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Hexblades combined martial skill, illusion magic, and hexes to impede their foes.

The hexblade is an archetype of the gambler class.

Weapon and Armor Proficiencies

The hexblade is proficient with simple and martial weapons. He is also proficient with light, medium, and heavy armor as well as all shields (except tower shields).

This ability replaces the gambler’s starting weapon and armor proficiencies.

Martial Prowess

A hexblade’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases hexblade’s hit dice from d8 to d10.

This ability replaces beginner’s luck and throwing cards.

Hex (Ex or Su)

A hexblade learns a number of magic tricks, called hexes, that grant her powers or weaken foes. At 2nd level, a hexblade gains one hex of her choice. She gains an additional hex for every two gambler levels attained after 2nd level. 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 + half the gambler’s level + her Charisma modifier.

Ameliorating (Su): The hexblade can touch a creature to suppress or protect it from negative conditions. The hexblade chooses one of the following conditions each time she uses this hex: dazzled, fatigued, shaken, or sickened. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the hexblade’s level. Alternatively, the hexblade can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the listed conditions (which condition is always the hexblade’s choice) for 24 hours. Once a creature has benefited from this hex, it cannot benefit from the hex again for 24 hours.

Aura of Purity (Su): Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the hexblade for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the hexblade’s class level are unaffected.

Blight (Su): Blighting an area takes 1 round, during which time the hexblade must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A hexblade can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a cross or similar magic, using the save DC as the DC to remove the curse. A hexblade can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Cackle (Su): A hexblade can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the hexblade has the duration of that hex extended by 1 round.

Charm (Su): A hexblade can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the hexblade had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Hexblade’s Charisma modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

City Sight (Su): On a failed Fortitude save, the subject loses the use of darkvision, greensight, low-light vision, see in darkness, and other visual abilities beyond simple sight, but not nonvisual means of perception like blindsight, scent, or tremorsense. This effect lasts 1 minute. At 8th level, this effect lasts for 10 minutes instead. Whether or not the creature succeeds at the saving throw, it can’t be the target of this hex again for 1 day.

Combat Hypnosis (Su): The hexblade can lull her enemies into a trance, even in the chaos of combat. This hex functions as hypnotism, except it can affect only one creature at a time, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Congeal (Su): The hexblade can make the water in a 10-foot radius around her sludgy and viscous for 1 minute, causing it to function as difficult terrain for all swimming creatures except herself. This also provides partial cover against physical effects that pass through the affected area.

Cursed Wound (Su): For a number of days equal to 3 + the hexblade’s Charisma modifier (minimum 1), whenever the victim is the target of a healing spell or magical healing effect, the caster of the healing effect must succeed at a caster level check (DC = 11 + the hexblade’s level) to end the hex. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim’s last 10 points of damage. Thus, the victim’s effective maximum number of hit points is 10 fewer than normal. A successful Will save reduces the duration of this hex to 1 round. At 5th level, the victim of this hex also takes a –2 penalty on Fortitude saving throws to avoid contracting a disease or poison from an injury. This is a curse effect and can be removed by cross.

Deathcall (Su): The hexblade’s presence makes death more likely for wounded foes. Creatures within 120 feet of the hexblade take a –1 penalty on checks to stabilize when dying. At 8th level, this penalty changes to –2, and at 16th level, it changes to –3.

Discord (Su): The hexblade can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target’s attitude toward the other creature decreases by one step. A successful Will save negates this effect. The effect lasts for a number of rounds equal to the hexblade’s Charisma modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps. This is a mind-affecting charm effect.

Disguise (Su): A hexblade can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Disrupt Connection (Su): The hexblade disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will save or be confused for 1d4 rounds. While it’s confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the hexblade had summoned it (attacking the hexblade’s enemies or performing such other tasks that the hexblade can communicate to it). At 8th level, this hex causes the summoned creature to act as if the hexblade had summoned it on a result of 51–100. At 16th level, this hex causes the summoned creature to act this way on a result of 26–100. The cackle hex extends the duration of this hex by 1 round. Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours.

Distraction (Su): The hexblade can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like ability for 1 round. Anytime the creature attempts to do so, it must succeed at a concentration check (DC = 15 + twice the spell level) or lose the spell. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Hexes that affect the misfortune hex, such as cackle, also affect distraction.

Enemy Ground (Su): The target takes a –4 penalty on Acrobatics checks to move over slippery or uneven surfaces and to avoid attacks of opportunity while moving through threatened squares. This effect lasts for 1 minute. On a successful Will save, the penalty is reduced by half and the duration is only 1 round. At 8th level, this penalty increases to –8.

Evil Eye (Su): The target takes a –2 penalty on one of the following (hexblade’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the hexblade’s Charisma modifier. A Will save reduces this to just 1 round. At 8th level the penalty increases to –4. This is a mind-affecting effect.

