TEXT: TIEFLING HEXBLADE 
    Prime Requisite: 
  STR and INT 
    Requirement:  
  INT 9, CHA 9 
    Hit Dice: 
   
  1d6 
    Maximum Level: 
  10 
    Starting age:   
  17+3d6 
   
  Tieflings are descended from nobles of an 
  ancient, decadent human empire that entered 
  into a series of alliances (both military and 
  marital) with the forces of Chaos. They 
  resemble devilish humanoids with an 
  aristocratic bearing, and often have reddish, 
  grey, or stark white skin, horns, and tails. Some 
  have cloven hooves for feet. Tieflings tend to be 
  about the same height (not counting their 
  horns) and weight as humans. Some of these 
  tieflings, known as hexblades, have learned to 
  blend their natural talents at sorcery with 
  stealth and formidable martial skill. 
   
  Hexblades are skilled fighters.  At first level they 
  hit AC 0 on a roll of 10+, and they advance in 
  attack and saving throws at the same rate as 
  fighters, by two points per three levels of 
  experience.  They increase their base damage 
  roll from successful missile and melee attacks 
  by +1 at 1st level, and an additional +1 at 3rd, 6th, 
  and 9th levels. Hexblades can wield any sword, 
  dagger, spear, or polearm, all missile weapons, 
  and any armour, but not shields. They are 
  trained to fight wielding a two-handed weapon 
  and wielding a weapon in each hand. When 
  wearing leather armour or lighter garb, a 
  hexblade may move silently, hide in shadows, 
  and backstab as a thief of the same level. If 
  wearing armour heavier than leather, these 
  abilities are not available. 
   
  In addition to their fighting prowess, hexblades 
  cast spells like a mage of two-thirds their level, 
  using the same spell list and the same rules for 
  learning and casting spells. Unlike (human) 
  mages, hexblades can also cast spells while 
  wearing armor. They can use any magic item 
  available to fighters or mages. 
   
  The hexblade may inflict a malus once per hour 
  with a casting time of 1 round. One creature 
  within 60’ must save vs. Spells or receive a -3 
  penalty to either its Armour Class or Saving 
  Throws (hexblade’s choice) for 1 round per the 
  hexblade’s level of experience. 
   
  At 4th level (Maleficar) he may once a day place 
  a hex on a creature with effects as a bestow 
  curse. 
   
  When a hexblade reaches 5th level (Hell Knight), 
  his dark charisma inspires those who follow 
  him.  Any chaotic characters or monsters in the 
  hexblade’s service gain a +1 bonus to their 
  morale score whenever she personally leads 
  them.  This bonus stacks with any modifiers 
  from the hexblade's Charisma or proficiencies. 
   
  Additionally, he can create an aura of flame. 
  This takes 1 round and lasts 1 round per 
  experience level, rendering the character 
  immune to cold damage, and whenever the 
  character is damaged in melee combat the 
  attacker takes 1d6 fire damage plus 1 point per 
  experience level. This ability may be used once 
  per day. 
   
  Starting at 7th level (Knight of Sorrow), 
  hexblades may begin to research spells, scribe 
  scrolls, and brew potions. 
   
  9th level (Lord of Shadow and Flame), the 
  hexblade can build or claim a dark fortress. 
  When he establishes his domain, 1d4+1x10 0th 
  level mercenaries and 1d6 hexblades of 1st-3rd 
  level will arrive seeking jobs and training.  If 
  hired, they must be paid standard rates for 
  mercenaries.  Hexblades' dark fortresses are 
  otherwise identical to fighters' castles, as 
  detailed in the Campaign chapter of the ACKS 
  rulebook. 
   
  At 10th level the hexblade may summon infernal 
  creatures as the warlock ability. 
   
  As tieflings, all hexblades also possess certain 
  inhuman benefits and drawbacks from their 
  
  infernal heritage. Chief among these is the 
  tieflings’ dark majesty granting them a 
  powerful presence that creatures of Chaos 
  intuitively recognize. Such creatures will aid a 
  tiefling when commanded. All tieflings gain a +2 
  bonus to reaction rolls when encountering 
  intelligent chaotic monsters. Intelligent chaotic 
  monsters suffer a -2 penalty to saving throws 
  against any charm spells cast by a tiefling. 
   
