The Hexblade CS.   Posted by The Professor.Group: 0
The Professor
 GM, 53 posts
Mon 9 Sep 2019
at 22:17
The Hexblade CS
CS
The Hexblade
 Mercy Sweetjoy, 19 posts
Mon 16 Sep 2019
at 02:32
The Hexblade CS

Theme Song: Hex Girls
https://www.youtube.com/watch?v=jsRHqY2Y1fk

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 PC Name : Mercy Sweetjoy, The Hexblade
 Race : Human (Extraplanar)
 Class : Ciy Skilled Dweller Dark Companion Forced Omens Hexblade 20
 Level : 20
 Align : Neutral EVil
 Size : Medium
 Gender : Female
 Height : 1.70 meters
 Weight : 65 kgg
 Age : 26
 Hair : Black
 Eyes : Brown
 Speed : 50 ft
 HP : 300/300
 XP : /
 Next Level : 21
 SHEET UPDATED :

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 ABILITIES
                                         Final
      Base  Level  Racial  Magic  Misc  Ability / Modifier
            Bonus  Bonus   Item          Score

 STR : 08     --     --     +6     --      14 / +2
 DEX : 14     --     --     +6     --      20 / +5
 CON : 14     --     --     +6     --      20 / +5
 INT : 14     --     --     +6     --      20 / +5
 WIS : 08     --     --     +6     --      14 / +2
 CHA : 16     +5     --     +6     +5      32 / +11

 --------------------------------------------------------------------------------
 COMBAT STATISTICS

 BASE ATTACK BONUS
   MELEE         RANGED
   Total: 31     Total: 23
   Base:  20     Base:  20
   CHA:   11     DEX:   +5
   Misc:         Misc:  -2

-2 ranged by flaw

 ARMOR CLASS
 AC Total :            25
 AC when Flat-Footed   20
 AC vs Touch Attack    15
 Base:                 10
 Armor:                10
 Natural:              --
 Shield:               --
 Dexterity:            +5
 Size:                 --
 Magic:                --
 Misc.:                --

 INITIATIVE
 Total:  +7
 DEX:    +5
 Misc.:  +2

 --------------------------------------------------------------------------------
 SAVING THROWS

            Total    Base  Ability    Misc   Magic
 Fortitude  : +16 =   6  +    5    +   0   +   5
 Reflex     : +16 =   6  +    5    +   0   +   5
 Will       : +19 =  12  +    2    +   0   +   5

Againt spells and spell-like effects add +11
-2 against fear effects

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 RACIAL TRAITS

Human
Bonus Feat
+4 skill points at first level
+1 Skill points at all other levels

Dark Template (Continuous Collar of Umbral Metamorphosis)
Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype.
Speed: As base creature, +10 feet to all modes of movement.
Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following.
— Darkvision 60 ft.
— Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect).
— Resistance to cold 10.
— Superior low-light vision.
Skills: Same as the base creature, plus Hide +8 and Move Silently +6.

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 FEATS                                      Indicate for level, class, race, etc.

Flaw: Shaky -2 to Ranged Attacks

By Flaw: Able Learner [Racial]
All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).

Human: Combat Expertise [General]
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Lvl 1: Curse of Failure (Will Save)  [Hex]
Choose a saving throw. When using your hexblade's curse ability, you may choose to impose a -4 penalty on the saves of the chosen saving throw attempted by your victim. As a greater curse the penalty increases to -6, and finally -8 as a Dire curse.

Lvl 3: Improved Feint [General]
You can make a Bluff check to feint in combat as a move action.

Hexblade 5: Combat Casting [General]
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Lvl 6: Practiced Spellcaster [General]
Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.

Lvl 9: Imperious Command [General]
If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

Hexblade 10: Spell Penetration [General]
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Lvl 12: Martial Maneuver [General] (Shadow Jaunt)
Shadow Hand. Hide is a class skill.
Shadow Jaunt Maneuver once per encounter as a martial adept with an initiator level equal to 1/2  character level. This new maneuvers can be used only once per encounter and have no recovery method.

lvl 15: Martial Stance [General] (Assassin's Stance)
When you gain this feat, you can select any stance from a discipline in which you already know at least one maneuver. You must meet the normal prerequisite of the stance. Your martial adept level for using this maneuver is equal to your levels in martial adept classes (if any) + 1/2 your levels in other classes.


Hexblade 15: Greater Spell Penetration [General]
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

Lvl 18: Craven [General]
You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.

Hexblade 20: Spell Focus [General] Enchantment
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.



