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Hexblade 101
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<blockquote data-quote="Shades of Eternity" data-source="post: 3482566" data-attributes="member: 10869"><p>Special abilities</p><p></p><p>Curse you: This is the ability that separates the Hexblade from other fighter/mage concepts. The trick to using this ability is to pick when you use it.</p><p></p><p>1. Try to penalize your opponent first: Every point you reduce their save by makes your curse that more likely. Ways you can reduce the saving throw include Ability Focus (+2 is hardly anything to sneeze at), intimidation check (and the feats intimidating strike, Frightful Presence (DR) and Daunting Presence (LM)), your dark companion, and the spells Enervation and Touch of Idiocy. </p><p></p><p>2. It has a range of 60' so use this ability at range whenever possible. This is particularly nasty when used with an archer build and a dark companion.</p><p></p><p>3. It is a free action so it can be used immediately after using a "softening" attack.</p><p></p><p>4. No creature subtype is immune to curses. Which means provided you get over the saving throw (spell resistance does not protect- it is a su affect), it will affect pretty much any creature. </p><p></p><p>5. Concentrate on one creature. It is better to have a sure thing then a bunch of maybes. However once one is successfully cursed, move onto the next target.</p><p></p><p>6. Try to pick targets with low will saves: While not always possible, you do your best work on sure things. Animals, Construct, Elementals, Giant, Humanoid, Magical Beast, Ooze, and Plant have weak saves. For classes, basically target fighter and rogues over spellcasting types, unless you got a sure thing.</p><p></p><p>Familiar verses Dark Companion </p><p></p><p>At 4th level, the Hexblade gets a bit of dilemma. He gets the option between having a standard familiar or a Dark Companion. Both have their perks and cons.</p><p></p><p>Familiar:</p><p></p><p>The big advantage of a familiar is it is an awesome fighting companion, especially when compared to a familiar of a sorcerer or wizard. Because it's based on your hit points of d10, your familiar will have hit points comparable to, or even surpass a wizard and sorcerer. Additionally any familiar attacks are based on the Hexblades full BAB. Plus the Hexblades saves override the familiars. Not only do the familiar get improved evasion, but also mettle as well, which means any save it makes renders it completely unaffected. They also get the Hexblades arcane resistance,</p><p></p><p>Because they are smarter then a standard animal companion, they can be used almost as an extension of oneself in combat. They should always flank when possible, thus allowing a bonus when striking. </p><p></p><p>They also benefit from linked spells. The following is a list of good choices. Make note of both alter self and Polymorph, although they have to be the same form:</p><p></p><p>1st</p><p>Entropic Shield</p><p>Expeditious Retreat</p><p>Protection from</p><p></p><p>2nd</p><p>Alter Self</p><p>Bull's Strength, </p><p>Invisibility</p><p>Mirror Image</p><p>Protection from Arrows</p><p>Rage</p><p>Resist Energy</p><p>See Invisibility</p><p>Spider Climb</p><p></p><p>3rd</p><p>Non Detection</p><p></p><p>4th</p><p>Polymorph</p><p>Shadow Form</p><p></p><p>Normal Familiars (from the PHB): If you decide to not take Improved familiar, some of the better choices are as follows:</p><p>Bat: Not really a fighting type, but with blindsight, pretty much guarantees you will not be blinded.</p><p>Cat: The scourge of commoners, it is stealthy and has scent. They also get multiple attacks.</p><p>Hawk: an awesome spotter and descent damage. Plus flight is always useful.</p><p>Lizard: okay, but not great</p><p>Owl: Awesome spot and good for stealth. Plus flight is always useful.</p><p>Rat/Mouse: Okay, but cat is better form the standard list.</p><p>Raven/Thrush: They can talk and can fly.</p><p>snake (tiny viper): Good imitative, but kind of slow. Poison attack is okay for the low levels though.</p><p>Toad: Not usually useful as a whole, even the +2 hit points kinda defeat the purpose of the familiar.</p><p>Weasel/ferret: If flanking, have it attach to its rear and you get both the bite damage and flank bonuses per round. A great choice for a Hexblade</p><p></p><p>Alternative normal Familiars: These are often still considered normal creatures, but are off the expanded list on both Tomb of blood (a 3.0 listing) and dragon magazine 280.</p><p></p><p>Bird: Descent, but still prefer Ravens and/or Hawks</p><p>Dog: Man's best friend is a decent little tank for ECL 0 even before you make it a familiar. plus you get +2 to sense motive which helps with your bluff and intimidation.