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™ A Player’s Guide to Combat for All Classes ANDY COLLINS, DAVID NOONAN,

ADDITIONAL DESIGN ART DIRECTOR JESSE DECKER DAWN MURIN DEVELOPMENT TEAM COVER ARTIST MICHAEL DONAIS (LEAD), ANDREW J. FINCH, RICHARD BAKER, DAVID ECKELBERRY INTERIOR ARTISTS EDITORS BRENT CHUMLEY, ED COX, , DALE DONOVAN, KIM MOHAN -MITCHELL, , MANAGING EDITOR , GINGER KUBIC, JOHN AND KIM MOHAN LAURA LAKEY, DAVID MARTIN, DENNIS CRABAPPLE MCCLAIN, DESIGN MANAGER MATT MITCHELL, STEVE PRESCOTT, ED STARK WAYNE REYNOLDS, , ,, , DEVELOPMENT MANAGER JOEL THOMAS ANDREW J. FINCH GRAPHIC DESIGNER DIRECTOR OF RPG R&D DAWN MURIN BILL SLAVICSEK VICE PRESIDENT OF PUBLISHING GRAPHIC PRODUCTION SPECIALIST MARY KIRCHOFF ANGELIKA LOKOTZ PROJECT MANAGER IMAGE TECHNICIAN MARTIN DURHAM Sample file JASON WILEY PRODUCTION MANAGER ORIGINAL INTERIOR DESIGN CHAS DELONG SEAN GLENN Sources: by Jason Carl; by Bruce R. Cordell and ; Defenders of the Faith by Rich Redman and James Wyatt; by David Eckelberry and ; by David Noonan and John Rateliff; by James Wyatt; by Andy Collins, Bruce R. Cordell, and Thomas M. Reid; various Dragon magazine issues and contributors including Andy Collins, Monte Cook, and Kolja Liquette.

Based on the original DUNGEONS & DRAGONS® rules created by and , and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the License, please visit www.wizards.com/d20.

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. Box 707 1702 Groot-Bijgaarden Renton WA 98057-0707 Belgium Questions? 1-800-324-6496 620-17664-001-EN +322-467-3360 9 8 7 6 5 4 3 2 1 First Printing: December 2003

DUNGEONS & DRAGONS, D&D, , , WIZARDS OF THE COAST, d20, the d20 System logo, Complete Warrior, and the Wizards of the Coast logo are trademarks of Wizards of the Coast, Inc. in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2003 Wizards of the Coast, Inc. Printed in the U.S.A. Visit our website at www.wizards.com/dnd New Spell Descriptions...... 116 Numbered Tables Contents Guardian Familiars...... 118 Table 1–1: The Hexblade...... 6 Acquiring a Guardian Familiar...... 118 Table 1–2: Hexblade Spells Known...... 8 Introduction ...... 4 Spark Guardian ...... 119 Table 1–3: The Samurai ...... 10 Martial Characters ...... 4 Gauntlet Guardian ...... 120 Table 1–4: The Swashbuckler ...... 12 The Complete Warrior ...... 4 Blade Guardian...... 120 Table 2–1: Prestige Class Groupings ...... 15 Chapter 1: Classes ...... 5 Skills ...... 121 Table 2–2: The Bear Warrior ...... 16 Hexblade ...... 5 Perform (Weapon Drill) (Cha) ...... 121 Table 2–3: The Bladesinger ...... 18 Game Rule Information ...... 6 Knowledge...... 122 Table 2–4: The Cavalier...... 20 Samurai...... 8 Sleight of Hand ...... 122 Table 2–5: The Dark Hunter ...... 21 Game Rule Information ...... 9 Chapter 4: Fantasy Warfare ...... 123 Table 2–6: The Darkwood Stalker ...... 24

Swashbuckler ...... 11 Two Views of Fantasy Warfare ...... 123 Table 2–7: The Dervish ...... 26 CONTENTS TABLE OF TABLE Game Rule Information ...... 11 Historical Warfare ...... 123 Table 2–8: The Drunken Master ...... 28 Variant: Paladins and Rangers Without Modern-Inspired Warfare ...... 124 Table 2–9: The Exotic Weapon Master. . . . . 30 Spellcasting...... 13 A Mercenary Campaign ...... 126 Table 2–10: The Eye of Gruumsh ...... 32 Variant Paladin...... 13 Mercenary Mini-Adventures ...... 130 Table 2–11: The Frenzied Berserker ...... 34 Variant Ranger ...... 13 Sporting Combat...... 130 Table 2–12: The Gnome Giant-Slayer ...... 37 Jousts ...... 130 Table 2–13: The Halfl ing Outrider ...... 39 Chapter 2: Prestige Classes ...... 14 Table 2–14: The Hulking Hurler ...... 41 Picking a Prestige Class ...... 14 Gladiatorial Matches ...... 