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 CLASS ABILITIES                                  Indicate current abilities only

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do).

Hexblade's Curse (Su) 6/day: Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect.

At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on Table: The Hexblade. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours. A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.

Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

With Extra Curse feat, the hexblde gains an additional use of the Curse Ability

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Dark Companion: At 4th level, you can create an illusory companion resembling a panther, spun from the darkness of the night. Doing so takes 24 hours and uses up magic materials that cost 100 gp. Once created, your dark companion stands with you in battle, hindering your enemies' defenses.

Any enemy adjacent to your dark companion takes a -2 penalty on its saves and to its AC. Your companion's speed is equal to yours (including all modes of movement you possess) and it acts during your turn each round. It follows your mental commands perfectly - in effect, it is merely an extension of your will.

Your dark companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion's 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your dark companion is treated as a spell whose level is equal to 1/4 your hexblade level. If it is dispelled, it automatically reforms at your side 24 hours later.

A dark companion can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from you at the start of your turn, or if you ever lose line of effect to it, it instantly reappears adjacent to you.

Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can.

To learn or cast a spell, a 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 + the hexblade's Cha modifier.

Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Hexblade indicates that the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table: Hexblade Spells Known. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table: Hexblade Spells Known are fixed.)

Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1st-level spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade level.

Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration.

Forced Omens (Ex): At 18th level, a foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. At 18th level, a hexblade can cast prestidigitation as a spell-like ability, lacking both somatic and verbal components at will.

Aura of Unluck (Su): 3/day, a hexblade of 20th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).

Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -6 instead of -4.



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 PRESTIGE CLASS ABILITIES




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 LANGUAGES

 Common
 Bonus: Elven
 Bonus: Tanar'ri

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 SKILLS                      Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
 Sill Point Total:           is the number of ranks attained in the skill, Abl
 Max Class ranks:            is the related Ability Modifier, and Msc is for any
 Max Cross-Class ranks:      miscellaneous bonus from feats, race, synergy, etc.

                                                         Related
       Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
       +5  =  0  +5  +0   |  Appraise                    (INT)       Yes
       +4  =  0  +5  -1!  |  Balance                     (DEX)       Yes
       +37 = 23  +11 +3   |  Bluff                       (CHA)       Yes
       +1  =  0  +2  -1!  |  Climb                       (STR)       Yes
       +17 = 12  +5  +0   |  Concentration               (CON)       Yes
       +5  =  0  +5  +0   |  *Craft:                     (INT)       Yes
       +?  =  0  +5  +0   |  Decipher Script             (INT)       No
       +39 = 23  +11 +5   |  Diplomacy                   (CHA)       Yes
       +?  =  0  +5  +0   |  Disable Device              (INT)       No
       +14 =  0  +11 +3   |  Disguise                    (CHA)       Yes
       +4  =  0  +5  -1!  |  Escape Artist               (DEX)       Yes
       +5  =  0  +5  +0   |  Forgery                     (INT)       Yes
       +14 =  0  +11 +3   |  Gather Information          (CHA)       Yes
       +?  =  0  +11 +3   |  Handle Animal               (CHA)       No
       +2  =  0  +2  +0   |  Heal                        (WIS)       Yes
       +12 =  0  +5  +7!  |  Hide                        (DEX)       Yes
       +44 = 23  +11 +10  |  Intimidate                  (CHA)       Yes
       +3  =  0  +2  +1!  |  Jump                        (STR)       Yes
       +?  =  0  +5  +0   |  *Knowledge:                 (INT)       No
       +2  =  0  +2  +0   |  Listen                      (WIS)       Yes
       +10 =  0  +5  +5!  |  Move Silently               (DEX)       Yes
       +?  =  0  +5  +0   |  Open Lock                   (DEX)       No
       +19 =  5  +11 +3   |  *Perform: Dance             (CHA)       Yes
       +?  =  0  +2  +0   |  *Profession:                (WIS)       No
       +5  =  0  +5  +0   |  Ride                        (DEX)       Yes
       +5  =  0  +5  +0   |  Search                      (INT)       Yes
       +2  =  0  +2  +0   |  Sense Motive                (WIS)       Yes
       +?  =  0  +5  -1!  |  Sleight of Hand             (DEX)       No
       +9  =  4  +5  +0   |  Spellcraft                  (INT)       No
       +2  =  0  +2  +0   |  Spot                        (WIS)       Yes
       +2  =  0  +2  +0   |  Survival                    (WIS)       Yes
       +0  =  0  +2  -2!  |  Swim                        (STR)       Yes
       +24 = 15  +5  +4!  |  Tumble                      (DEX)       No
       +20 =  6  +11 +3   |  Use Magic Device            (CHA)       No
       +5  =  0  +5  +0   |  Use Rope                    (DEX)       Yes

Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect).

