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Blades of Cursed Midnight: A Hexblade's Guide (by Lord_Ventor)
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<blockquote data-quote="LightWarden" data-source="post: 6744706" data-attributes="member: 6803540"><p><strong>Originally posted by Lord_Ventnor:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Ten Minutes to Midnight: Power Source and Role</strong></span></p><p></p><p>Hexblades are a variation on the Warlock class found in the <em>Player's Handbook</em>, and like the traditional Warlock, they're <strong>Arcane Strikers</strong>. Like most other Arcane classes, your powers tend to have some kind of control element attached them, whether it is debilitating effects or hitting multiple foes at once. There are quite a few things that being a striker entails, though...</p><p></p><p><strong>Nova/Spike Damage -</strong> This is not your forte. You don't possess multi-attack powers like the Ranger does, nor do you have the Barbarian's crit synergy, and your daily powers tend more towards large control effects than large damage spikes. Infernal Hexblades tend to be a little better at this than the other Pacts.</p><p></p><p><strong><span style="color: #0000ff">Damage Per Round (DPR)</span> - </strong>This part of being a striker you can do fairly well. Every build of the Hexblade has at least 1 weapon vs. NAD attack, which tend to be very accurate, and Fey Hexblades can take advantage of many light blade accuracy-enhancing abilities.</p><p></p><p><span style="color: #0000ff"><strong>Debilitating Effects</strong></span><strong> -</strong> You're also pretty good at making sure foes are less effective. Your powers can teleport foes out of position, induce vulnerabilities, or even make you invisible. And that's not even getting to the dailies.</p><p></p><p><strong>Survivability -</strong> Like I mentioned before, you're tougher than you appear, but you aren't as tough as a defender. Infernal Hexblades with their Constitution and Temporary HP focus as are the toughest of you all, but even if you drop to low HP, you still have solid ranged capabilities to fall back on. You'll also have a guaranteed retributive attack too at the end of heroic tier, so there's that.</p><p></p><p><strong><span style="color: #00ccff">Targeting Capacity</span> -</strong> Unlike traditional Warlocks, your striker bonus damage isn't limited to foes who you curse. Since your bonus damage is applied to all of your powers, you can hit anyone on the field, and still have access to your striker goodies. All pacts have decent mobility as well, but Fey Hexblades take it up to a new level, with a bunch of defensive and teleportation abilities that should let them reach their target with impunity. </p><p></p><p><strong>Secondary Role Effectiveness</strong></p><p>[sblock]<strong>Controller -</strong> As I mentioned before, most of your powers are going to have some decent control effects. You can't really sub in for a full time controller like certain traditional warlock builds can, but you can still play your part.</p><p></p><p><span style="color: #00ccff"><strong>Defender - </strong>Infernal Warlocks can be an off-tank with their extra toughness. No other pact should really try it, though.</span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><strong><span style="color: #800080">Leader</span> - </strong>You can't heal or buff allies, but several of your daily and utility powers can help move allies around the battlefield quite well.<span style="color: #00ccff">[/sblock] </span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p style="text-align: center"><span style="font-size: 15px"><strong>The Unsheathed Blade: Baseline Mechanics</strong></span></p><p></p><p>As a Hexblade, you belong to one of the Essentials subclasses. As such, many of your abilities are related to class features, rather than powers. In fact, your At-Will and Encounter attacks are all determined by which pact you decide to go with. So choose your pact wisely; it will literally control your destiny.</p><p></p><p>Note that I will only be discussing Pact-neutral features here. Everything related to a specific pact will get its own discussion in a later post.</p><p></p><p><strong>Game Mechanics</strong></p><p>[sblock]<strong>Hit Points - </strong>You get 12 + your Constitution score initially, and 5 every time you level up. This is standard for most strikers, although obviously <strong>Infernal Hexblades</strong> will have it a little easier than everyone else.</p><p></p><p><strong><span style="color: #800080">Healing Surges</span> -</strong> 6 + Con modifier surges. It's not that many, so try keep your defenses up as much as possible. Again, <strong>Infernal Hexblades</strong> have an easier time here than anybody else.