damage or stored spell of the glyph of warding. The glyph starts off with up to a specified number of hex points in it up to the number that the hex mage's hexing strike applies. The glyph may hold as many hex points as the hex mage that made it has levels, though the total number of hex points that can be stored across all glyphs that the hex mage has active can only cumulatively add up to his class level. The hex mage may dismiss any or all sigils that he had previously placed as a swift action that does not provoke attacks of opportunity, freeing up the capacity to place more.
When the glyph is triggered, the stored hex points are immediately applied to the triggering creature, and may be immediately expended as damage or other hex mage abilities (such as bestow curse) if the hex mage so desired when the hex points were placed in the glyph. If the hex mage opted to have the hex points be immediately expended as damage, then foes adjacent to the creature that triggered the glyph also take the damage (reflex DC 10 + 1/2 class level + charisma modifier for half damage) as the magical energies explode outward from the victim.
Hex Glyph is considered an abjuration effect.
Existential Fear (Ex):
At 6th level, the hex mage's magical talents has rendered him highly adept at the arts of intimidation, coercion, and extortion. He gains a +1 bonus on all intimidate checks, and the numerical penalties imposed by intimidation, intimidation-based abilities (such as the Imperious Command feat), and his lingering dread ability are increased by 1. The bonus on intimidate checks and penalties increases by 1 every six levels thereafter (+2/-2 at 12th, +3/-3 at 18th, and so forth).
Bestow Curse (Sp):
At 5th level, the hex mage gains the ability to expend 5 hex points placed on a creature to target that creature with a bestow curse effect, regardless of range. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.
Lesser Geas (Sp):
At 5th level, the hex mage gains the ability to expend 5 hex points placed on a creature to target that creature with a lesser geas effect, regardless of range. The target is immediately aware of the conditions of the lesser geas as soon as the effect is applied. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.
Hexed Weaponry (Su):
At 2nd level, a hex mage may attune himself to a weapon such that the weapon will conduct his hex points into a target struck by it. To do this, the hex mage must spend 10 minutes meditating and uttering ritual incantations over the chosen weapon, which must be of at least masterwork quality. Once this is done, any creature hit in combat by the weapon will gain hex points as if the hex mage had touched it with a bare hand. Ranged weapons bestow this property on ammunition fired from them, if applicable, and thrown weapons conduct hex points into targets struck. This weapon property does not function for anyone other than the hex mage attuned to it; anyone other than the hex mage who attempts to wield hexed weaponry will not conduct hex points through it and generally treats the weapon as if it were not attuned in this manner.
Mettle (Ex):
At 11th level, the hex mage gains the ability to shrug of unusual forms of punishment due to his long familiarity with the dangers of dark magic. If an effect offers a fortitude or will save for partial effect, the hex mage instead ignores the effect entirely on a successful saving throw.
Lesser Geas (Sp):
At 11th level, the hex mage gains the ability to expend 11 hex points placed on a creature as a swift action to target that creature with a geas effect, regardless of range. The target is immediately aware of the conditions of the lesser geas as soon as the effect is applied. A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect.
Craft Cursed Item (Ex):
At 13th level, the hex mage gains the ability to imbue items with his own magical energies. The hex mage may use item creation feats to create cursed items without having to meet spell prerequisites, so long as his caster level is high enough. He does not suffer any ill effects from handling or using cursed items that he creates, but this protection does not extend to allies.
Bestow Greater Curse (Sp):
At 15th level, the hex mage gains the ability to expend 15 hex points placed on a creature as a swift action to target that creature with a greater bestow curse effect (Book of Vile Darkness). A successful will save (DC 10 + 1/2 class level + charisma modifier) negates the effect. If the campaign world does not include content from Book of Vile Darkness, using this ability instead applies a bestow curse at double effect. In this case, multiply all numerical effects by 2, or the target rolls twice on the chance to lose actions and takes the worse result, as appropriate for the bestow curse effect chosen. This effect can only be removed by a wish, miracle, the hex breaker ability of a hex mage of at least 17th level (expending at least 17 hex points), or a contingent hex stipulation that allows it to end.