Never Outnumbered: When you use Intimidate to demoralize an opponent (PH 76), you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.


 ! = Armor Check Penalty applies (double for Swim)
 * = Requires specialization

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 WEAPONS                 ATT is your final attack modifier when using the weapon.
                         Monks should also list bare-handed attacks here.

 NAME : Manyfang Dagger +5 Sudden Stunning with Wand Chamber
 ATT  : +36 (+20 BAB +5 Magic +11 Charisma)
 DMG  : 1d4+16
 CRIT : 19-20/x2
 RNG  :
 WGHT : 1 lb
 TYPE : Slashing
 SIZE : Medium
 COST : 84202

 NAME :
 ATT  :
 DMG  :
 CRIT :
 RNG  :
 WGHT :
 TYPE :
 SIZE :
 COST :

 NAME :
 ATT  :
 DMG  :
 CRIT :
 RNG  :
 WGHT :
 TYPE :
 SIZE :
 COST :


 GRAPPLE BONUS: BAB 20 + STR -- + SIZE -- = +20

 --------------------------------------------------------------------------------
 PROTECTION

 ARMOR
 NAME : Mithral Breastplate +5 Fearsome
 TYPE : Light
 AC BONUS : +10
 MAX DEX  : +5
 CHECK PENALTY : -1
 SPELL FAILURE : 15%
 SPEED: 50 lb
 WGHT : 15 LB
 PROPERTIES:
Fearsome armor functions as if it has armor spikes if the armor doesn't have this feature already. In addition, when wearing this armor, you gain a +5 enhancement bonus on Intimidate checks, and you can demoralize opponents as a move action instead of a standard action.

 COST: 34200


 SHIELD
 NAME :
 TYPE :
 AC BONUS :
 CHECK PENALTY :
 SPELL FAILURE :
 WGHT :
 PROPERTIES:
 COST:

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 EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                    Don't forget to add weapon, armor, magic items, and treasure
                    weights to total weight carried.

 Item				#	Cost	Weight	Location	Notes

Tome of Lead n Inf +5		5	137500
Orange Ioun Stone		1	30000

Circlet of Persuasion		1	4500		Head
Veil of Allure			1	14000		Eyes
Continuous Collar of Umbral
Metamorphosis			1	22000		Neck
Cloak of Resistance +5		1	25000	1 lb	Shoulders
Dispelling Cord			1	1000		Torso
Hexbands			1	3100	3 lb	Arms
Belt of Magnificence +6		1	200000		Waist
Mesmerist's Globes		1	8000	1 lb	Hands
Slippers of Battledancing	1	33750	1 lb	Feet
Ring of Sustenance		1	2500		Finger
Ring of Arcane Might		1	20000		Finger



Manyfang Dagger +5
Sudden Stunning
Wand Chamber			1	82402	1 lb	Held
Revelation Crystal Greater	1	5000		Pocket
Greater Truedeath Crystal	1	10000		Weapon
Wand of Insightful Feint	1	750	1 lb	Weapon

Mithral Breastplate +5		1	34200	15	Body		Fearsome
Restful Crystal			1	500		Armor

Runestaff Charming		1	8000	4
Spell Component Pouch		1	5	2

Handy Haversack			1	2000	5 lb
Eternal Wand Cure Light Wounds	5	1640	5 lb	Handy Haversack
Wand of Insightful Feint	19	14250	19 lb	Handy Haversack
Wamd of Make Whole		1	4500	1 lb	Handy Haversack
Whetstone			1	0,02	1 lb	Handy Haversack
Magic Bedroll			1	500	6 lb	Handy Haversack
Memento Magica 1		3	4500		Handy Haversack
Memento Magica 2		3	18000		Handy Haversack
Memento Magica 3		2	27000		Handy Haversack
Memento Magica 4		1	24000		Handy Haversack

Carpet of Flying		1	20000		

Dark Companion cost		1	100
Mentor entertainer payments	4	400

 --------------------------------------------------------------------------------
 MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

