Hit Die: d10

Class Skills: Bluff (Cha); Climb (Str); Craft (Int); Fly (Dex); Intimidate (Cha); Knowledge (Arcana) (Int); Perception (Wis); Profession (Wis), Ride (Dex); Spellcraft (Int); Stealth (Dex); and Swim (Str).
Skill Points per Level: 4 + Int Modifier

Level Base Attack Fortitude Reflex Will Special Maneuvers Knowns Maneuvers Readied Stances Known
1 +1 +2 +0 +2 Hexblade's Curse 3 3 1
2 +2 +3 +0 +3 Arcane Resistance 4 3 1
3 +3 +3 +1 +3 Harrier, Stalwart 5 3 1
4 +4 +4 +1 +4 Hex 5 4 2
5 +5 +4 +1 +4 Bonus Feat 6 4 2
6 +6/+1 +5 +2 +5 Aura of Unluck 6 4 2
7 +7/+2 +5 +2 +5 Cursed Blade, Hex 7 4 2
8 +8/+3 +6 +2 +6 - 7 4 2
9 +9/+4 +6 +3 +6 Greater Hexblade's Curse 8 4 2
10 +10/+5 +7 +3 +7 Dispelling Curse, Bonus Feat, Hex 8 5 3
11 +11/+6/+1 +7 +3 +7 Mass Curse 9 5 3
12 +12/+7/+2 +8 +4 +8 Improved Aura of Unluck 9 5 3
13 +13/+8/+3 +8 +4 +8 Counter Curse, Hex 10 5 3
14 +14/+9/+4 +9 +4 +9 Stolen Luck 1/day 10 5 3
15 +15/+10/+5 +9 +5 +9 Bonus Feat 11 6 3
16 +16/+11/+6/+1 +10 +5 +10 Major Hex 11 6 4
17 +17/+12/+7/+2 +10 +5 +10 Dire Hexblade's Curse 12 6 4
18 +18/+13/+8/+3 +11 +6 +11 Greater Aura of Unluck 12 6 4
19 +19/+14/+9/+4 +11 +6 +11 Major Hex, Stolen Luck 3/day 13 6 4
20 +20/+15/+10/+5 +12 +6 +12 Bonus Feat, Witchlord 13 7 4

Weapon and Armor Proficiency: Hexblades are proficient with all simple weapons and all martial weapons. They are proficient in light and medium armor, but not with shields. He can cast hexblade spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing heavy armor, or a using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Hexblade's Curse (Su): At 1st level, the hexblade is able to bestow a curse on a person of his choice; this is known as a hexblade's curse. He may place a curse on a target that he can see and is within 30 feet of; this is a swift action and the hexblade may only bestow a single hexblade's curse each round. Spell resistance does not apply to a hexblade's curse, but the target gets a Will save (DC 10 plus ½ the hexblade's level plus the hexblade's Charisma modifier) to partially negate the effect. If the target fails his saving throw, he suffers a penalty of -2 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, and armor class for the next hour. A successful save by the target cuts the duration to just one round (ending at the start of the hexblade's next turn). A hexblade's curse can be ended prematurely by any effect that can remove a curse.

A hexblade may use this ability a number of times per day equal to his level + his Charisma modifier.

Maneuvers: A hexblade begins with the knowledge of three martial maneuvers. The disciplines available to the hexblade are: Diamond Mind, Shadow Hand, and Witch Razor.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by hexblade is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered hexblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.

You can recover all expended maneuvers by taking a full round action meditating and muttering dark curses under your breath. While doing this, you are not considered flat-footed, but you do not gain the benefit of any stances.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to hexblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Arcane Resistance (Ex): Starting at 2nd level, a hexblade adds his Charisma bonus (if any) to all of his saves against any supernatural effect, spell or spell-like ability.

Harrier (Ex): At 3rd level, when an opponent tries to cast an arcane spell within a hexblade's threatened area, the DC for that caster to cast defensively increases by 2. At 10th level, and again at 17th level, the DC to cast defensively increases by an additional 2, to a maximum DC increase of 6 at 17th level.

Stalwart (Ex): At 3th level, a hexblade can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the hexblade is wearing light armor, medium armor, or no armor. A helpless hexblade does not gain the benefit of the stalwart ability.

