![]() Whenever an opponent under his Curse dies, he may recover all his readied maneuvers as an immediate action. Whenever an opponent fails an attack roll, skill check, or casts a spell which is successfully saved against by all targets, the hexblade may recover a readied maneuver as an immediate action. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below). Rest is not required to ready maneuvers any time a hexblade is unobserved and able to practice, he can change his readied maneuvers.Ī hexblade begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. A hexblade readies maneuvers by practicing sleight of hand, balance, and stealth while unobserved doing so takes 1 hour of uninterrupted concentration. Maneuvers Readied ( Ex): A hexblade can ready all of the maneuvers he knows at 1st level, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. Only a single maneuver can be swapped at any given level. For example, upon reaching 11th level, a hexblade could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as he meets the prerequisite of the new maneuver. He can choose a new maneuver of any level he wishes, as long as it is not greater than his highest maneuver level known. In effect, he loses the old maneuver in exchange for the new one. Upon reaching 6th level, and at every two hexblade levels after that (8th, 10th, 12th and so on), a hexblade can choose to learn a new maneuver in place of one he already knows. A hexblade counts his full class levels towards his initiator level, rather then half as normal. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated.Ī hexblade learns additional maneuvers at higher levels, as shown on Table 1-1: The Hexblade. A maneuver usable by hexblades is considered an extraordinary ability unless otherwise noted in its description. ![]() Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). His alternate disciplines (any alternate discipline can be substituted for a discipline known, but this choice must be made at first level in the class and is irrevocable) are Black Heron, Oncoming Storm, and Onyx Zombie. Maneuvers ( Ex): A hexblade begins his career with three maneuvers chosen from the Dread Crown, Hollow Nymph, Shadow Hand, and Stone Dragon disciplines. Weapon and Armor Proficiency ( Ex): A hexblade is proficient with all simple weapons, martial weapons, light armor, and light shields. The hexblade’s class skills (and the key ability for each skill) are Appraise ( Int), Balance ( Dex), Bluff ( Cha), Concentration ( Con), Craft ( Int), Hide ( Dex), Escape Artist ( Dex), Intimidate ( Cha), Martial Lore ( Int), Move Silently ( Dex), Profession ( Wis), Ride ( Dex), and Sleight of Hand ( Dex).Īll of the following are class features of the hexblade. Class Skills (4 + Int modifier per level, ×4 at 1st level) ![]()
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