Class Features

Weapon and Armor Proficiency: Hexers gains no new proficiencies with weapons or armor.

Spell Slots per Day: At 2nd level and every two levels thereafter, the hexer gains new spell slots per day as if he had also gained a level in the spellcasting class in which he could cast 3rd-level divine spells before he added the hexer level. He does not gain any other benefit a character of that class would have gained. If he had more than one spellcasting class in which he could cast 3rd-level divine spells before he became a hexer, he must decide to which class he adds each level of hexer for the purpose of determining spell slots per day.

Hex Chant (Su): The hexer can invoke a hex chant once per day per hexer level. A hex chant is a standard

HEXER

action that provokes attacks of opportunity. Although termed a "chant," hex chants can involve ritual dance, hand motions and the like; they do not necessarily have to produce sound. Thus, a silence spell or similar magic cannot spoil a hex chant. If the Perform skill in use during the chant requires sound — such as, for example, Perform (sing) — the hexer can simply switch to another Perform skill to continue the chant.

A hex chant produces a supernatural effect on one or more creatures in an area, within a specified range around the hexer. The hexer can freely designate which targets are affected (referred to as "enemies" or "foes" hereafter) and which are not (referred to as "friends" or "allies"). He may include himself. A hexer cannot change the friend or foe designation once he begins his chant.

Targets within the affected radius are entitled to saving throws. The saving throw DC is listed in the individual hex chant descriptions below. Spell resistance applies to hex chants, and their effects can be dispelled; the hexer's caster level equals his hexer level + 5.

When a hexer begins a hex chant, he makes a DC 12 Perform check using any Perform skill he possesses. He cannot take 10 or take 20 on this check. If the check fails, the chant fails. Otherwise, consult the chart below. The hex modifier shown affects the chants in different ways, as listed in their individual descriptions.

A hexer can continue a hex chant from round to round. Continuing a chant is similar to concentrating on a spell (see WoW RPG, Chapter

15: Spellcasting, "Duration"). If an enemy was unaffected by the chant in a previous round (because of spell resistance, a saving throw, being outside the area of effect, or some other means), the hexer may attempt to affect him again each round he continues the chant. Once the enemy is affected, he does not

Hex Modifiers Perform Check Result Hex Modifier

12-19

+1

20-27

+2

28-35

+3

36-43

+4

For results above 43, continue the progression (+1 per 8 points).

gain a new saving throw or spell resistance check, but the chant continues to affect him unless he leaves the area or removes the effect (with dispel magic, for example).

The effects of a hex chant last for 5 rounds after the last round of concentration. A hexer can begin a new chant while the effects of an old one persist.

Whenever an action might interrupt a hex chant, the hexer may substitute a Perform check for a Concentration check.

Base

Class

Attack

Fort

Ref

Will

Spell

Level

Bonus

Save

Save

Save

Special

Progression

1st

+0

+0

+0

+2

Hex chant

2nd

+1

+0

+0

+3

+1 level of existing divine spellcasting class

3rd

+2

+1

+1

+3

4th

+3

+1

+1

+4

+1 level of existing divine spellcasting class

5th

+3

+2

+2

+4

Hex idol

6th

+4

+2

+2

+5

+1 level of existing divine spellcasting class

7th

+5

+2

+2

+5

8th

+6

+3

+3

+6

+1 level of existing divine spellcasting class

9th

+6

+3

+3

+6

10th

+7

+3

+3

+7

Greater hex chant

+1 level of existing divine spellcasting class

Hexers may invoke any of the chants listed below. The saving throw type and DC are listed in parenthesis.

Chant of Energy (Reflex DC 12 + hexer's Cha modifier): When this chant begins, the hexer selects an energy type (fire, electricity or cold). Each round at the beginning of the hexer's turn, foes within 40 feet take damage of the selected kind equal to the 1d6 + the hex modifier.

Chant of Pain (Fortitude DC 15 + hexer's Cha modifier): One foe within 60 feet takes a penalty equal to twice the hex modifier on attack rolls, damage rolls, ability checks and skill checks.

Chant of Suppression (Will DC 14 + hexer's Cha modifier): This chant shields friends within 50 feet from hostile magic. They gain spell resistance equal to 10 + the hex modifier.

Chant of Vulnerability (Will DC 13 + hexer's Cha modifier): All foes within 60 feet take a penalty equal to the hex modifier on all saving throws and to spell resistance.

Chant of Weakness (Fortitude DC 13 + hexer's Cha modifier): All foes within 60 feet take a penalty equal to the hex modifier on attack rolls, damage rolls, ability checks and skill checks.