Inevitable Fate (Su):
At 16th level, the hex mage has become so proficient with curse magic that his abilities become very difficult to avoid. The saves required to resist the hex mage's abilities are increased by 2, and the hex mage gains a +2 caster level bonus for the purpose of overcoming spell resistance with his hex mage abilities. This untyped bonus stacks with other effects that increase the saves or effective caster levels of hex mage abilities (such as Ability Focus, Spell Penetration, and Practiced Spellcaster feats)
Reap What You Have Sown (Su):
At 19th level a hex mage gains the ability to twist enchantments back on those who would use them against him. When the hex mage is targeted by an effect that he could normally remove with his hex breaker ability, he may make a caster level check opposed by the caster level of the creature that initially generated the effect. If he succeeds on the check, then the effect does not affect him in any way; if he beats the check by five or more, however, the caster instead himself becomes the target of the effect (as if it were a spell reflected by spell turning). This applies even for ongoing effects (such as a hex glyph), regardless of how far away the caster is or how long ago that the caster placed the effect. Against effects related to hex points, this ability triggers at the instant that the hex points are expended.
Hex Mages in the World
Races
Humans, half elves, and elves form the predominant bulk of hex mages, though any race with some modicum of charisma and a thirst for retribution can benefit from their abilities. Dwarves, orcs, and half orcs rarely have the necessary charisma to be effective hex mages, but sometimes an orc with the proper aptitude serves his tribe as an enforcer for the chief or a witch doctor in lands suffused with baleful magic. Gnomish hex mages use their abilities for light-hearted mischief, while Halfling members of the class work seamlessly alongside rogues and spellthieves (Complete Mage). Elven hex mages accompany rangers on missions involving magical beasts with dangerous supernatural abilities, or serve to clear the way into the strongholds of other magic-using races. Aasimars hailing from archon bloodlines occasionally take up the mantle of hex mage to pursue their forbearers’ work, using the class as a means to condition possibly salvageable evildoers into returning to the righteous path.
Abilities
Charisma is the most important ability score for hex mages, as most of their class abilities scale off of it and hex points are best applied by guile rather than brute force. A high intelligence score provides much-needed skill points, and dexterity is helpful for improving armor class and reflex saves, as well as providing later benefits for those who choose to apply hex points via ranged weapons.
Alignment
Hex mages can be of any alignment, though law and evil predominate amongst their number owing to the retributive and coercive nature of their magical talents. Lawful hex mages tend to work as agents for a higher authority, using their powers to enforce the edicts of the powers that be. Chaotic members of the class actively work mischief and subvert authority by breaking magic-based measures of control - often possessing a flair for the ironic as well. Evil hex mages are consummate arm-twisters, kidnappers, and hijackers. Good hex mages are rare, but typically pursue the class to force evildoers to mend their ways or remove curses from people or areas as supernatural minesweepers.
Religion
Hex mages are very aware of the power of the deities, given their prominent place in the ancient lore of curses. To that end, most hex mages venerate deities of retribution, vengeance and secrets. In the core Dungeons and Dragons setting, St. Cuthbert and Wee Jas claim the most hex mage adherents. Amongst the monstrous races, Kurtulmak appreciates the trap-like nature of hex glyphs, while Lolth attracts many drow hex mage followers seeking to either emulate her rapacious nature (especially with regards to her “tests”) or to keep their underlings forcibly in check.
Other Classes
A hex mage works well as a secondary trap finder, party face, or counter to enemy casters and monsters with curse-based abilities. As such, they cooperate best with primary casters, bards, and rogues, who appreciate their dual dedication to subtle magic and social manipulation. Barbarians, druids, and others tied more closely to tribal life typically see hex mages in their midst as important spiritual warriors and medicine men at their best, and dangerous hedge witches at worst. Clerics may be with you or against you, based entirely on how much your personal code aligns with their own. A hex mage’s abilities often require a degree of finesse that is lost on most martial characters, with paladins especially disinclined to cooperate with a hex mage if his tactics skew too much towards the tyrannical end of things, but monks can at least recognize a shared appreciation for unarmed combat methods when they see it.
