Character Options
Classes
Jinxblade
Classes
Jinxblade
Warriors of all kinds use different tactics to defeat their opponents. Fighters constantly train to improve their martial skill. Paladins draw upon the power of their deities to crush their foes. Barbarians simply assault their enemies with brute force. The key weapon of the jinxblade, however, is bad mojo. Jinxblades train in the use of dark energies to inflict their foes with curses, hexes, and magic before cutting them down. Not all jinxblades are evil, but the path of the jinxblade is certainly not one that a good-aligned character would be comfortable taking. Jinxblades use a combination of weapons training, magic, and a well of other-worldly force to deflate and disable his opponents. Role: A jinxblade is a very good melee combatant, but because of his limited armor training and spell use, he is more of a skirmisher than a front-line combatant. Most jinxblades prefer to bestow their curse abilities, let his allies do most of the damage, then move in for the final strike.
Alignment: any
Hit Die: d10
Class Skills
Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int)Skill Ranks Per Level: 2 + Int modifier.
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +0 | +2 | Jinxblade's Curse 1/day |
| 2nd | +2 | +0 | +0 | +3 | Arcane Resistance |
| 3rd | +3 | +1 | +1 | +3 | Mettle |
| 4th | +4 | +1 | +1 | +4 | Bonus Feat, Spells |
| 5th | +5 | +1 | +1 | +4 | Jinxblade's Curse 2/day |
| 6th | +6 | +2 | +2 | +5 | Curse Talent |
| 7th | +7 | +2 | +2 | +5 | Arcane Talent |
| 8th | +8 | +2 | +2 | +6 | Bonus Feat |
| 9th | +9 | +3 | +3 | +6 | Jinxblade's Curse 3/day, Curse Talent |
| 10th | +10 | +3 | +3 | +7 | Arcane Talent |
| 11th | +11 | +3 | +3 | +7 | |
| 12th | +12 | +4 | +4 | +8 | Bonus Feat, Curse Talent |
| 13th | +13 | +4 | +4 | +8 | Jinxblade's curse 4/day, arcane talent. |
| 14th | +14 | +4 | +4 | +9 | |
| 15th | +15 | +5 | +5 | +9 | Curse Talent |
| 16th | +16 | +5 | +5 | +10 | Bonus Feat, Arcane Talent |
| 17th | +17 | +5 | +5 | +10 | Jinxblade's Curse 5/day |
| 18th | +18 | +6 | +6 | +11 | Curse Talent |
| 19th | +19 | +6 | +6 | +11 | Arcane Talent |
| 20th | +20 | +6 | +6 | +12 | Jinxblade's Curse At Will, Bonus Feat |
Class Features
Weapon and Armor Proficiency: Jinxblades are proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for jinxblade spells are simple, a jinxblade can cast jinxblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a jinxblade wearing medium of 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). A multiclass jinxblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.Jinxblade's Curse (Su): Once per day, as a free action, a jinxblade can unleash a curse upon a foe. The target must be visible to the jinxblade and within 60 feet. The target of a jinxblade'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 jinxblade's class level + jinxblade's Cha modifier) negates the effect. At every four levels beyond 1st (5th, 9th, 13, and 17th), a jinxblade gains the ability to use his curse one additional time per day. Multiple jinxblade's curses do not stack, and any foe that successfully resists the effect cannot be affected again by the same jinxblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a jinxblade's curse.
Arcane Resistance (Su): At 2nd level, a jinxblade gains a bonus on saving throws against spells and spell-like effects equal to his Charisma modifier (minimum +1).
Mettle (Ex): Starting at 3rd level, a jinxblade 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 jinxblade does not gain the benefit of mettle.
Bonus Feat: At 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th), a jinxblade gains a bonus feat, which must be selected from the following list: Arcane Strike, Combat Casting, Eschew Materials, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Improved Familiar, Persuasive, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration. At 8th level and higher, add the following to the list of available bonus feats available to the jinxblade: Arcane Armor Mastery, Arcane Armor Training, Enlarge Spell, Extend Spell, Silent Spell, Still Spell. The jinxblade must still qualify for the selected feat before it can be chosen.
