Warning: This is 3.0 Edition material. It is possible that there is more recent 3.5 Edition version.
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Hexer

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 63)

The hexer uses the power of his gaze.

Requirements

Alignment: Any nongood

Skills: Knowledge (arcana) 10 ranks , Spellcraft 8 ranks , Wilderness Lore 10 ranks

Race/Type: Monstrous humanoid, giant, goblinoid, or other primitive humanoid, such as orc or gnoll.
Spellcasting: Able to cast lightning bolt as a divine spell.


Hit die

d6

Skill points

2 + Int

Class Features

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +1 +0 +0 +2 Hex 1/day +1 level of existing class
2nd +2 +0 +0 +3 Bonus spell, hex 2/day +1 level of existing class
3rd +3 +1 +1 +3 Sicken hex +1 level of existing class
4th +4 +1 +1 +4 Bonus spell, hex 3/day +1 level of existing class
5th +5 +1 +1 +4 Fear hex +1 level of existing class
6th +6 +2 +2 +5 Bonus spell, hex 4/day +1 level of existing class
7th +7 +2 +2 +5 Sleep hex +1 level of existing class
8th +8 +2 +2 +6 Bonus spell, hex 5/day +1 level of existing class
9th +9 +3 +3 +6 Charm hex +1 level of existing class
10th +10 +3 +3 +7 Bonus spell, hex 6/day +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Concentration CON no no
Craft INT no no
Handle Animal CHA yes no
Heal WIS no no
Knowledge Int yes no
Scry Int yes no
Spellcraft INT yes no
Wilderness Lore Wis no no

Spells for Hexer

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