131 Archery Contests...... 132 Table 2–15: The Hunter of the Dead ...... 44 The Martial Prestige Classes ...... 15 Table 2–16: The Invisible Blade ...... 45 Bear Warrior ...... 16 Conjurers’ Chess ...... 132 Alabaster Cup ...... 133 Table 2–17: The Justiciar ...... 48 Bladesinger ...... 17 Table 2–18: The Kensai ...... 50 Cavalier...... 19 Magic Items ...... 133 New Armor Special Abilities...... 133 Table 2–19: The Knight of the Chalice. . . . . 54 Dark Hunter ...... 20 Table 2–20: The Knight Protector ...... 56 Darkwood Stalker ...... 23 New Specifi c Armor Descriptions. . . . . 134 New Weapon Special Abilities ...... 134 Table 2–21: The Master Thrower ...... 58 Dervish ...... 25 Table 2–22: The Master of the Drunken Master ...... 27 New Specifi c Weapon Descriptions . . . 135 New Wondrous Items ...... 135 Unseen Hand ...... 60 Exotic Weapon Master ...... 30 Table 2–23: The Mindspy ...... 62 Eye of Gruumsh ...... 31 New Special Materials...... 136 Warriors in the Campaign ...... 137 Table 2–24: The Nature’s Warrior ...... 64 Frenzied Berserker ...... 34 Table 2–25: The Occult Slayer...... 66 Gnome Giant-Slayer ...... 36 Warrior Campaigns ...... 137 Spellcasting ...... 137 Table 2–26: The Order of the Halfl ing Outrider ...... 38 Bow Initiate...... 68 Hulking Hurler ...... 40 Magic Items ...... 137 Surviving in a Warrior Campaign . . . . 138 Table 2–27: The Purple Dragon Knight . . . . 70 Hunter of the Dead...... 42 Table 2–28: The Rage Mage ...... 72 Invisible Blade ...... 44 Warrior Organizations ...... 139 Ise Zumi Monastery...... 139 Table 2–29: The Ravager ...... 73 Justiciar...... 47 Table 2–30: The Reaping Mauler ...... 75 Kensai ...... 49 The Knight Protectors ...... 140 Order of the Bow ...... 141 Table 2–31: The Ronin...... 77 Knight of the Chalice...... 53 Table 2–32: The Spellsword ...... 80 Knight Protector ...... 55 Order of the Chalice...... 141 Purple DragonsSample ...... file...... 143 Table 2–33: The Stonelord ...... 81 Master Thrower ...... 58 Table 2–34: The Tattooed Monk...... 83 Master of the Unseen Hand...... 60 The Ravagers ...... 143 Deities and Warriors ...... 145 Table 2–35: The Thayan Knight ...... 85 Mindspy ...... 62 Table 2–36: The War Chanter ...... 87 Nature’s Warrior ...... 63 Using the Deities from the Player’s Handbook...... 145 Table 2–37: The Warshaper ...... 90 Occult Slayer...... 66 Table 3–1: General Feats ...... 94 Order of the Bow Initiate ...... 68 The Warrior Pantheon...... 148 The Epic Warrior...... 149 Table 3–2: Divine Feats ...... 108 Purple Dragon Knight...... 70 Table 3–3: Tactical Feats ...... 110 Rage Mage ...... 72 Becoming an Epic-Level Warrior...... 149 Epic-Level Prestige-Class Characters . . 150 Table 3–4: Weapon Style Feats ...... 113 Ravager ...... 73 Table 4–1: Missions ...... 129 Reaping Mauler ...... 75 Epic Feats ...... 151 A Warrior and His Weapons ...... 153 Table 4–2: Complications ...... 129 Ronin...... 77 Table 4–3: Support ...... 129 Spellsword ...... 79 Exotic Weapons ...... 154 Exotic Weapon Descriptions...... 155 Table 4–4: Gladiator Crowd Reaction. . . . . 132 Stonelord ...... 81 Table 4–5: The Warrior Pantheon ...... 147 Tattooed Monk...... 82 Primitive Weapons ...... 158 Improvised Weapons ...... 158 Table 4–6: New Exotic Weapons ...... 154 Thayan Knight ...... 85 Table 4–7: Improvised Weapon Damage. . 159 War Chanter ...... 87 Warshaper ...... 89 Sidebars Chapter 3: Supplemental Rules...... 92 Sources ...... 4 Feats...... 92 Organization: The Eyes of Gruumsh ...... 32 Choosing Feats...... 92 Oath of Service ...... 50 General feats ...... 96 The Code of the Knight Protector ...... 56 Divine Feats ...... 106 Ravager Rites ...... 74 Tactical Feats...... 108 Behind the Curtain: World-Specifi c Weapon Style Feats...... 