</p><p></p><p>Defense Bonus - You get a +1 bonus to your Fortitude and Will defenses. These are the strong defenses for Infernal Hexblade, while the Fortitude bonus shores up the Fey and Star Hexblade's weak defense. It's certainly not bad, at any rate.</p><p></p><p><strong>Armor Proficiencies - </strong>You get all the way up to chain to start. Infernal Hexblades will do okay in Chain at level 1 (although they'll likely want to upgrade at some point), which Fey and Star Hexblades probably won't want anything higher than Hide Armor.</p><p></p><p><strong>Weapon Proficiencies - </strong>You can't complain about this. All simple and military melee weapons, and ranged weapons. Of course, you're never going to use any of them (unless you're into Pact Blades, or something similar)</p><p></p><p><strong>Implement Proficiencies - </strong>You start with the ability to use Rods and Wands. Both of them are good and have excellent Expertise Feats backing them, although there are ways of getting other implements if you're not satisfied.[/sblock] </p><p></p><p><strong>Class Features</strong></p><p>[sblock]<strong>Eldritch Bolt (Lv. 1) - </strong>One of your At-Will powers, which all Hexblades possess. Fortunately, it's not too bad, being a ranged option that should deal solid force damage, which generally isn't resisted. Unfortunately, its not Eldritch Blast, so it doesn't possess any of the feat synergy that goes along with Eldritch Blast.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"><strong>Pact Reward (Lv. 1)</strong></span><strong> - </strong>Good news: this damage bonus applies to all of your Warlock attacks. Bad news: it only applies to Warlock attacks. So no multiclassing for other classes' dailies', okay? Your patrons tend to be snippy about that kind of thing.</p><p></p><p><span style="color: #0000ff"><strong>Pact Boon (Lv. 1) - </strong>If you kill a foe or a foe dies next to you, you get a neat little utility effect that should help you along. Unfortunately, this isn't as reliable as the traditional Warlock's boon, which goes off when a cursed enemy dies. Still, you work with what you got.</span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong><span style="color: #00ccff">Pact Weapon (Lv. 1)</span> - </strong>This is your reason for being. The Pact Weapon is an amazing feature: it allows you to fight at melee while retaining your ranged option, and it gets more powerful as your implement does, so you never need to worry about finding more power magic weapons and implements at the same time. All pact weapons have the stats of superior weapons too - it is literally the best weapon you start out with.</p><p><span style="color: #0000ff">Your pact weapon also comes with a preselected At-Will attack that you can use as a melee basic attack, and a pre-selected encounter power.</span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Improved Pact Weapon (Lv. 3) - You get another use of your Pact Weapon's encounter attack. Not much else to say.</span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Lesser Planar Ally (Lv. 4)</strong></span><strong> -</strong> Joy of joys! You get your own minion! Although he's useless in battle, he can perform tasks like locating people or spotting difficult terrain ahead of you, so he has his uses.</p><p></p><p><strong>Pact Weapon Retribution (Lv. 7) - </strong>Instead of another use of your Pact Weapon Encounter, you get an immediate reaction attack against a foe that attacks you. They tend to vary in usefulness, but most of them tend to be pretty good pickups.</p><p></p><p><strong><span style="color: #0000ff">Summon Warlock's Ally (Lv. 9)</span> - </strong>Instead of choosing your 9th level daily, you get this. It's pretty awesome, since this makes you the only striker with a naturally-occurring summon. The summons themselves are also pretty nice, and they can have some nasty attacks. Best of all, they still get your Striker Bonus Damage when they make an attack.</p><p></p><p><strong>Superior Warlock's Ally (Lv. 17) - </strong>Your minion summoned with Summon Warlock's Ally gets a +3 damage bonus. That's... okay, I guess.</p><p></p><p><strong><span style="color: #800080">Master of Magic (Lv. 22)</span> -</strong> This is a preselected utility level for you. This power is... okay, but a little underwhelming for an epic-level power.</p><p></p><p><span style="color: #0000ff"><strong>Greater Summon Warlock's Ally (Lv. 25)</strong></span><strong> -</strong> A bigger, badder minion you can summon with Summon Warlock's ally. They tend to have abilities like immobilization and dazing up their sleeve, so calling them is a good idea.[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>The Uncalled Sword: Skills</strong></span></p><p></p><p> You're middle-of-the-road as far as skills are concerned. You have a decent list, and can choose any 4 you want. You don't have the breadth of a Rogue or Bard, but you don't have the shallowness of a Fighter or Barbarian either.