Hex Idol: At 5 th level, a hexer can create a hex idol, which takes the form of a wood or bone carving, voodoo doll, or similar object of Tiny size or smaller. The idol is attuned to a specific individual creature, giving the hexer power over that creature.

Crafting the hex idol requires 1 day, ingredients totaling 10 gp per level or Hit Die of the target creature, and some piece of the creature — such as a lock of hair, fingernail or claw clipping, discarded scale, and so forth. The hexer takes at least 1 hour and makes a Craft check (DC 10 + the creature's level or Hit Dice). He can use any appropriate Craft skill depending on the type of idol — woodworking, bonecarving, stonecutting, and even glassblowing are all good choices. The hexer may not take 10 or take 20 on this check. Success indicates that he has successfully called upon a spirit hostile to the creature and bound it to the idol. Failure destroys the idol, including all components.

The hexer can use the completed idol against the attuned creature in one of two ways:

Hex Chant (Su): If the hexer includes the idol as part of a hex chant performance, the attuned creature gains no saving throw or spell resistance against the effects, although other means could protect it (such as an anti-magic field, or simply leaving the affected area). A creature affected by an idol in this way is immediately aware of the idol's existence, and all its ramifications.

Geas/Quest (Sp): When the hexer casts geas/quest, he can target the idol instead of the creature. The target knows that a geas/quest has been placed upon him, as well as the action (s) required to carry out the terms of the geas. Furthermore, the affected creature knows who placed the geas upon him, but not the hexer's location. The hexer must carry the idol; the geas ends if he and the idol are separated. Dispel magic cast on either the victim or the idol can dispel the geas. Destroying the idol also ends the geas, and the hexer can also dismiss the geas at any time. For dispelling purposes, the creator adds his hexer levels to his spellcasting levels when determining his effective caster level.

A hex idol can be used for hex chants as often as desired, but only once for a geas/quest. Once invoked for the latter purpose, the idol loses all power once the geas/quest ends.

A hexer can have no more than one idol in existence for every two hexer levels. He may not have more than one idol attuned to the same individual at a time.

Greater Hex Chant (Sp): At 10th level, a hexer can make greater hex chants. A greater hex chant adds a + 10 bonus on the Perform check to determine the chant's hex modifier, increases the chant's radius by +20 feet, increases the chant's saving throw DC by +2, and increases the hexer's caster level by +2. A greater hex chant takes up two of the hexer's daily hex chants.

Base

Description: A shadow in the night, the lightslayer moves with the sound of a whisper to extinguish light wherever she finds it — specifically, she extinguishes the followers of the Holy Light. The lightslayer embraces the teachings of the Forgotten Shadow and develops her personal power by slaying enemies who stand in the light.

Some consider lightslayers the dark mirror of the Scarlet Crusade, but in truth the two organizations have little in common. The Scarlet Crusade possesses a firm hierarchy; their fanaticism is orderly and focused. Lightslayers, on the other hand, usually work alone. They make use of stealth, hit-and-run tactics, and the element of surprise. The only strong similarity between the two groups is the dedicated zeal with which both orders pursue their goals.

A branch of the Cult of Forgotten Shadow, led by a former soldier, trained the first lightslayers to combat Scarlet Crusade raids. Originally the cult envisioned lightslayers as dark knights who would ride into battle against the agents of the Holy Light. To the cult's dismay, the Crusade's organized tactics ran roughshod over the newly trained dark knights.

Another branch of the cult, this one led by a charismatic and pragmatic Forsaken named Ilius, liked the concept of lightslayers but disagreed with their implementation. Ilius had been a human scout in life, but before that he had made a living as a sneak thief and burglar. He recalled those skills now to train a few faithful cultists and sent them on solitary missions against the Scarlet Crusade. These lightslayers proved much more effective, and their use has spread to many branches of the Forgotten Shadow.

The disorganized cult naturally has many different theories on how best to train and utilize lightslayers, but all agents possess basic similarities. The disorganized structure of the cult means that sometimes two or more lightslayers from different branches might embark on identical missions. More than once an assassination has failed when two lightslayers targeted the same mark on the same night and disrupted each other's plans. Ilius has made efforts to consolidate the lightslayers and their superiors into an organized network, but the different branches of the cult remain suspicious of each other. Each branch insists that it alone knows the true doctrine of the Forgotten Shadow and should therefore take control of a united lightslayer organization. It seems unlikely that Ilius will succeed in his unification attempt.