A Day in the Life
As a hex mage, you may find that your unique line of work provides few consistent allies, whether in the form of under-cover hex mage comrades working discretely towards a similar goal, cursed individuals secretly bent to your will by fear (often conditioned over a long period of “persuasion,” “encouragement,” and contingent hexes), or supplicants seeking your ability to remove the yoke of dark magic. If you are an agent of a higher power, you can expect the support of that power and associated organizations, though they are likely to deny any such cooperation in the public sphere. In any event, discretion is the watchword of every successful hex mage. The more people know of your abilities, the less likely they are to trust you; the less you are trusted, the harder it is to get close enough to go about your work.
You are fragile, without the flashy variety of a full arcanist or the deadly strength of a man-at-arms, and superstitious people are perhaps justified in seeking your demise. At the same time, however, you are confident in your abilities to serve humble pie to those who underestimate you. Your ability to stack your hex points alongside those of other hex mages allows you to potentially take out grander targets than any one individual of your skill level may hope to defeat, and every round that you remain undetected is another round that the enemy creeps, unknowingly, towards certain doom. As a warrior for your own code of morality and justice, you can teach others the errors of their ways with as much irony or severity as you see fit. By judicious preparation and social guile, you can subvert the plans of those who mean you ill, providing your allies with “preventative care,” laying magical mine fields for invaders in your territory, and making sure that those you encounter in your various dealings are honest with you and yours, on pain of death – or worse.
Tactics
The overarching goal of the hex mage is to set his opponents up for failure beforehand, and the class rewards preparation over direct confrontation.
If fighting is inevitable, then you should hold off on triggering your hex points to gain the benefits of your higher-level abilities as the battle matures, using contingent hex and your ability to stack debuffing effects to hamper and interrupt your foes at carefully chosen moments. You must carefully decide between engaging the fighting members of the opposing force (typically low will saves, but hard to hit and dangerous in close quarters) and the spellcasters (typically high will saves, but with low hit points and especially vulnerable to penalties targeting their mental ability scores).
Outside of combat, look for chokepoints to judiciously drop hex glyphs and perhaps lure enemies into them. Later on, prepare an arsenal of cursed items to keep the enemy on their toes - dust of choking and sneezing is a popular choice for direct combat and potions of poison are good for assassinations, as you are immune to their effects so long as you were the one that made them.
Hex Mage Starting Packages
Royal Agent
LN human hex mage
Feats: Persuasive
Skills: Bluff 3 ranks, decipher script 2 ranks, intimidate 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge (arcana) 2 ranks, search 3 ranks, sleight of hand 3 ranks, spellcraft 2 ranks, use magic device 2 ranks
Equipment: leather armor, dagger (concealed), backpack, bedroll, waterskin, trail rations (4 days), manacles, silk rope, signet ring, sealing wax, flint and steel, tent, torch (x3), masterwork tool of intimidate (bag of interrogation implements), 5gp
Tribal Spirit Warrior
CN wood elf hex mage
Feats: Two Weapon Fighting
Skills: Hide 4 ranks, intimidate 2 ranks, move silently 4 ranks, perform (oratory) 2 ranks, search 4 ranks, spellcraft 2 ranks.
Equipment: leather armor, dagger (x2), longbow, 20 arrows, backpack, bedroll, waterskin, rations (5 days), flint and steel, tent, hemp rope.