</p><p></p><p><strong>Class Skills</strong></p><p>[sblock]<strong>Arcana (Int) -</strong> Star Hexblades have the Intelligence to get mileage out of this skill. Everyone else can take it or leave it, especially if there's a Wizard or Swordmage in the party whose already decent with this skill.</p><p></p><p><strong><span style="color: #0000ff">Bluff (Cha)</span> -</strong> A good skill for a high Charisma character, such as yourself, to have. You never know when you'll have to lie your way out of a situation.</p><p></p><p><strong>History (Int) -</strong> Like Arcana, only Star Pact Hexblades can really get good use out of this skill in the long run. It might not even come up, depending on what kind of campaign you're in.</p><p></p><p><strong><span style="color: #800080">Insight (Wis)</span> -</strong> A good skill, but you probably don't have the Wisdom to really use it. Still, it has some pretty awesome skill powers, which just might make it worth training in for you.</p><p></p><p><strong><span style="color: #0000ff">Intimidate (Cha)</span> -</strong> Another good skill for a high-Charisma character. In addition to social situations, you can also use this to get foes to surrender in battle. It also has some interesting skill powers to boot.</p><p></p><p><strong>Religion (Int) -</strong> Much like the other Intelligence skills, this can be good in the hands of a Star Hexblade.</p><p></p><p><strong><span style="color: #0000ff">Stealth (Dex)</span> -</strong> This skill is pretty thematic for a Fey Hexblade, who gets a lot of invisibility powers anyway. And I mean, why not scout ahead of the party anyway? You have the teleportation to get back, after all.</p><p></p><p><strong>Streetwise (Cha) -</strong> The use of this skill outside a city is iffy, at best. Still, if you adventure a lot in urban locales, you could do worse than pick this up.</p><p></p><p><span style="color: #0000ff"><strong>Thievery (Dex) -</strong></span> If no one else in the party is trained in this, take it; disably traps and picking locks is an important duty. Fey Hexblades can especially use this skill well.[/sblock]</p><p></p><p><strong>Recommended Non-Class Skills</strong></p><p>[sblock]<strong>Acrobatics (Dex) -</strong> The only Dexterity Skill Hexblades lack. Fey Hexblades should be able to pull this off well, so getting it might be a good idea.</p><p></p><p><strong><span style="color: #0000ff">Diplomacy (Cha)</span> -</strong> A Charisma Skill Hexblades normally don't get. Since sometime sweet-talking is useful, getting this is a good idea.</p><p></p><p><strong>Endurance (Con):</strong> The only Constitution-based skill. Doesn't tend to come up too often, but when it does, it's often because you've been poisoned, sickened, or some other horrible, gruesome fate has befallen you. When that happens, you'll be happy to have this.</p><p></p><p><span style="color: #800080"><strong>Perception (Wis):</strong></span> Yeah, it's wisdom-based, but getting caught by surprise, whether by an enemy ambush or a deadly trap, really sucks. Hopefully, though, someone else has this one picked up.[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6744706, member: 6803540"] [b]Originally posted by Lord_Ventnor:[/b] [CENTER][Size=4][b]Ten Minutes to Midnight: Power Source and Role[/b][/size][/CENTER] Hexblades are a variation on the Warlock class found in the [i]Player's Handbook[/i], and like the traditional Warlock, they're [b]Arcane Strikers[/b]. Like most other Arcane classes, your powers tend to have some kind of control element attached them, whether it is debilitating effects or hitting multiple foes at once. There are quite a few things that being a striker entails, though... [b]Nova/Spike Damage -[/b] This is not your forte. You don't possess multi-attack powers like the Ranger does, nor do you have the Barbarian's crit synergy, and your daily powers tend more towards large control effects than large damage spikes. Infernal Hexblades tend to be a little better at this than the other Pacts. [b][COLOR=#0000ff]Damage Per Round (DPR)[/COLOR] - [/b]This part of being a striker you can do fairly well. Every build of the Hexblade has at least 1 weapon vs. NAD attack, which tend to be very accurate, and Fey Hexblades can take advantage of many light blade accuracy-enhancing abilities. [COLOR=#0000ff][b]Debilitating Effects[/b][/COLOR][b] -[COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR] You're also pretty good at making sure foes are less effective. Your powers can teleport foes out of position, induce vulnerabilities, or even make you invisible. And that's not even getting to the dailies. [b]Survivability -[/b] Like I mentioned before, you're tougher than you appear, but you aren't as tough as a defender. Infernal Hexblades with their Constitution and Temporary HP focus as are the toughest of you all, but even if you drop to low HP, you still have solid ranged