To be a lightslayer requires devotion to the cult, a measure of grace and skill, a willingness to learn and a fierce hatred for the Church of the Holy Light. Training emphasizes stealth and melee combat, and trainees also receive religious instruction. A potential lightslayer trains for a month with the cult, alternating classroom lessons on the history of the cult and the Church of the Holy Light with battlefield practice. The cult constructs special training facilities where trainees practice climbing, sneaking and lockpicking. The cult places little emphasis on finding and disarming traps; lightslayers are not common cat burglars. Trainees only learn how to open locks for those assassination missions that require them to enter bedchambers at night.

Once indoctrinated, a lightslayer receives missions to combat the Holy Light, particularly the Scarlet ^ Crusade (though w o k L D

assassination. A lightslayer is as likely to lead a troop of knights into a forest trap as she is to sneak into a lone knight's bedchamber and behead him.

Lightslayers also accept missions to thwart the Church of the Holy Light in other ways. These missions often require the aid of others; sometimes the cult recruits help, other times the lightslayer calls in favors. These missions include sabotaging caravans destined for Holy Light churches, disrupting important ceremonies, desecrating locations sacred to the Holy Light and seeking out lost relics to destroy.

Lightslayers in the World: Lightslayers work alone and in the dark, and are loners by nature. They gravitate to the blackest places of the world, such as underground lairs and ruined towns overrun by the greedy and heartless. Despite — or perhaps because of — their bitter and cruel natures, lightslayers seem drawn to people with upbeat outlooks. Lightslayers remain aloof and withdrawn for the most part, but seem to crave the company of enthusiastic, happy individuals. Perhaps companions who have found peace with their lives inspire a lightslayer to make peace with her own rage and bitterness.

Each lightslayer has a home base, the town or city where the Cult of Forgotten Shadow trained her. The cult branch she associates with sends her on missions and provides her with training and sometimes with financing, so a lightslayer usually stays close to home. Most lightslayers have a single regular contact from the cult who acts as a liaison between the branch and the lightslayer. Such contacts try to remain aloof and emotionally distant from the lightslayer; they may guide several agents, and have undoubtedly lost many friends to dangerous missions.

Due to the delicacy of lightslayer operations and the amount of coordination necessary to undertake one, lightslayers receive weeks or months of downtime between missions. During this time they sometimes research the movements of the Scarlet Crusade, but usually a lightslayer pursues her own agenda instead. She may travel with companions, track down powerful items she wishes to own or simply rest from her exertions.

Lightslayers often possessed a bent toward larceny and stealth in life. Many lightslayers once worked as thieves, brigands or assassins; some possess levels in the assassin prestige class (see WoW RPG, Chapter 4: Prestige Classes for details on the assassin). Other lightslayers were penitents or even priests of the Holy Light in their old lives. They serve the Forgotten Shadow with a caustic zeal, loathing all reminders of the Light they once cared so much for. Such individuals train as rogues solely to enter the lightslayer ranks.

Their predilection for stealth means that lightslayers favor light, quiet weapons, such as daggers, rapiers, short swords and hand crossbows. Even when not on a mission, lightslayers dress in dark colors and move with deliberate stealth.

Forsaken rogues traditionally become lightslayers, though they sometimes multiclass in scout or warrior as well. Multiclassed rogue/priests of the Forgotten Shadow are also common. The Cult of Forgotten Shadow has not yet admitted other races into the training programs, as devotion to the cult is a necessary requirement of trainees. So far no race other than the Forsaken have shown an interest in the Forgotten Shadow.

Other Horde races distrust lightslayers on principle. No one with any sense trusts the Forsaken, and lightslayers are Forsaken who devote their lives to stealth, deception and murder. They are the least trustworthy of an untrustworthy lot. Orcs and tauren who follow shamanistic traditions sometimes feel a deep sadness for the lightslayer's lot. They see the lightslayers as individuals so consumed with hatred and despair that their only path is one of darkness and death. A kindhearted orc or tauren might attempt to befriend a lightslayer; should that prove impossible, he might try to at least be a calming influence and a compassionate ear for his companion. Many lightslayers secretly crave such understanding, though outwardly they rail at any sign of pity.

The Alliance and the Church of the Holy Light suspects the existence of the lightslayers, but have not gathered solid proof yet. The Scarlet Crusade is convinced that the Forsaken muster organized resistance against them, but their claims remain unsupported (and in fact are mere supposition at this point; while the Forsaken certainly resist the Crusade, their organization leaves much to be desired). The Cult of Forgotten Shadow keeps a close eye on the lightslayers and so far has been careful to destroy any evidence of their activities. Lightslayers are often dispatched to clean up botched missions.

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