Example Character
Dr. Baurus Hobbes, Associate Professor of Xeno-Magical Defense
Human Hex Mage 13
Medium Humanoid (Human)
HP: 13d8+13 (75hp)
Abilities: str 8, dex 14, con 12, int 13, wis 10, cha 18 (20)
Speed: 30ft ground
Space/Reach: 5ft x 5ft / 5ft
Initiative: +2
Saves: fort +9, ref +6, will +8
AC: 22 (+0 size, +2 dex, +7 armor, +2 shield, +1 ring)
Base Attack/Gapple: +9/+8
Full Attack: +1 hexchrome dagger (1d4 plus 4 hex points, 19-20/x2) +12/7 melee or +12/7 ranged; masterwork sling (1d4 plus 3 hex points, x2) +12/7 ranged
Special Qualities: Humanoid traits, hexing strike (3 points), hex breaker (remove hex points/remove curse/break enchantment), detect magic, hex sense, contingent hex, hex glyph, hexed weaponry, mettle, craft cursed item, lingering dread (shaken, frightened), existential fear (+2/-2), lesser geas, geas
Feats: Improved Unarmed Strike (b), Weapon Finesse, Combat Expertise, Improved Feint, Craft Hex Mage Contract, Ability Focus (bestow curse), Craft Wondrous Item
Skills: Bluff 15 ranks, concentration 3 ranks, craft (alchemy) 1 rank, decipher script 5 ranks, intimidate 15 ranks, hide 6 ranks, move silently 6 ranks, knowledge (arcana) 3 ranks, knowledge (history) 3 ranks, perform (oratory) 3 rank, search 15 ranks, sense motive 5 ranks, sleight of hand 10 ranks, spellcraft 7 ranks, use magic device 7 ranks
Languages: Common, Draconic
Alignment: Lawful Neutral
Equipment: dust of sneezing and choking (crafted), stone of weight (crafted)(x2), wand of reduce person, potion of pass without trace, ring of force shield, ring of protection +1, cloak of charisma +2, circlet of persuasion, +2 mithril breastplate, masterwork sling (hexed weaponry), 10 bullets, +1 dagger (hexed weaponry), spell component pouch
Intro: “Please, allow me to teach you a lesson in humility…”
New Spell
Delay Hex
Brd 2, Clr 2, Drd 2, Pal 1, Rgr 1
Abjuration
Components: V, S, M
Range: Touch
Target: one creature touched
Casting Time: 1 standard action
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You utter a droning mantra and touch the target with a paper talisman inscribed with various incantations and prayers to the deities of protection in runic script. The talisman magically adheres to the touched creature for the duration of the effect. The target gains a small degree of resistance against effects derived from hex points placed on him or her, whether this resistance is desired or not. Any hex points placed on the subject of a delay hex spell can only be triggered for any purpose in limited increments, possibly preventing activated abilities requiring more hex points to be expended than the delay hex effect allows.
The maximum number of hex points on the target of delay hex that can be expended each round starts at 10 at caster level 1st and is reduced by 1 for every two caster levels thereafter, with a minimum of 0 being expendable at 19th level. If the hex points were to be expended to activate an ability that requires more hex points than is currently allowed, then the ability cannot activate until enough hex points have been expended (by using swift actions to expend the maximum amount allowed by the spell in subsequent rounds), and the results are delayed until after the spell’s duration has lapsed. If the hex mage opts to not expend further hex points in pursuit of activating the ability (leaving too few hex points expended to activate the ability), then the hex points previously expended to this end are simply wasted.
This spell prevents both offensive and beneficial uses of hex points, meaning that the spell may be used against enemies seeking to use the benefits of allied hex mage’s hexbreaker abilities. Whenever hex points are expended against the target of the spell, the talisman briefly glows with a faint purple light.
Material Component: A strip of paper inscribed with protective incantations
New Feats
Occult Hexmaster
The outré powers that grant you your magical abilities have lent your eldritch blast an additional payload of dark magical energies.
Prerequisites: Eldritch blast, hexed weaponry
Benefit: Your hex mage caster levels and warlock caster levels stack for the purpose of determining the damage of your eldritch blast, the number of hex points applied by your hexing strike, and the maximum number of hex points you may place on any one target, but not any other benefits of the classes. In addition, your eldritch blast will apply hex points to your target or targets as if they were struck in melee with your hexing strike.
Versatile Hexmaster
Your martial prowess makes you a potent combatant, but the injuries you inflict are as persistent as they are supernatural.
Prerequisites: Hexing strike, hexblade’s curse
Benefit: Your hex mage levels and hexblade levels stack for the purpose of determining the number of hex points applied by your hexing strike, the maximum number of hex points you may place on any one target, and the number of times per day you can use your hexblade’s curse, but not any other benefits of the classes. In addition, when you expend hex points placed on a target (whether directly or via any ability, such as contingent hex or hex glyph) you may also expend a daily use of your hexblade’s curse to affect the same target with it as part of the same action, regardless of the distance between you and the target. When you do so, you determine which effect applies to the target first.
Beguiling Hexmaster
Your hex mage talents supplement your roguish abilities, especially when the social guile required of both can come into play.