 Item				#	Cost	Weight	Location	Notes

Tome of Lead n Inf +5		5	137500
Orange Ioun Stone		1	30000

Circlet of Persuasion		1	4500		Head
Veil of Allure			1	14000		Eyes
Continuous Collar of Umbral
Metamorphosis			1	22000		Neck
Cloak of Resistance +5		1	25000	1 lb	Shoulders
Dispelling Cord			1	1000		Torso
Hexbands			1	3100	3 lb	Arms
Belt of Magnificence +6		1	200000		Waist
Mesmerist's Globes		1	8000	1 lb	Hands
Slippers of Battledancing	1	33750	1 lb	Feet
Ring of Sustenance		1	2500		Finger
Ring of Arcane Might		1	20000		Finger



Manyfang Dagger +5
Sudden Stunning
Wand Chamber			1	82402	1 lb	Held
Revelation Crystal Greater	1	5000		Pocket
Greater Truedeath Crystal	1	10000		Weapon
Wand of Insightful Feint	1	750	1 lb	Weapon

Mithral Breastplate +5		1	34200	15	Body		Fearsome
Restful Crystal			1	500		Armor

Runestaff Charming		1	8000	4
Spell Component Pouch		1	5	2

Handy Haversack			1	2000	5 lb
Eternal Wand Cure Light Wounds	5	1640	5 lb	Handy Haversack
Wand of Insightful Feint	19	14250	19 lb	Handy Haversack
Wand of Make Whole		1	4500	1 lb	Handy Haversack
Magic Bedroll			1	500	6 lb	Handy Haversack
Memento Magica 1		3	4500		Handy Haversack
Memento Magica 2		3	18000		Handy Haversack
Memento Magica 3		2	27000		Handy Haversack
Memento Magica 4		1	24000		Handy Haversack

Carpet of Flying		1	20000		

Dark Companion cost		1	100


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 TREASURE                                                      List where carried

 PP: 245
 GP: 60
 SP: 29
 CP: 8

 MISC.:

 GEMS:

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 SPELLS                                   If this is not a spell-casting PC feel
                                          free to cut this section out.  If this
                                          PC casts both arcane and devine spells,
                                          cut and paste tables as needed.


                 Base     Ability  Misc.
 Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known
 1      23       3      +    3   +        =        6                5
 2      24       3      +    3   +        =        6                5
 3      25       3      +    3   +        =        6                5
 4      26       3      +    3   +        =        6                5

Caster level = 10 + 4 Practiced Spellcaster +1 Ioun Stone +1 Ring of Arcane Might= 16
Caster level for spell penetration = 16 +2 Spell Penetration +2 Greater Spell Penetration = 20

Prestidigitation as spell like ability at will
Enchantment +3 DC

Memento Magica of each level allows me to recover a spell slot of level 1 to 4-
Memento Magica 1 3
Memento Magica 2 2
Memento Magica 3 2
Memento Magica 4 1

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 1ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Detect Magic: Detects spells and magic items within 60 ft.
Expeditious Retreat: Your speed increases by 30 ft.
Identify: Determines properties of magic item.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Runestaff Charming: Charm Person 3/day

 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 2ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Alter Self: Assume form of a similar creature.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Pyrotechnics: Turns fire into blinding light or choking smoke.

 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 3ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Hound of Doom: Creates shadowy protector.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Dispel Magic: Cancels magical spells and effects.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Stinking Cloud: Nauseating vapors, 1 round/level.

Runestaff Charming: Charm Monster 3/day

 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 4ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Polymorph: Gives one willing subject a new form.
Enervation: Subject gains 1d4 negative levels.
Solid Fog: Blocks vision and slows movement.
Dimension Door: Teleports you short distance.
Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.

Knowstone: Dominate Person


 --------------------------------------------------------------------------------

Maneuvers & Stances

Maneuvers
1/Encounter

Shadow Jaunt
Shadow Hand [Teleportation]
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it. As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.


Stances

Assasin's Stance
Shadow Hand (Stance)
Level: Swordsage 3
Prerequisite: One Shadow Hand maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature for a complete description of sneak attack.



What I think I will be able to do with Mercy:

Hexblade Curse Will Save DC 34 or -6 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls. Also, receive +11 damage next attack.
Being able to Use Magic Device in an acceptable way.
Intimidate +44 as a move action and against every enemy in 10ft radius
Hide in Plain Sight

Attack: Ok, this will get a little complicated.
Move: Move at least 10ft with a +24 tumble mod to avoid AoO
Swift: Use Insightful Feint wand in the Wand Chamber of the Manyfang Dagger to Feint as a Free action
Free: Feint
Standard: Attack with Manyfang Dagger (Quadruple damage) and sneak attack 2d6+20 (x4) and Save DC 31 or be stunned for 1d4+1 rounds.
Repeat.

This message was last edited by the player at 02:50, Mon 16 Sept 2019.