</p><p>Fox: Descent, but if you have a choice, take a dog.</p><p>Hare: not very useful as a combatative familiar</p><p>Otter: These swimmers are okay, but not very useful unless near water.</p><p>Racoon: Almost as good as the Dog, plus has semi perhensile hands <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>Shrew: About the same as a snake in terms of ability and usefulness.</p><p>Skunk: The special atacks is fun, but will have to be enhanced to maintain usefulness.</p><p>Squirrel: kinda useful, but better to have a more physically imposing familiar.</p><p></p><p>I remember reading this one somewhere, but it eludes me.</p><p>Monkey: A 2nd set of hands is always wonderful that can get into unusual places.</p><p></p><p>Improved Familiars: It is worth the feat to get an "enhanced familiar":</p><p>Riding Dog: Can take it right off the bat at level 4, is already a tank and can be augmented with either a axiomatic, fiendish or entrophic template.</p><p>Hippogriff: Awesome for flight, speed and multiple attacks.</p><p>Winter wolf: This is the best Familiar for double-teaming. superior attacks and damage, immunity to cold, 50 ft speed, and an improved trip attack for free shots. It really does make it an excellent choice.</p><p></p><p>Augmenting your familiar:</p><p>1. As soon as possible get permanency and both Enhance Familiar and Fortify Familiar cast on them.</p><p>2. Bonded familiar (PHBii) is probably the best enhancement feat with a Hexblade. By being able to swap damage and the sizable hit points of both your hit points and familiar give you a greater degree of survivability.</p><p>3. Practiced Spellcaster (CAr): Because familiar augmentation is based on spellcasting, taking these four levels basically allows the familiar to considered at base Hexblade level (instead of Hexblade level -3). Not a bad secondary effect.</p><p>4. Familiar pocket is pretty much a standby for protection and is good for comedic effect. </p><p></p><p>The main con is that your familiar is still killable.</p><p></p><p>Dark Companion (PHBII): This choice is excellent for a number of reasons.</p><p>1. Adds a -2 penalty to saves thus making the Hexblades curses more effective.</p><p>2. Not Killable: even when dispelled it will return 24 hours.</p><p></p><p>A few notes:</p><p></p><p>1. remember the speed of the dark companion is usually 30' , or 20' if a small creature. Because this is based on your personal speed, spells like expedious retreat also increase the speed of the dark companion. Other good examples of items that will help are fly and haste.</p><p>2. The penalties created by the dark compnaion does not affect allie's so you can shoehorn yourself and other fighting types around it.</p><p></p><p>however it is not as versatile as the standard familiar.</p><p></p><p>A third option: If you can't choose a fun option is as follow. Take the Dark Companion option, then take a feat to take an extra familiar. That will allow you the best of both worlds.</p><p></p><p>Bonus Feats: At first glance, the addition of bonus feats looks great. however, the choices of bonus feats available is actually very limited. While you might convince most gm's to add a few other options to the list (such as the hex feats from Dragon # 333), this article assumes you have not had such luck. </p><p></p><p>Combat casting: This is probably the best choice for a hexblade. It basically helps to ensures that you when casting in battle you will be able to get off your touch of idiocy or vampiric touch.</p><p></p><p>Spellfocus/Greater Spell focus: This +1 to DC can only be selected from enchantement, necromancy or transmutation. here's a quick overview of spells of each category to allow you to pick what's best for you:</p><p></p><p>Enchanment: Charm Monster (Will), Charm Person (Will), Confusion (Will), Deep Slumber (Will), Dominate Person</p><p>(Will), Enthrall (Will), Hidious laughter (Will), Sleep (Will), Suggestion (will)</p><p></p><p>Necromancy: Blindness/Deafness (Fort), Cause Fear (Will), Fear (Will), Poison (Fort)</p><p></p><p>Transmutation: Baleful Polymorph (Fort/Will), Pyrotechnics (Will/Fort), Slow (WILL)</p><p></p><p>As you can see enchantment is the best choice for spell focus.</p><p></p><p>spell Penetration/Greater Spell Penetration: This is the better choices then spell focus, provided you take it at level 10 and 15. If you've picked spells that don't require saves, you'll get more out of this. Still do not expect great returns.</p><p></p><p>Spells</p><p></p><p>Before I begin, I will put in the current Hexblade list.