Prerequisites: Sneak attack +1d6, hexing strike, bluff 6 ranks
Benefit: Your hex mage levels and rogue levels stack for the purpose of determining the number of hex points applied by your hexing strike, the maximum number of hex points you may place on any one target, and the damage dealt by your sneak attack, but not any other benefits of the classes. In addition, if the target of your hexing strike is not cognizant of the fact that he is being hexed or attacked as a result of a bluff check (for example, because you are applying hex points to him via a handshake and you succeeded in your bluff check to get close), you may apply your sneak attack damage to the target whenever the hex points surreptitiously applied to him are expended. This additional damage may only affect a given target once before additional hex points must be applied to the target (again, with a successful bluff check), and only works against a target that is dealt damage by the expended hex points.
Special: A rogue may select Beguiling Hexmaster in lieu of a rogue special ability, so long as he meets the prerequisites for the feat.
Cursed Materials
You may curse the very structure of an object, causing it to fail at an inopportune time.
Prerequisites: Hex glyph, craft (any) 9 ranks or knowledge (architecture and engineering) 4 ranks
Benefit: You may apply hex points directly into objects to imbue them with damaging energies. This effect functions exactly as the normal application of hex points via a hexing strike, but the target is any single object or up to one five foot cube of inanimate matter, and hex points placed in this manner are counted against the total number of hex points you can have placed in hex glyphs at any given time. You may use this ability in conjunction with other hex mage abilities, as long as the object is a valid target. For example, you could set a contingency to deal damage directly to a floor when an enemy walks over it or undo a polymorph any object effect on a transmuted object via the use of your hex breaker ability, but you could not apply a bestow curse effect to the object because it is not a valid target of the bestow curse spell. Any damage dealt by this effect ignores hardness.
In addition, any unattended inanimate matter or objects within five feet of the target of a hex glyph that was filled with hex points set to be expended for damage immediately are dealt damage as if they were other creatures. Magical objects may make a saving throw for half damage, as normal.
Normal: Expending placed hex points deals damage only to creatures.
Name-Bound Hex
You may use the power of a person’s truename to deny them any chance to resist your hex mage abilities.
Prerequisites: Contingent hex, truespeak 9 ranks.
Benefit: If someone under the effect of your contingent hex ability is within 60ft and you have line of sight to them, you may take a full round action (provoking attacks of opportunity) to speak his true name and a description of the triggering conditions of the contingent hex. This description may be poetic, cryptic, or in riddle form, but must be honest and complete. You must know the target’s true name and successfully speak it (usually DC 15 + (2 x CR of the target)). If your truespeak check succeeds, then the effect triggered by the contingent hex (such as expending hex points for damage or to place a bestow curse on the target) offers no saving throw.
Craft Hex Mage Contract (Item Creation)
You can combine the power of hexes with a written contract to strike cast-iron bargains that you can be sure will be followed to the letter.
Prerequisites: Any lawful alignment, contingent hex, decipher script 5 ranks, sense motive 5 ranks
Benefit: You may create a magical contract involving one or more parties, a procedure requiring at least 10 minutes of concentration during which the writing of the actual document take place. At the end of the creation period, the contract becomes a semi-permanent conduit for your hex mage abilities in a similar manner to that of a contingent hex, except as noted here.
Any creature who, willfully and without immediate duress, signs the contract is immediately filled with a number of hex points equal to the maximum that you could place on the creature at the time at which the contract was made. These hex points are treated as part of a contingent hex, except that all contingencies are enumerated in the contract (including what will trigger them, the effect that they will have when they are triggered, and what will remove them). The contract itself is considered the source of these hex points for all intents and purposes, meaning they are counted in a separate pool from any you might later place and cannot be directly triggered or removed by you without resorting to the hex breaker class ability or a similar effect. DMs are encouraged to take terms as literally as possible; for the purpose of the contract consider words written on it to have their generally accepted dictionary definitions.
Any signatory that willfully violates the terms of the contract suffers the full effects of the contingent hex enumerated therein. Signatories to the contract cannot save against or resist whatever effect is generated when the hex points are triggered. Fulfilling the terms of the contract is the only way to be sure that the hex points go away - destroying the contract has no effect. Even you, as the creator of the contract, are not immune to the effects if you sign the contract. For example, if you sign that you agree to provide payment for services rendered and then fail to pay when the other party upholds their end of the bargain, then you will also be affected by the contingent hex contained in the contract.