Feral Speech (Su): This hex grants the hexblade the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The hexblade can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the hexblade in any way. At 12th level, the hexblade can use this hex to communicate with vermin.

Flight (Su): At 1st level, the hexblade can use choco feather at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the hexblade.

Floating Lotus (Su): The hexblade can conjure a large lotus flower that floats by her side for a number of minutes per day equal to her level. This duration doesn’t need to be consecutive, but must be spent in 1-minute increments. While summoned, the hexblade can use the lotus to cross water as if she was affected by water walk. She can also use the flower for short bursts of flight, gaining a +10 enhancement bonus on Acrobatics checks when attempting high jumps and long jumps. This bonus increases by 10 at 5th level, and again at 9th level.

Fortune (Su): The hexblade can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Gift of Consumption (Su): The hexblade curses a creature to share any effects that target her vitality. Whenever the hexblade is exposed to an effect that requires her to attempt a Fortitude save, as an immediate action she can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Fortitude save at the same DC as the hexblade’s, and on a failure it is subject to the same effects as the hexblade. Regardless of the outcome of the saving throw, the creature can’t be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of saves, such as phantasmal killer.

Greater Gift of Consumption (Su): The hexblade can more effectively redirect effects to her proxy chosen by the gift of consumption hex. When the hexblade succeeds at her Fortitude save against an effect that she has redirected to a proxy, the hexed creature takes a –4 penalty on its Fortitude save against the redirected effect. If the hexblade ever fails a Fortitude save or intentionally exposes herself to an effect that requires a Fortitude save, such as by ingesting a poison, she can redirect that effect to affect only the hexed creature, though the hexed creature can still attempt a saving throw to resist the effects. Once she has redirected an effect to another creature in this way, that creature cannot be affected by the gift of consumption hex again for 24 hours. Prerequisite: The hexblade must have the gift of consumption hex to select this hex.

Healing (Su): This acts as a cure spell, using the hexblade’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure II. At 9th level, this hex acts like cure III.

Heralding Bloom (Su): A hexblade can compel a plant within 30 feet to spread a message, which must be 25 words or fewer and in a language the hexblade speaks. This message can’t contain verbal spell components, command words, or other magical effects. An intelligent plant that’s targeted can attempt a Will save to negate the effect. If the save fails, the plant is magically compelled to “speak” this message in an audible voice, repeating it each time one or more intelligent creatures to whom the message has not yet been repeated comes within range, until 24 hours after the hex has been placed. The plant under the effect of the hex does not gain any special Charisma from this hex or gain any ability to understand the message if it does not normally understand the language the message is delivered in, and it is in no way otherwise compelled to act in any way it would not normally. A hexblade can have a number of heralding blooms active equal to her gambler level + her Charisma modifier.

Iceplant (Su): This hex grants the hexblade a +2 natural armor bonus, ice resistance of 5, and the constant effect of endure elements. The effect leaves the hexblade’s skin thick and stiff to the touch.

Ill-Omen (Su): The enemy must make a Will save or be affected by bane (caster level equal to the hexblade’s level). The hexblade can use this hex on an enemy at a range of up to 60 feet. Whether or not the target’s save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this hex ignore that creature when determining who is affected).

Minor Prophecy (Su): The hexblade can call on her prophetic ancestors to cast augury once per day.

Misfortune (Su): The hexblade can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Murksight (Su): The hexblade can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the hexblade can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the hexblade to see in murky water as though it were clear. This does not allow the hexblade to see anything she could not see otherwise, such as an invisible creature.

No Place Like Home (Su): She chooses a target for the hex within 30 feet. If she chooses an ally, that ally gains a +2 dodge bonus to AC against traps and on Reflex saves against traps. If she chooses an opponent, that opponent takes a –2 penalty to AC against traps and on Reflex saves against traps. Either way, the effects last for 1 minute. The target can attempt a Will save to negate the effects of the hex. At 8th level, the bonus or penalty increases to 4. At 16th level, the bonus or penalty increases to 6. A creature targeted by this hex cannot be targeted again by this hex for 1 day.

Peacebond (Su): A hexblade can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the hexblade’s level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Pollute Water (Su): The hexblade can corrupt bodies of water with foul energies. This functions as the blight hex, except it affects only either an area of standing water or a creature with the aquatic or water subtype. a creature of any type that drinks water from a polluted area must succeed at a Fortitude saving throw or become nauseated for 1d3 rounds and afflicted as if blighted with the blight hex curse. A creature that succeeds at this saving throw is immune to the effects of polluted water from this area for 24 hours. Polluted water does not quench thirst.