</p><p></p><p>1st-Level Hexblade Spells</p><p>Alarm. Player's Handbook, page 197.</p><p>Arcane Mark. Player's Handbook, page 201.</p><p>Cause Fear. Player's Handbook, page 208.</p><p>Charm Person. Player's Handbook, page 209.</p><p>Detect Magic. Player's Handbook, page 219.</p><p>Disguise Self. Player's Handbook, page 222.</p><p>Entropic Shield. Player's Handbook, page 227.</p><p>Expeditious Retreat. Player's Handbook, page 228.</p><p>Identify. Player's Handbook, page 243.</p><p>Light. Player's Handbook, page 248.</p><p>Magic Weapon. Player's Handbook, page 251.</p><p>Mount. Player's Handbook, page 256.</p><p>Nystul's Magic Aura. Player's Handbook, page 257.</p><p>Prestidigitation. Player's Handbook, page 264.</p><p>Protection from Chaos. Player's Handbook, page 266.</p><p>Protection from Evil. Player's Handbook, page 266.</p><p>Protection from Good. Player's Handbook, page 266.</p><p>Protection from Law. Player's Handbook, page 266.</p><p>Read Magic. Player's Handbook, page 269.</p><p>Sleep. Player's Handbook, page 280.</p><p>Tasha's Hideous Laughter. Player's Handbook, page 292.</p><p>Undetectable Alignment. Player's Handbook, page 297.</p><p>Unseen Servant. Player's Handbook, page 297.</p><p>----------------------------------------------------------------</p><p>Armor Lock, Complete Scoundrel, page 95</p><p>Augment Familiar. Complete Warrior, page 116.</p><p>Backbiter. Complete Arcane, page 98.</p><p>Distract Assailant. Complete Adventurer, page 146.</p><p>Mage Burr, Complete Scoundrel, page 100</p><p>Phantom Threat. Complete Warrior, page 118.</p><p></p><p></p><p>2nd-Level Hexblade Spells</p><p>Alter Self. Player's Handbook, page 197.</p><p>Blindness/Deafness. Player's Handbook, page 206.</p><p>Bull's Strength. Player's Handbook, page 207.</p><p>Darkness. Player's Handbook, page 216.</p><p>Eagle's Splendor. Player's Handbook, page 225.</p><p>Enthrall. Player's Handbook, page 227.</p><p>False Life. Player's Handbook, page 229.</p><p>Glitterdust. Player's Handbook, page 236.</p><p>Invisibility. Player's Handbook, page 245.</p><p>Mirror Image. Player's Handbook, page 254.</p><p>Protection from Arrows. Player's Handbook, page 266.</p><p>Pyrotechnics. Player's Handbook, page 267.</p><p>Rage. Player's Handbook, page 268.</p><p>Resist Energy. Player's Handbook, page 272.</p><p>See Invisibility. Player's Handbook, page 275.</p><p>Spider Climb. Player's Handbook, page 283.</p><p>Suggestion. Player's Handbook, page 285.</p><p>Summon Swarm. Player's Handbook, page </p><p>Touch of Idiocy. Player's Handbook, page 294.</p><p>----------------------------------------------------------------</p><p>Crisis of Confidence. Heroes of Battle, page 126.</p><p>Critical Strike. Complete Adventurer, page 145.</p><p>Invisibility, Swift. Complete Adventurer, page 153.</p><p>Phantasmal Assailants. Complete Arcane, page 117. </p><p>Whirling Blade. Complete Arcane, page 129.</p><p>----------------------------------------------------------------</p><p></p><p>3rd-Level Hexblade Spells</p><p>Arcane Sight. Player's Handbook, page 201.</p><p>Charm Monster. Player's Handbook, page 209.</p><p>Confusion. Player's Handbook, page 212.</p><p>Deep Slumber. Player's Handbook, page 217.</p><p>Dispel Magic. Player's Handbook, page 223.</p><p>Invisibility Sphere. Player's Handbook, page 245.</p><p>Magic Weapon, Greater. Player's Handbook, page 251.</p><p>Nondetection. Player's Handbook, page 257.</p><p>Phantom Steed. Player's Handbook, page 260.</p><p>Poison. Player's Handbook, page 262.</p><p>Protection from Energy. Player's Handbook, page 266.</p><p>Repel Vermin. Player's Handbook, page 271.</p><p>Slow. Player's Handbook, page 280.</p><p>Stinking Cloud. Player's Handbook, page 284.</p><p>Vampiric Touch. Player's Handbook, page 298.</p><p>Wind Wall. Player's Handbook, page 302.</p><p>----------------------------------------------------------------</p><p>Hound of Doom. Complete Warrior, page 117.</p><p>Spectral Weapon. Complete Adventurer, page 157.</p><p>----------------------------------------------------------------</p><p></p><p></p><p>4th-Level Hexblade Spells</p><p>Baleful Polymorph. Player's Handbook, page 202.</p><p>Break Enchantment. Player's Handbook, page 207.</p><p>Contact Other Plane. Player's Handbook, page 212.</p><p>Detect Scrying. Player's Handbook, page 219.</p><p>Dimension Door. Player's Handbook, page 221.</p><p>Dominate Person. Player's Handbook, page 224.</p><p>Enervation. Player's Handbook, page 226.</p><p>Fear. Player's Handbook, page 229.</p><p>Invisibility, Greater. Player's Handbook, page 245.</p><p>Phantasmal Killer. Player's Handbook, page 260.</p><p>Polymorph. Player's Handbook, page 263.</p><p>Scrying. Player's Handbook, page 274.</p><p>Sending. Player's Handbook, page 275.