capabilities to fall back on. You'll also have a guaranteed retributive attack too at the end of heroic tier, so there's that. [b][COLOR=#00ccff]Targeting Capacity[/COLOR] -[/b] Unlike traditional Warlocks, your striker bonus damage isn't limited to foes who you curse. Since your bonus damage is applied to all of your powers, you can hit anyone on the field, and still have access to your striker goodies. All pacts have decent mobility as well, but Fey Hexblades take it up to a new level, with a bunch of defensive and teleportation abilities that should let them reach their target with impunity. [b]Secondary Role Effectiveness[/b] [sblock][b]Controller -[COLOR=#00ccff][/COLOR][/b][COLOR=#00ccff][/COLOR] As I mentioned before, most of your powers are going to have some decent control effects. You can't really sub in for a full time controller like certain traditional warlock builds can, but you can still play your part. [COLOR=#00ccff][b]Defender - [/b]Infernal Warlocks can be an off-tank with their extra toughness. No other pact should really try it, though. [b][/b][/COLOR][b][COLOR=#800080]Leader[/COLOR] - [COLOR=#00ccff][/COLOR][/b][COLOR=#00ccff][/COLOR]You can't heal or buff allies, but several of your daily and utility powers can help move allies around the battlefield quite well.[COLOR=#00ccff][/sblock] [/COLOR] [CENTER][Size=4][b]The Unsheathed Blade: Baseline Mechanics[/b][/size][/CENTER] As a Hexblade, you belong to one of the Essentials subclasses. As such, many of your abilities are related to class features, rather than powers. In fact, your At-Will and Encounter attacks are all determined by which pact you decide to go with. So choose your pact wisely; it will literally control your destiny. Note that I will only be discussing Pact-neutral features here. Everything related to a specific pact will get its own discussion in a later post. [b]Game Mechanics[/b] [sblock][b]Hit Points - [/b]You get 12 + your Constitution score initially, and 5 every time you level up. This is standard for most strikers, although obviously [b]Infernal Hexblades[/b] will have it a little easier than everyone else. [b][COLOR=#800080]Healing Surges[/COLOR] -[/b] 6 + Con modifier surges. It's not that many, so try keep your defenses up as much as possible. Again, [b]Infernal Hexblades[/b] have an easier time here than anybody else. Defense Bonus - You get a +1 bonus to your Fortitude and Will defenses. These are the strong defenses for Infernal Hexblade, while the Fortitude bonus shores up the Fey and Star Hexblade's weak defense. It's certainly not bad, at any rate. [b]Armor Proficiencies - [/b]You get all the way up to chain to start. Infernal Hexblades will do okay in Chain at level 1 (although they'll likely want to upgrade at some point), which Fey and Star Hexblades probably won't want anything higher than Hide Armor. [b]Weapon Proficiencies - [/b]You can't complain about this. All simple and military melee weapons, and ranged weapons. Of course, you're never going to use any of them (unless you're into Pact Blades, or something similar) [b]Implement Proficiencies - [/b]You start with the ability to use Rods and Wands. Both of them are good and have excellent Expertise Feats backing them, although there are ways of getting other implements if you're not satisfied.[/sblock] [b]Class Features[/b] [sblock][b]Eldritch Bolt (Lv. 1) - [COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR]One of your At-Will powers, which all Hexblades possess. Fortunately, it's not too bad, being a ranged option that should deal solid force damage, which generally isn't resisted. Unfortunately, its not Eldritch Blast, so it doesn't possess any of the feat synergy that goes along with Eldritch Blast.[COLOR=#0000ff] [b]Pact Reward (Lv. 1)[/b][/COLOR][b] - [COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR]Good news: this damage bonus applies to all of your Warlock attacks. Bad news: it only applies to Warlock attacks. So no multiclassing for other classes' dailies', okay? Your patrons tend to be snippy about that kind of thing. [COLOR=#0000ff][b]Pact Boon (Lv. 1) - [/b]If you kill a foe or a foe dies next to you, you get a neat little utility effect that should help you along. Unfortunately, this isn't as reliable as the traditional Warlock's boon, which goes off when a cursed enemy dies. Still, you work with what you got. [b][/b][/COLOR][b][COLOR=#00ccff]Pact Weapon (Lv. 1)[/COLOR] - [COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR]This is your reason for being. The Pact Weapon is an amazing feature: it allows you to fight at melee while retaining your ranged option, and it gets more powerful as your implement does, so you never need to worry about finding more power magic weapons and implements at the same time. All pact weapons have the stats of superior weapons too - it is literally the best weapon you start out with. [COLOR=#0000ff]Your