112 Prestige Classes ...... 86 New Spells...... 114 Behind the Curtain: Tactical Feats ...... 108 New Domains...... 114 Behind the Curtain: Epic Levels and Hexblade Spells ...... 115 Prestige Classes ...... 150 3 THE COMPLETE WARRIOR Introduction This book contains information for players and DMs, showcas- The Complete Warrior book is a rules accessory for the ing new and interesting options for characters and creatures DUNGEONS & DRAGONS® Roleplaying Game. It is primarily utilizing the D&D combat rules. Players can read through the a player resource focusing on new options and expanded entire book without hesitation—DMs can use the material to rules for D&D players who want to create or advance martial generate their own surprises without any help! characters. DMs can use this book as a resource for creating Classes (Chapter 1): This chapter introduces three new or optimizing their own creations. character classes: the arcane hexblade, the honorable samu- rai, and the dexterous swashbuckler. Each class provides an alternative for players interested in “a different kind of MARTIAL CHARACTERS fi ghter.” And, in keeping with the theme of alternatives, So what is a martial character? The authors of this book this chapter concludes with some variant rules for existing defi ne a martial character as any character that focuses his classes, including variant rangers and paladins. or her development on improving his or her combat capabili- Martial Prestige Classes (Chapter 2): A large number of

INTRODUCTION ties, particularly those capabilities that emphasize melee or prestige classes are presented here, all with a focus on being ranged combat over spellcasting, skill use, or other abilities better in combat. Whether you’re playing a fi ghter, a wizard, a common to a D&D character. (For brevity in some places cleric, or even some sort of strange monstrous character, you throughout this book, including its title, martial should fi nd a prestige class here that characters are referred to as warriors. appeals to you. In this context, “warrior” does not Supplemental Rules (Chapter refer to a member of the warrior 3): This chapter includes compila- NPC class described in the Dun- tions of new feats and spells as well geon Master’s Guide—although as some other rules systems you a character with levels in that might not expect in a book for class could be considered a martial warrior-types. Fighting spellcasters character and could benefi t from should enjoy the section on guard- the material in this book just as any ian familiars, and the chapter other character might.) also discusses new uses for skills Again, though, this doesn’t mean such as Concentration, Perform, and Illus. by W. Reynolds W. by Illus. that if you’re playing a wizard you Knowledge. should don plate armor and start Fantasy Warfare (Chapter 4): A hefting a greatsword. This book book for martial characters wouldn’t details options for non-“fi ghter-types” Sample file be complete without a chapter on war- who want to maximize their combat fare. We look at historical warfare and effectiveness. Spellcasting warriors, fantasy warfare with a more modern slant. skill-using soldiers, and holy (or unholy) Here are suggestions and rules for war-oriented adventures combatants of all types can fi nd resources within these pages. as well as advice on running a wartime campaign. Players If you’re playing a rogue who’d like to improve her chances should fi nd the sections on magic items and warrior organi- to hit, or a sorcerer who might like to withstand a few more zations useful, and both DMs and players can use the section points of damage, this book is for you. on the warrior pantheon.