  Secondly, tieflings possess infravision, granting 
  them the ability to see in darkness up to 60’. 
   
  Due to their hellblood, all tieflings are immune 
  to normal heat and fire and gain a +2 bonus to 
  saves against magical fire; reducing the damage 
  they take from such by -1 per die. 
   
  However, because of their dark souls, the grim 
  embrace of death holds special perils for 
  tieflings. Whenever a deceased tiefling rolls on 
  the Tampering With Mortality table, he suffers 
  a penalty on the 1d20 roll of -1 per level of 
  experience. 
   
  Tiefling Hexblade Proficiency List: Acrobatics, 
  Ageless (Elven Bloodline), Alertness, Alchemy, 
  Battle Magic, Berserkergang, Black Lore of 
  Zahar, Blind Fighting, Climbing, Combat 
  Reflexes, Combat Trickery (knock down, 
  sunder), Command, Dungeon Bashing, 
  Elementalism, Endurance, Familiar, Fighting 
  Style, Intimidation, Kin-Slaying, Leadership, 
  Manual of Arms, Military Strategy, Mystic Aura, 
  Prestidigitation, Quiet Magic, Sensing Power, 
  Skirmishing, Skulking, Sniping, Soothsaying, 
  Swashbuckler, Unflappable, Weapon Finesse, 
  Weapon Focus 
   
   
  Experience 
   
  Title 
   
  Level 
  Hit 
  Dice 
  Damage 
  Bonus 
  Arcane Spell Progression 
  1 
  2 
  3 
  4 
  0 
  Rakehell 
  1 
  1d6 
  +1 
  1 
  - 
  - 
  - 
  4,075 
  Shadowed Duelist 
  2 
  2d6 
  +1 
  1 
  - 
  - 
  - 
  8,150 
  Ill-Bringer 
  3 
  3d6 
  +2 
  2 
  - 
  - 
  - 
  16,300 
  Maleficar 
  4 
  4d6 
  +2 
  2 
  1 
  - 
  - 
  32,600 
  Hell Knight 
  5 
  5d6 
  +2 
  2 
  1 
  - 
  - 
  65,200 
  Knight of Dust 
  6 
  6d6 
  +3 
  2 
  2 
  - 
  - 
  130,000 
  Knight of Sorrow 
  7 
  7d6 
  +3 
  2 
  2 
  1 
  - 
  260,000 
  Knight of Shadow and 
  Flame 
  8 
  8d6 
  +3 
  2 
  2 
  1 
  - 
  430,000 
  Lord of Shadow and Flame 
  9 
  9d6 
  +4 
  2 
  2 
  2 
  - 
  600,000 
  Lord of Shadow and 
  Flame, 10th level 
  10 
  9d6+2 
  +4 
  3 
  2 
  2 
  1 
   
   
  Level 
  Petrification & 
  Paralysis 
  Poison & 
  Death 
  Blast & 
  Breath 
  Staves & 
  Wands 
   
  Spells 
  Attack 
  Throw 
  1 
  14+ 
  14+ 
  16+ 
  16+ 
  16+ 
  10+ 
  2-3 
  13+ 
  13+ 
  15+ 
  15+ 
  15+ 
  9+ 
  4 
  12+ 
  12+ 
  14+ 
  14+ 
  14+ 
  8+ 
  5-6 
  11+ 
  11+ 
  13+ 
  13+ 
  13+ 
  7+ 
  7 
  10+ 
  10+ 
  12+ 
  12+ 
  12+ 
  6+ 
  8-9 
  9+ 
  9+ 
  11+ 
  11+ 
  11+ 
  5+ 
  10 
  8+ 
  8+ 
  10+ 
  10+ 
  10+ 
  4+ 
   
  
SOURCE: textdata/thevault/Adventurer Conqueror King/EXTRAS/ACKS - Tiefling Hexblade.pdf