From now on, any spell component pouch you carry is assumed to also carry all the necessary materials required to create contracts. This includes sealing wax, a sealing wax stamp, ink, quill pens, and sheets of cheap parchment.
As an additional benefit, you gain a +2 bonus on decipher script checks to identify “fine print” or clauses in contracts that might not be immediately obvious.
Practiced Hex Mage
Your hex points build up on a target more quickly than it would for other, less skilled hex mages
Prerequisites: Hexing Strike class feature
Beneft: You may treat your hex mage level as two higher for the purpose of determining how many hex points you apply with hexing strike. For example, a 3rd level hex mage may apply 2 hex points with a touch attack instead of one, because he is treated as being 5th level for this purpose only. This bonus stacks with other sources of increased hex point delivery (such as a hexchrome weapon).
Normal: Your hexing strike ability applies one hex point to a target, plus one for every five levels attained in hex mage or an appropriate prestige class.
New Items
Hexing Effigy
This simple cloth doll typically comes with an assortment of needles, and is always crafted in the vague likeness of a specific creature (usually a hated enemy of the hex mage responsible for the doll’s creation). At least one physical piece of the creature depicted, or one of it’s personal possessions, must be included in the construction of a hexing effigy for it to be functional.
A hexing effigy serves as an expendable reservoir of curse energy, allowing the hex mage to apply hex points to the target depicted at any distance as an attack action (as if via his hexing strike ability), though a maximum number of hex points equal to the caster level of this item can be applied via any one hexing effigy before it no longer provides this function. The cap on the number of hex points that the hex mage may have unexpended on a target at any given time remains a limitation, even when they are applied by this method. Once placed, these hex points remain dormant, as normal; however, any creature can thereafter insert the pins provided as a swift action to expend them, opting to use any abilities the hex mage that placed the hex points would have had access to (damage, bestow curse, etc.). Once the maximum number of hex points a hexing effigy can place have been placed through it, and all hex points placed via the hexing effigy are expended, the item is too saturated with corrupting energies to be effective and becomes inert. It continues to register as a faint source of transmutation magic to spells such as detect magic even after being rendered inert.
These items are often used to the maximum extent allowed and then given to trusted companions in order to leave the hex mage free to deal with other issues without losing the ability to inflict injury on the target by proxy.
Hexing effigies cost as much as a scroll of the appropriate caster level would cost to create, treating half the caster level (rounded down) as the level of the spell. This works out to the caster level squared times 6.25. They are generally not sold. The creator of the hexing effigy must have the contingent hex class feature and the Craft Wondrous Item feat. CL varies. Price varies. Weight: 1 lb.
Ioun Stone – Carved Bone Tetrahedron
When equipped, this item increases the effective level of the user by 1 for the purpose of using hex mage abilities already unlocked, including number of hex points applied by hexing strike, maximum number on any target, saves to resist their effects, and effective caster level. This bonus does not stack with itself. A carved bone tetrahedron ioun stone can be created by any hex mage with the craft cursed item class ability and the Craft Wondrous Item feat. CL 15th. Price: 30000gp. Weight: -
New Material
Hexchrome
Hexchrome, named for the hermit-like hex mages who first discovered it's properties, acts as a conduit for curse energies. When a hex glyph is triggered for damage over a stretch of ore rich in chromium, there is a one in a hundred chance that the ore becomes suffused with the baleful magical energies involved, the resulting fractures filling with dark purple crystalline structures. This lends the processed material a curiously purple sheen when used as an alloy for weaponry.
Any weapon with a solid striking surface, including ammunition, can be crafted with hexchrome. The resulting weapon allows hex points to be transmitted through it when it strikes an opponent (as the cursed weaponry class feature). If the user can already create cursed weaponry, then the weapon instead delivers one more hex point per strike than the user normally could apply by that ability.
Unfortunately, hexchrome is extremely fragile unless the crystalline structure of the metal is carefully aligned; unless the weapon is created as being of at least masterwork quality, then a hexchrome alloy weapon breaks apart when the user rolls a natural 1 on an attack roll. Hexchrome weapons weigh the same as their standard counterparts, and cost an additional 2000gp to make (or 2300gp for masterwork quality). This is also the price for up to 10 pieces of hexchrome ammunition.
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