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SOURCES Remember, however, that DUNGEONS & DRAGONS is your game. This book includes material from other sources, including If you’ve been playing with a particular prestige class or feat that Dragon magazine, web articles previously published on the we’ve picked up and revised, we hope you’ll look at the new version Wizards of the Coast website, and earlier works like Sword and and see why we made the changes—but you don’t have to play with Fist. Much of this material has been picked up and revised the revised material if you don’t want to. The Dungeon Master, as based on feedback and comments from D&D players and DMs always, should make the fi nal call about what material belongs in all around the world. We hope you like the changes we made his or her game, and if you’ve been playing with an older version of to the prestige classes, feats, and other elements of the game something that appears in this book and you’re having fun doing it, as well as the large amount of brand-new material you’ll fi nd don’t worry about making a change. We think all the changes we’ve in these pages. made are for the best, but it’s your game, after all. 4 pqqqqqqqqqqqqqqqqqqqqrs he latest edition of the DUNGEONS & DRAGONS® game Characteristics: The hexblade balances talents in has been about options from the very beginning. combat and arcane spellcasting. At lower levels, the hex- The revised versions of the core rulebooks areSample recent blade file relies on melee ability augmented by his special evidence of that, as is this book. When the design- power to curse his enemies. As he gains experience, he ers began contemplating what a “complete warrior” book becomes capable of casting a limited number of spells should include, the idea of new classes came up. while his curse ability becomes more potent and he Of course, prestige classes are one type of class that’s gains the ability to warp the normal laws of probability. gotten a lot of attention since the concept was introduced He can also draw upon the service of a familiar to fur- in the Dungeon Master’s Guide. However, new character ther augment his abilities. classes haven’t been given the same amount of exposure Alignment: The style of the hexblade tends to in D&D® accessories produced by Wizards of the Coast. be selfi sh, sometimes even cruel, though it is by This chapter remedies that lack of attention to some no means limited to evil characters. Still, even the degree with the presentation of three new character friendliest hexblade is at best neutral. Hexblades classes for the game. Following those class descriptions may be tyrannical or free-minded, disciplined or are new variant versions of the paladin and ranger classes, creative, and thus have no particular bent toward specifi cally designed for low-magic, warrior-centered law or chaos. campaigns and without the ability to cast spells. Religion: Most hexblades aren’t very pious, relying on their own talents rather than count- ing on a deity to protect them. Those who revere HEXBLADE a deity often choose Wee Jas (deity of death and Combining the dynamic powers of martial prowess and magic) or Boccob the Uncaring (deity of magic). arcane might, the hexblade presents a deadly challenge to Some particularly evil hexblades venerate Nerull opponents unused to such a foe. (deity of death) or (deity of secrets). Adventures: Hexblades adventure for personal gain, Background: Like that of the sorcerer, the power whether that gain is power, prestige, wealth, or all the above. of the hexblade often displays itself at an early age, 5 6 CHAPTER 1 CLASSES Table 1–1: The Hexblade INFORMATION RULE GAME t +/3 2 2 6 1 — — — 1 1 — 0 3 — 2 1 — 1 3 — 2 2 1 3 1 — 2 2 1 — 3 — 321 1 0 — — — 1 0 210 1 1 — 1 1 1 — — 2 Day — per — Spells — 3/day, ofunluck feat Aura bonus — 0 1 +12— — — 1 — — 1 +6 5/day curse Hexblade’s — — — Auraofunluck2/day +6 +10 4/day curse Hexblade’s — — +10 +5 4th — 0 +20/+15/+10/+5 32 +5 +8 +5 3rd 3/day — curse Hexblade’s 1 20th +5 +4 1 2nd — +6 — 1 19th +6 1st +6 +4 curse hexblade’s Greater +19/+14/+9/+4 +6 +11 +17/+12/+7/+2 Bonus 2/day curse Dire 18th hexblade’s +6 feat, Bonus +6 +3 — +5 +5 +9 +18/+13/+8/+3 +11 +16/+11/+6/+1 — 17th Summonfamiliar +5 feat +2 +3 hexblade’s +4 +4 16th +5 +4 Aura +2 +2 +9 +4+8 +4 — Bonus +115th +15/+10/+5 Arcaneresistance +2 curse +3+7 of +2 — +13/+8/+3 1/day curse Hexblade’s +3 +1 14th +3 +7 feat +1 +14/+9/+4 +2 unluck +3 13th +1 +2 1/day 12th +12/+7/+2 +0 +0 11th +11/+6/+1 +0 +9/+4 10th +10/+5 +0 Will +8/+3 9th Ref Fort +7/+2 8th +6/+1 7th Mettle +1 +1 +3 +5 6th Special +4 5th Save Save Save 4th +2 +1 2nd Base 1st AttackBonus 3rd +3 Level Hexblades have statistics. game following the style. his with afi make selection can skill proper the Ahexblade group. role the to augment with in this abilities special and spells of use his relies on opportunistic book-learners. weak as wizards they and shunous talents, of the sorcerer’s arcane superior Hexblades feel ideals. sometimes jeal- or other high-minded of good other dedicated and to characters the service paladins They avoid rangers, barbarians. and others, rogues, including whoseother classes members look out for themselves before oradvisors. leaders savage the Among human oids, hexblades may found be as hexblades. among common and halfl more warfare and often become fi magic to Elves mix wishing tradition. upthe may take levity Those few to their gnomes whohalf-elves. enjoy twist acruel onis the line. gain hexblades personal great one to oppose another unless friendship, for it rare up is alasting two strike necessarily won’t hexblades two who atavern meet or apothecary in sorcerers, hexblades Though bond. Unlike share aunique on own. their off or before bard, setting wizard, sorcerer, older hexblade, an as such spellcaster, arcane another from training character, many receive rudimentary hexblade. aself-taught Though hexblade the ultimately is dents the budding by of around those badluck experienced accidents or other of the form unexplained frequently inci- in Abilities: Role: Other Classes: Races: Though acapable melee combatant, the hexblade behavior self-centered the rarely exhibit ings As with sorcerers, most hexblades are humans or Charisma controls many of the hexblade’s ofthe many controls spe- Charisma Hexblades tend to get along with best ne leader for comfortable agroup ghter/wizards.Dwarves Sample file Class FeaturesClass Skills Class armor but shields. notarmor the somatic with Because components fi required for hexblade spells are simple, a hexblade can cast hex- simple, are cast for ahexblade hexbladerequired can spells features of the hexblade. class are of the following All Handbook Player’s (Int). the SeeChapter (Dex), 4in (Wis), Ride Spellcraft and (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession ar for (and skill) each the keyThe hexblade’s ability skills class contribute to the hexblade’s both tion survival. long-term offor because Constitu- and its role him combat. in Dexterity important is Strength spellcasting. powers, his including cial class levelclass +hexblade’s Chamodifier) negates effect. the save (DC Will 10 +1/2thereafter. Asuccessful hexblade’s for weapon and rolls 1hour checks, damage skill checks, ity saves, abil- on attacks, a–2a hexblade’s penalty takes curse 60feet. The to target hexblade visible the be of within and afoe. upon The target must acurse unleash a hexblade can derived other from classes. spells forchance arcane multiclass hexblade incurs the normal still arcane spell failure component asomatic has question in (andspell most do). A the if failure spell of arcane achance ashieldor using incurs or armor medium heavy spellcaster, ahexblade wearing arcane However, chance. failure spell any other arcane like normal the incurring without armor light wearing while blade spells cient with all simple and martial weapons, and with light light weapons, with and simple martial and cient all with e Bluff (Cha),e Bluff Concentration (Con), (Int), Craft Diplomacy We 2+Int modifi Level: Points Additional at Each Skill Points at 1stSkill (2 Level: +Int modifi Hit Die: Alignment: Hexblade’s Curse (Su): Curse Hexblade’s apon and Armor Profi Armor and apon d10. Any nongood. Any for skill descriptions. for skill Once per day, as a free action, ciency: Hexblades pro- are er) ×4. er. CHAPTER 1

CLASSES 7 Illus. by W. England - ers ). When When ). does not affect the the affect er. er. xed.) Charisma score ). after that (15th and after that (15th can a hexblade 18th), Player’s Handbook (Unlike spells per day, his (Unlike spells day, per hexblade gets 0 spells per per spells 0 gets hexblade Table 1–1 indicates that the 1–1 Table day of a given spell level (for (for spell a given of level day every third hexblade level third every level hexblade a high Charisma (see score 1–1: AbilityTable Modifi the and Bonus Spells,and Bonus 8 of page bonus spellsbonus if day per has he 1–1. In addition, he receives receives In he addition, 1–1. instance, 1st-level spellsinstance, a for 1st-level 4th-level hexblade), he gains only the bonus spells bonus the only would he spell level per day. His base daily day. per spell level certain number