Spells: Beginning at 4th level, a jinxblade gains the ability to cast a small number of arcane spells, which are drawn from the jinxblade 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 jinxblade 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 jinxblade's spell is 10 + the spell level + the jinxblade's Charisma modifier. Like other spellcasters, a jinxblade can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score. When the jinxblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level jinxblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The jinxblade's selection of spells is extremely limited. A jinxblade begins play knowing no spells, but gains one or more new spells at certain levels. Unlike spells per day, his Charisma score does not affect the number of spells a jinxblade knows. Upon reaching 12th level, and at every three jinxblade levels thereafter (15th and 18th), a jinxblade can choose to learn a new spell in place in place of one he already knows. In effect, the jinxblade “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 jinxblade spell the jinxblade can cast. For instance, upon reaching 12th level, a jinxblade could trade in a single 1st-level spell (two spell levels below the highest level jinxblade 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 can now cast 4th-level spells) for a different spell of the same level. A jinxblade 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 jinxblade has no caster level. At 4th level, and higher, his caster level is one-half his jinxblade level.
| Spells Per Day | Spells Known | |||||||
|---|---|---|---|---|---|---|---|---|
| Level | 1st | 2nd | 3rd | 4th | 1st | 2nd | 3rd | 4th |
| 1st | - | - | - | - | - | - | - | - |
| 2nd | - |
- | - | - | - |
- | - | - |
| 3rd | - |
- | - | - | - |
- | - | - |
| 4th | 0 |
- |
- | - | 2 |
- |
- | - |
| 5th | 0 |
- |
- | - | 2 |
- |
- | - |
| 6th | 1 |
- |
- |
- | 3 |
- |
- |
- |
| 7th | 1 |
- |
- |
- | 3 |
- |
- |
- |
| 8th | 1 |
0 |
- |
- |
4 |
2 |
- |
- |
| 9th | 1 |
0 |
- |
- |
4 |
2 |
- |
- |
| 10th | 1 |
1 |
- |
- |
4 |
3 |
- |
- |
| 11th | 1 |
1 |
0 |
- |
4 |
3 |
2 |
- |
| 12th | 1 |
1 |
1 |
- |
4 |
4 |
3 |
- |
| 13th | 1 |
1 |
1 |
- |
4 |
4 |
3 |
- |
| 14th | 2 |
1 |
1 |
0 |
4 |
4 |
4 |
2 |
| 15th | 2 |
1 |
1 |
1 |
4 |
4 |
4 |
3 |
| 16th | 2 |
2 |
1 |
1 |
4 |
4 |
4 |
3 |
| 17th | 2 |
2 |
2 |
1 |
5 |
4 |
4 |
4 |
| 18th | 3 |
2 |
2 |
1 |
5 |
5 |
4 |
4 |
| 19th | 3 |
3 |
3 |
2 |
5 |
5 |
5 |
4 |
| 20th | 3 |
3 |
3 |
3 |
5 |
5 |
5 |
5 |
Jinxblade Spells
| 1st Level Alarm Arcane Mark Cause Fear Charm Person Confusion, Lesser Darkvision Detect Magic Disguise Self Entropic Shield Expeditious Retreat Hideous Laughter Identify Light Magic Aura Magic Weapon Mount Prestidigitation Protection from Chaos/Evil/Good/Law Read Magic Sleep Undetectable Alignment Unseen Servant 2nd Level Alter Self Beast Shape I Blindness/Deafness Bull's Strength Darkness Eagle's Splendor Enthrall False Life Glitterdust Invisibility Mirror Image Protection from Arrows Pyrotechnics Rage Resist Energy See Invisibility Spider Climb Suggestion Summon Swarm Touch of Idiocy |
3rd Level Arcane Sight Beast Shape II Charm Monster Confusion Deep Slumber Deeper Darkness Dispel Magic Elemental Body I Invisibility Sphere Magic Weapon, Greater Nondetection Phantom Steed Poison Protection from Energy Repel Vermin Slow Stinking Cloud Vampiric Touch Wind Wall 4th Level Baleful Polymorph Beast Shape III Break Enchantment Contact Other Plane Detect Scrying Dimension Door Dominate Person Elemental Body II Enervation Fear Invisibility, Greater Phantasmal Killer Plant Shape I Scrying Sending Solid Fog |
Curse Talent (Su): At 6th level and every three levels thereafter (9th, 12th, 15th, and 18th), the jinxblade begins to gain a number of talents that can enhance or augment his jinxblade curse. Unless specified, a jinxblade cannot select an individual talent more than once.
Aura of Unluck: Once per day, a jinxblade with this talent can create a baleful aura of misfortune. Any melee or ranged attack made against the jinxblade 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 jinxblade's Charisma modifier (if any). A jinxblade can choose this talent more than once. Each time he chooses this talent, a jinx blade can use the aura of unluck one additional time per day.
Curse Burst: Instead of affecting a single creature within 60 feet, a jinxblade who chooses this curse talent can affect all foes within 30 feet with 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 jinxblade's class level + Charisma modifier) negates the effect. Curse burst is not affected by Greater Jinxblade's curse or Dire Jinxblade's curse.
Dire Jinxblade's Curse: If a jinxblade chooses this talent, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by the target of a jinxblade's curse becomes -6. A jinxblade can only choose this talent if he has previously chosen the Greater Jinxblade's Curse talent.