pact weapon also comes with a preselected At-Will attack that you can use as a melee basic attack, and a pre-selected encounter power. Improved Pact Weapon (Lv. 3) - You get another use of your Pact Weapon's encounter attack. Not much else to say. [b] Lesser Planar Ally (Lv. 4)[/b][/COLOR][b] -[/b] Joy of joys! You get your own minion! Although he's useless in battle, he can perform tasks like locating people or spotting difficult terrain ahead of you, so he has his uses. [b]Pact Weapon Retribution (Lv. 7) - [/b]Instead of another use of your Pact Weapon Encounter, you get an immediate reaction attack against a foe that attacks you. They tend to vary in usefulness, but most of them tend to be pretty good pickups. [b][COLOR=#0000ff]Summon Warlock's Ally (Lv. 9)[/COLOR] - [/b]Instead of choosing your 9th level daily, you get this. It's pretty awesome, since this makes you the only striker with a naturally-occurring summon. The summons themselves are also pretty nice, and they can have some nasty attacks. Best of all, they still get your Striker Bonus Damage when they make an attack. [b]Superior Warlock's Ally (Lv. 17) - [/b]Your minion summoned with Summon Warlock's Ally gets a +3 damage bonus. That's... okay, I guess. [b][COLOR=#800080]Master of Magic (Lv. 22)[/COLOR] -[/b] This is a preselected utility level for you. This power is... okay, but a little underwhelming for an epic-level power. [COLOR=#0000ff][b]Greater Summon Warlock's Ally (Lv. 25)[/b][/COLOR][b] -[COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR] A bigger, badder minion you can summon with Summon Warlock's ally. They tend to have abilities like immobilization and dazing up their sleeve, so calling them is a good idea.[/sblock] [CENTER][Size=4][b]The Uncalled Sword: Skills[/b][/size][/CENTER] You're middle-of-the-road as far as skills are concerned. You have a decent list, and can choose any 4 you want. You don't have the breadth of a Rogue or Bard, but you don't have the shallowness of a Fighter or Barbarian either. [b]Class Skills[/b] [sblock][b]Arcana (Int) -[/b] Star Hexblades have the Intelligence to get mileage out of this skill. Everyone else can take it or leave it, especially if there's a Wizard or Swordmage in the party whose already decent with this skill. [b][COLOR=#0000ff]Bluff (Cha)[/COLOR] -[/b] A good skill for a high Charisma character, such as yourself, to have. You never know when you'll have to lie your way out of a situation. [b]History (Int) -[/b] Like Arcana, only Star Pact Hexblades can really get good use out of this skill in the long run. It might not even come up, depending on what kind of campaign you're in. [b][COLOR=#800080]Insight (Wis)[/COLOR] -[/b] A good skill, but you probably don't have the Wisdom to really use it. Still, it has some pretty awesome skill powers, which just might make it worth training in for you. [b][COLOR=#0000ff]Intimidate (Cha)[/COLOR] -[/b] Another good skill for a high-Charisma character. In addition to social situations, you can also use this to get foes to surrender in battle. It also has some interesting skill powers to boot. [b]Religion (Int) -[/b] Much like the other Intelligence skills, this can be good in the hands of a Star Hexblade. [b][COLOR=#0000ff]Stealth (Dex)[/COLOR] -[/b] This skill is pretty thematic for a Fey Hexblade, who gets a lot of invisibility powers anyway. And I mean, why not scout ahead of the party anyway? You have the teleportation to get back, after all. [b]Streetwise (Cha) -[/b] The use of this skill outside a city is iffy, at best. Still, if you adventure a lot in urban locales, you could do worse than pick this up. [COLOR=#0000ff][b]Thievery (Dex) -[/b][/COLOR] If no one else in the party is trained in this, take it; disably traps and picking locks is an important duty. Fey Hexblades can especially use this skill well.[/sblock] [b]Recommended Non-Class Skills[/b] [sblock][b]Acrobatics (Dex) -[/b] The only Dexterity Skill Hexblades lack. Fey Hexblades should be able to pull this off well, so getting it might be a good idea. [b][COLOR=#0000ff]Diplomacy (Cha)[/COLOR] -[/b] A Charisma Skill Hexblades normally don't get. Since sometime sweet-talking is useful, getting this is a good idea. [b]Endurance (Con):[/b] The only Constitution-based skill. Doesn't tend to come up too often, but when it does, it's often because you've been poisoned, sickened, or some other horrible, gruesome fate has befallen you. When that happens, you'll be happy to have this. [COLOR=#800080][b]Perception (Wis):[/b][/COLOR] Yeah, it's wisdom-based, but getting caught by surprise, whether by an enemy ambush or a deadly trap, really sucks. Hopefully, though, someone else has this one picked up.[/sblock] [/QUOTE]
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Blades of Cursed Midnight: A Hexblade's Guide (by Lord_Ventor)
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