of spells of each spell allotment Table on is given be entitled to based on his based on to be Cha- entitled is extremelylimited. A hexblade 1–2. as Table indicated on levels, Upon reaching 12th level, and at at and level, 12th reaching Upon begins knowing spells, play no but spells of selection hexblade’s The gains one or more new spells new gains certain at more or one risma that spell for score level. numbers on Table 1–2 are fi 1–2 Table on numbers number of spells a hexblade knows; the the knows; hexblade a spells of number choose to learnchoose spell to he a new in one of place already knows. In “loses” effect, the the hexblade Beginning at 4th level, a hexblade gains Beginning hexblade a the ability 4th at level, old spell in exchange for the new one. The new spell’s new The one. spell new the old for in exchange Like spellcasters, other can cast a hexblade a only Spells: + the spell level + the hexblade’s Cha modifi + the hexblade’s + the spell level culty Class a saving for spell throw against is 10 a hexblade’s castto a small arcane of number spells, are drawn which from can spell He cast 3). the hexblade list spell any Chapter (see without preparing knows time,he ahead of it as just a sorcerer the Player’s 54 of can page Handbook (see learn a Charisma cast or have a spell, must To a hexblade 1st-level for 11 (Cha spell + the level equal 10 least score at to spells, spells, 2nd-level for Cha 12 Diffi and so The forth). level must be the same as that of the spell being exchanged, spell the same be the as of that exchanged, being must level than the highest-level lower least two be at levels must and it can spell instance, cast. hexblade hexblade the For upon could trade in a hexblade a singlereaching 1st- 12th level, hexblade spell the highest-level spell below (two level levels spell.spell can a different 1st-level he for cast, is which 3rd) 2nd-level or trade could he in a single 1st-level level, At 15th can a spell spells) now cast for he hexblade 4th-level (since different swap only spell may A hexblade the same of level.

A hexblade Sample file Sample ). At 2nd level, a hexblade gains a hexblade level, At 2nd mettle.t of At 3rd level and higher, a hexblade a hexblade and higher, level At 3rd Beginning 4th at level, Arcane Resistance (Su): Resistance Arcane Mettle (Ex): Familiar: to one-half that amount. However, a hexblade’s hexblade’s a However, amount. that one-half to a of result 0 as the below go experience point total can never familiar’s dismissal. demise or A slain dismissed or familiar A slain familiar andcannot a year day. for be replaced can be raised from as just a character the dead can does not it be, but this event a point Constitution of or happy when lose a level occurs. A character with than class more one that grants a familiar familiar one only have may a time. at DC 15 Fortitude saving throw. throw. saving Fortitude 15 DC loses 200Failure means he experience loss the success reduces level; hexblade points per bar on page 52 of the Player’s the of 52 Handbookbar page on the hexblade as a sorcerer of three levels three of levels as a sorcerer the hexblade determining for lower the familiar’s and abilities Familiars the powers (see side- hexblade advances in level, his his level, in the As gets. he advances chooses the hexblade The familiar of kind hexblade Treat power. in increases also familiar the by dismissed is or dies familiar the If a attempt the latter must hexblade, ally and intelli- tough creature serves as The gent. and servant. a companion gp. A familiar is a magical beast a small that resembles unusu- is and animal a hexblade cana hexblade obtain a familiar. Doing hours so and uses takes 24 up magical materials that cost 100

can resist magical and unusual attacks with great willpower fortitude. or If makes a successful he Will against Fortitudeor save an attack that normally a lesser effect a on have would successful as spell any (such save with a saving throw entry Will of half Fortitude or partial), instead he effect. the An negates completely hexblade sleeping or unconscious gaindoes not the benefi equala bonus his to on Charisma (minimum bonus +1) saving throws against spellsand spell-like effects. 9th, and 17th) 13th, (5th, 1st beyond levels four At every gainsa hexblade the ability use to his curse additional one time per as day, indicated Multiple 1–1. on Table hexblade’s stack,curses that successfully foe and any don’t the resists curse hexblade’s same the by again affected be cannot effect hours. 24 for dispels or a curse Any effect that removes eliminates the curse. effect a hexblade’s of