Extra Curse: A jinxblade who chooses this talent can use his jinxblade's curse one additional time per day. A jinxblade can choose this talent more than once. Greater Curse Burst: If a jinxblade chooses this talent, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by the target of a jinxblade's curse burst becomes -4. A jinxblade can only choose this curse talent if he has previously chosen the Curse Burst talent.
Greater Jinxblade's Curse: If a jinxblade chooses this talent, the penalty on attacks, saves, ability checks, skill checks, and damage rolls incurred by the target of a jinxblade's curse becomes -4.
Improved Aura of Unluck: When a jinxblade with this talent uses his aura of unluck, the miss chance bestowed by the aura is increased by 5%. A jinxblade can choose this talent more than once. Each time he chooses this talent, the miss chance bestowed by the aura of unluck increases by an additional 5%. A jinxblade can only choose this talent if he has previously chosen the Aura of Unluck curse talent.
Arcane Talent (Su): At 7th level and every three levels thereafter (10th, 13th, 16th, and 19th), the jinxblade begins to gain a number of arcane talents which manifest as dark magical forces the jinxblade can manipulate.
Arcane Bond: A jinxblade who chooses this talent can either obtain a familiar or bond with an object. Obtaining a familiar follows the same rules as the wizard ability. Treat the jinxblade as a wizard of three levels lower for determining the familiar's powers and abilities. If the jinxblade chooses to bond with an object, the object must fall under the category of an amulet, a helm, a ring, or a weapon. These objects are always masterwork. If the object is an amulet, helm, or ring, it must be worn to have effect, while weapons must be wielded. If a jinxblade attempts to cast a spell without his bonded object worn or in hand, he must make a Spellcraft check equal to 20 + the spell's level or lose the spell. A bonded object can be used once per day to cast any one spell the jinxblade knows and can cast, up to one spell level below the jinxblade's highest spell level. For example, a 12th level jinxblade can use his bonded object to cast one additional 1st or 2nd level spell per day. This spell cannot be modified by metamagic or other abilities. A jinxblade can enchant his bonded object as if he had the required feats. Bonded objects only function for their creator, including any magic abilities added to the object, meaning that they cannot be sold. If a bonded object is damaged, it is restored to full hit points immediately following a full 8 hours of rest by the jinxblade. If the subject of an arcane bond is lost or destroyed, it can be replaced after 7 days time in a special ritual that costs 200 gp per jinxblade level. This ritual takes 8 hours to complete. This arcane talent can only be chosen once; the jinxblade cannot gain both a familiar and a bonded object.
Arcane Learning: A jinxblade who chooses this arcane talent is able to add an spell to his list of spells known from outside of the jinxblade spell list. The spell has to be a sorcerer/wizard spell from either the enchantment, necromancy, or transmutation schools, and the spell level of the spell is treated as one level higher. For example, a 16th level jinxblade can use arcane learning to acquire a 0-level sorcerer/wizard spell and add it to his list of 1st level jinxblade spells, a 1st level sorcerer/wizard spell to add to his 2nd level jinxblade spells, and so on. A jinxblade can acquire this arcane talent more than once. Every time he acquires this talent, he can learn a different enchantment, necromancy, or transmutation spell to add to his spell list.
Arcane Resilience: A jinxblade who chooses this talent can spend a spell slot of up to the highest level spell he can cast and gain Damage Reduction X/cold iron for one minute, where X equals the level of the spell slot sacrificed. For example, if a jinxblade spends a 3rd level spell slot, he gains DR 3/cold iron for one minute. A jinxblade can only gain this talent once.
Bonus Feat: Instead of an arcane talent, a jinxblade can choose to take a feat from the jinxblade bonus feat list. This arcane talent can be chosen more than once. Each time you choose this talent, you gain an additional bonus feat.
Enervating Strike (Su): A jinxblade who chooses this arcane talent can infuse his weapon of choice with negative energy. Once per day, a jinxblade can make a melee attack that deals an additional 1d6 points of negative energy damage. The jinxblade then gains this amount of damage as temporary hit points, which last for 1 hour. The use of this talent must be declared before the attack roll is made; if the attack misses, the enervating strike is spent. If you strike with more than one enervating strike and you still have temporary hit points from a previous strike, the temporary hit points stack. At level 12, this additional damage increases to 2d6, and at level 18, it increases to 3d6. This arcane talent can be chosen more than once. Each time you choose this talent, you gain an additional use of enervating strike per day.
Improved Metamagic (Ex): When a jinxblade chooses this arcane talent, he chooses one metamagic feat he knows. The jinxblade can now apply that metamagic feat to any spell he knows without adding the longer casting time normally applied to spontaneously cast spells. A jinxblade can choose this arcane talent more than once. Each time it is chosen, it must be applied to a different metamagic feat.
Author's Note: Pathfinder version of the Hexblade.
| Additional Ratings |
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| Balance: |
( 9 Votes ) |
| Utility: |
( 9 Votes ) |
| Clarity: |
( 9 Votes ) |
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