Polluting Glance (Su): The hexblade can corrupt non-magical liquid items (such as alchemical remedies) with a look. The hexblade can choose one liquid item she can see within 30 feet and change its contents into polluted water as per her pollute water hex (see above). The number of polluting glance hexes the hexblade can have active at one time is equal to her Charisma bonus (minimum 1). Prerequisite: The hexblade must have the pollute water hex to select this hex.

Prehensile Hair (Su): The hexblade can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Charisma score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small hexblade). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the hexblade’s elongated hair shrink away to nothing. Using her hair does not harm the hexblade’s head or neck, even if she lifts something heavy with it. The hexblade can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male hexblade with this hex can also manipulate his beard, moustache, or eyebrows.

Protective Luck (Su): The hexblade can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A hexblade cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Scar (Su): The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The hexblade can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging. The hexblade can withdraw this hex from a target as a move action at any range. The number of supernatural scars the hexblade can maintain at once is equal to her Charisma bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that crosss can remove the scar.

Seduction (Su): The hexblade uses enthralling movements to fascinate a single creature within 60 feet that can see the hexblade. A Will save negates this effect. If the target is (or could be) sexually attracted to the hexblade, the save DC is increased by 2. The effect lasts for 1 round, but the hexblade can extend this effect for 1 additional round (up to a total number of rounds equal to her class level) by taking a standard action to continue her enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the fascination effect lasts for 2 additional rounds after the hexblade ceases taking a standard action to maintain it. This is a mind-affecting charm effect.

Sink (Su): The hexblade can cause a creature in water to struggle, imposing a –4 penalty on its Swim checks and reducing its swim speed (if any) by 10 feet for 1 minute unless it succeeds at a Fortitude saving throw; on a successful save, the effect’s duration is reduced to 1 round. The duration of this hex can be extended with the cackle hex. This hex does not stack with itself.

Slumber (Su): A hexblade can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the hexblade’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Soothsayer (Su): When the hexblade uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.

Summer’s Heat (Su): The hexblade surrounds her target with oppressive heat, dealing a number of points of nonlethal damage equal to her gambler level and causing the target to become fatigued. The target can attempt a Fortitude save to reduce this nonlethal damage by half and negate the fatigued condition. Whether or not the target succeeds at this save, it can’t be the target of this hex again for 1 day.

Swampwalk (Su): While traveling through swamps, mires, bogs, and similar terrain, the hexblade leaves no trail and cannot be tracked, as the trackless step druid ability. The hexblade can walk through mud and even quicksand as if it were normal ground.

Swamp’s Grasp (Su): One 10-foot square per gambler level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the hexblade’s Charisma modifier. If the hexblade uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately.

Swine (Su): The hexblade can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will saving throws for a number of rounds equal to the hexblade’s Charisma modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers.

Tongues (Su): A hexblade with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a hexblade can use this ability to speak any language, as per tongues.

Unnerve Beasts (Su): The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the hexblade’s Charisma modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.

Ward (Su): The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A hexblade knows when a warded creature is no longer protected. A hexblade can have only one ward active at a time. If the hexblade uses this ability again, the previous ward immediately ends. A hexblade cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the hexblade uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

These abilities replace gambler gambits gained at 2nd, 4th, 6th, 8th, and 10th level.

Hex Strike (Ex)

At 3rd level, a hexblade chooses one hex that she can use to affect no more than one opponent. If she makes a successful melee attack against an opponent, in addition to dealing her weapon damage, she can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity. This ability can be used only once per round. At 7th level and every four gambler levels thereafter, she can choose another hex to use with hex strike.

This ability replaces fortune’s favor.

Spells

Beginning at 4th level, a hexblade gains the ability to cast a small number of illusionist spells, which are drawn from the illusionist spell list. A hexblade begins play with 1 1st level illusionist spell of her choice. Each time a character attains a new gambler level, she gains one spell of her choice to add to her list of spells. The free spell must be of spell levels she can cast. Like most spellcasters, a hexblade can find or purchase scrolls with spells to add to her repertoire. Unlike other spellcasters, a hexblade wearing armor does not affect her spellcasting ability.

To learn or cast a spell, the hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + her Charisma modifier. In addition, a hexblade gains additional MP for having a high attribute (Charisma).

Table: 1/2 MP Chart

LevelMPSpell Level
4th11st
5th21st
6th31st
7th42nd
8th52nd
9th62nd
10th73rd
11th83rd
12th103rd
13th124th
14th144th
15th164th
16th194th
17th224th
18th254th
19th294th
20th334th

Through 3rd level, a hexblade has no caster level. At 4th level and higher, her caster level is equal to her gambler level – 3.

This ability replaces sharpened cards.

Major Hex (Ex or Su)

Starting at 12th level, and every two levels thereafter, a hexblade can choose a major hex whenever she could select a new hex.