Hex (Su): Hexblades learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 4th level, a hexblade gains one hex of his choice. He gains an additional hex at 7th level and for every 3 levels attained thereafter. A hexblade cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the hexblade’s level + the hexblade’s Charisma modifier.


Bonus Feats: At 5th level, and every five hexblade levels gained thereafter, a hexblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats, as well as the feats Ability Focus (Hexblade's Curse); Extra Curse; Extra Hex; Greater Spell Focus; Greater Spell Penetration; Spell Focus; and Spell Penetration. He must meet the prerequisites for these feats as normal.

Aura of Unluck (Su): At 6th level, a hexblade can spend 1 use of hexblade's curse to invoke an aura around himself that causes any melee or ranged attack (including spells) made against the hexblade to suffer a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the hexblade have a 20% chance to be negated (similar to fortification). The hexblade can activate this aura in an instant as a reaction to an attack upon them. Activating the aura of unluck is an immediate action, and the aura lasts for 3 rounds plus 1 round per point of the hexblade Charisma modifier (minimum of 1).

Cursed Blade (Su): At 7th level, a hexblade can spend 2 uses of hexblade's curse as a swift action to curse the wounds inflicted by his melee attacks for the next minute (10 rounds). Any creature injured by a melee weapon wielded by the hexblade while this ability is in effect must make a Will save (DC 10 + ½ the hexblade's level + the hexblade's Charisma modifier) or suffer a cursed wound. The cursed wound cannot be healed until the curse has been removed via a remove curse, break enchantment, or similar effect. All creature’s injured by the hexblade during the round the cursed blade is active must save versus this effect. Like all damage, the damage inflicted by a cursed blade stacks with itself. Targets of this effect need to keep a running tab of the total damage inflicted on them by the cursed blade, as damage taken from other sources can be healed normally.

Greater Hexblade's Curse (Su): At 9th level, the hexblade's curse ability improves. If the target fails his saving throw, he suffers a penalty of -4 on on all attack rolls, damage rolls, saving throws, skill checks, ability checks, and armor class for the next hour. A successful save by the target cuts the duration to just one round.

Dispelling Curse (Su): At 10th level, whenever the hexblade hits an opponent in melee, and that opponent has one or more magical effects currently active on their person, the hexblade can expend 2 uses of hexblade's curse to trigger a targeted dispel magic on his opponent.

Mass Curse (Su): At 11th level, the hexblade can choose to affect a number of targets in a 20-foot radius burst with his hexblade's curse ability equal to his Charisma modifier. The hexblade must expend 3 uses of hexblade's curse to use this ability.

Improved Aura of Unluck (Su): At 12th level, when the hexblade activates his aura of unluck ability, the miss chance is 35% and he gains a 35% to negate sneak attacks and critical hits.

Counter Curse (Su): At 13th level, the hexblade can expend 2 uses of hexblade's curse as an immediate action to force one opponent within 30 feet to reroll an attack roll or saving throw he has just made.

Stolen Luck (Su): At 14th level, the hexblade can, as a free action once per day, reroll any d20 roll that he has just made. The hexblade must take the results of the second roll, even if they are worse than the previous roll. At 19th level, he may use this ability three times per day.

Major Hex (Su): At 16th level, and 19th level a hexblade can choose a major hex to learn. Optionally he may still choose a normal hex instead.

Major Hexes

Dire Hexblade's Curse (Su): At 17th level, the hexblade's curse ability once again grows more potent. If the target fails his saving throw, he suffers a penalty of -6 on on all attack rolls, damage rolls, saving throws, skill checks, ability checks, and armor class for the next hour. A successful save by the target cuts the duration to just one round.

Greater Aura of Unluck (Su): At 18th level, when the hexblade activates his Aura of Unluck ability, the miss chance is 50% and he gains a 50% to negate sneak attacks and critical hits.

Witchlord (Su): At 20th level, the hexblade becomes a strengthening beacon for all curses. Whenever the Hexblade is adjacent to any enemy that is suffering any sort of penalty, any and all of those penalties are doubled. In addition whenever the Hexblade is targeted by a spell with the curse descriptor, he is not affected, instead the curse is rebounded back to the caster as though it were affected by spell turning, even if the spell would not normally be affected.

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