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 | ||
Concentration | CON | ||
Craft | INT | ||
Handle Animal | CHA | ||
Heal | WIS | ||
Knowledge | Int | ||
Scry | Int | ||
Spellcraft | INT | ||
Wilderness Lore | Wis |