Agony (Su): With a quick incantation, a hexblade can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the hexblade’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Beast Eye (Su): The hexblade can project her senses into an animal within 100 feet, sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within 100 feet of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, chocobo knight mounts, and similar unusual animals may resist with a Will save. The hexblade can use this ability for a number of minutes per day equal to her level. These minutes need not be consecutive, but they must be spent in 1-minute increments.

Beast’s Gift (Su): The hexblade can use her magic to grant her allies ferocious animal abilities. The hexblade can partially transform a willing ally, granting him natural attacks for a number of minutes equal to the gambler’s level. Choose one: the creature gains one bite attack that deals 1d8 points of damage and one secondary attack of the hexblade’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks.

Delicious Fright (Su): The target of this hex becomes shaken for a number of rounds equal to 3 + the hexblade’s Charisma modifier. As long as the hexblade remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.

Hidden Home (Sp): The hexblade can conceal or disguise her home and the area around it as if using mirage arcana. Before using the hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the hexblade changes or dismisses it. For the purpose of this ability, a hexblade can only have one “home” at a time.

Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Dispel, esuna, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is an ice effect.

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of ice damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

Infected Wounds (Su): The target’s wounds become infected (Fortitude negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.

Major Ameliorating (Su): The hexblade can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the hexblade either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the hexblade’s level. Alternatively, for 24 hours the hexblade can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (hexblade’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the hexblade can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Major Healing (Su): This hex acts as cura, using the hexblade’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like curaga.

Pariah (Su): The hexblade can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the hexblade’s Charisma modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.

Prophecy (Su): The hexblade can call on her prophetic ancestors and cast divination once per day.

Regenerative Sinew (Su): The hexblade can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the gambler’s class level or it heals up to 4 points of ability score damage from any two ability scores (hexblade’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Restless Slumber (Su): The hexblade causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn. This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused for a number of rounds equal to half the gambler’s level. Prerequisite: The hexblade must have the slumber hex to select this hex.

Retribution (Su): A hexblade can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the hexblade’s Charisma modifier. A Will save negates this effect.

Vision (Su): Granting a vision takes 1 minute, during which time the hexblade and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the hexblade that granted them. For example, the visions granted by a chaotic evil hexblade often show scenes of death and destruction, while those of a neutral good hexblade tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A hexblade cannot use this ability on herself. Unwilling creatures receive a Will save to negate the vision.

Waxen Image (Su): The hexblade can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the hexblade gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the hexblade’s turn and does not impede the creature’s actions on its turn. The hexblade can use the waxen image a number of times equal to her Charisma modifier before it melts. As a standard action, the hexblade can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an illusion (compulsion) effect.

Hexblade’s Charge (Su): Once per day, a hexblade can designate a willing creature as her charge. She gains a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one.

Withering (Su): The hexblade causes a creature within 30 feet to age rapidly, empowering the hexblade in the process. The target ages to the next age category (adult to middle-aged, and so on). The hexblade gains a number of temporary hit points equal to 1d10 + her hexblade level and a +2 profane bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Charisma modifier. These effects last for a number of hours equal to the hexblade’s level. A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.

These abilities replace gambler gambits gained at 12th, 14th, and 16th level.

Grand Hex (Ex or Su)

Starting at 18th level, and every two levels thereafter, a hexblade can choose one of the following grand hexes whenever she could select a new hex.

Animal Servant (Su): The hexblade can use this hex to turn a humanoid enemy into an animal and rob it of its free will. The transformation works as beast shape II and is negated by a successful Will save. The transformed creature retains its Intelligence score and known languages, if any, but the hexblade controls its mind. This effect functions as dominate monster, except the creature does not receive further saving throws to resist the hex. The effect can be removed only with basuna or similar magic, although slaying the hexblade also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Curse of Nonviolence (Su): The hexblade can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an enfeebling effect. The curse is permanent but can be removed with a basuna spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Curse (Su): This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the hexblade. Slaying the hexblade that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Dire Prophecy (Su): The hexblade curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the hexblade may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the hexblade’s caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. The hexblade must decide to apply this penalty before the roll to be modified is made. If the hexblade does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.

Eternal Slumber (Su): The hexblade can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a basuna or similar magic, although slaying the hexblade ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation (Su): The hexblade causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver (Su): Once per day the hexblade can, as a full round action, touch a dead creature and bring it back to life. This functions as arise, but can use on any dead body, regardless of how much time has passed.

Hexblade’s Hut (Su): The hexblade can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The hexblade can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the hexblade’s Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with DC 30 lock), and move (moves at speed 60 on giant bird or bone legs as directed by the hexblade, even obeying commands such as “follow me from 100 feet away”). The hut remains animate for 24 hours, until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.

These abilities replace gambler gambits gained at 18th and 20th level.