</p><p>Solid Fog. Player's Handbook, page 281.</p><p>----------------------------------------------------------------</p><p>Assay Resistance. Complete Arcane, page 98.</p><p>Cursed Blade. Complete Warrior, page 117.</p><p>Early Twilight. Heroes of Battle, page 126.</p><p>Shadow Form. Complete Adventurer, page 156.</p><p>Spell Theft, Complete Scoundral, page 104</p><p>Suppress Legacy. Weapons of Legacy, page 18.</p><p>Unluck. Complete Arcane, page 128.</p><p></p><p>Although this is a descent spell list, it's best to avoid spells with saving throws and spell resistance (your unlikely to have enough to affect either at high levels). however a few spells deserve mention.</p><p></p><p>Alter self: This spell is an awesome augmentation spell, but since the polymorph update it comes with a heavy catch: you cannot use class abilities. It is best used when you've run out of "dirty tricks" for the day. One of the best forms to shape into is lizard folk, for it provides an increase in strength and natural ac.</p><p></p><p>Assay Resistance: If you must cast a spell on a creature with spell resistance, cast this spell first. However, I would prefer spell theft, in most situation. The exception being if you know your going to go against outer planar beings.</p><p></p><p>Bull's Strength: Extremely useful when fighting hand to hand.</p><p></p><p>Cursed Blade: spell for chopping down creatures with regeneration and/or access for magical healing. while it doesn't stack with other abilities, it can be a useful scroll or wand,</p><p></p><p>Darkness: think of it as an area effect entrophic shield. Useful, but not necessary.</p><p></p><p>Dimension Door: Extremely useful get to/get away spell. Might be more useful as a wand or scroll</p><p></p><p>Entrophic shield: it's hard to argue with 20% miss chance that you do not need to hang around for. really useful especially when you expected to be on the front lines.</p><p></p><p>Enervation: A seriously fun spell. with your bab it hits and pretty much nerfs your opponent considerably, and no saving throw. good means for "softening up an opponent and great for range builds.</p><p></p><p>Expeditious Retreat: This spell is awesome for allowing your Hexblade to maneuver into position as required. It also is good for "cutting and running" as needed.</p><p></p><p>Glitterdust: with it's blinding effect and outlining invisible creatures, it is usually preferred over see invisible.</p><p></p><p>Hideous Laughter: Despite a will save, it is a very useful "stop them" spell.</p><p></p><p>Hound of Doom: This is thee companion spell. Having the same hit points as you do, an ac that is probably comparable and your bab augmented by a strength that is likely higher then yours, it will quite literally double your attacks and use it's trip attacks to get into position. Use for flanking, trip and strikes and other "wolfpack tactics".</p><p></p><p>Invisibility, Greater: Pretty much thee spell to cast if a melee build before attacking. </p><p></p><p>Mirror image: This is thee defensive spell for the hexblade. By giving your opponents multiple targets, it stacks well with the feat goad and acts as a great equalizer against fighters of equivalent levels.</p><p></p><p>Polymorph: Even with the nerfing in PHBII it is still a phenominal spell and probably thee most versatile in the game. with it you can pretty much wriggle your way out of any situation. I'll go into more detail in another article, but pretty much this is a must have spell.</p><p></p><p>Shadow Form; mainly useful as a utility spell for getting past barriers. Best kept as a wand or scroll.</p><p></p><p>See Invisible: prefer glitterdust, but it's good to have a wand with a couple of charges. glitterdust doesn't work on invisible, incorporeal creatures.</p><p></p><p>Spectral Weapon: Basically if you ever have a target that has too high a natural ac, use this spell. a must for an emergency wand.</p><p></p><p>Slow: Although requiring a save, simply put it's just way too much fun to use and if you've "prepped" the target, doable as well.</p><p></p><p>Solid Fog: a descent spell, but your better off using wind wall for "battlefield control."</p><p></p><p>Spell Theft: If you are going up against anybody that preps spellcasting before attacking, this is a double bonus. Since most enemies are of a higher level then yourself, you get better bonuses then they would have. additionally, it strips them of their protections. I remember a time where my party had been ambushed by a wizard with time stop, and so had time to prep spell turning, iron skin and a couple of other spells. If I would have had a Hexblade with this spell, I could have made it for naught.</p><p></p><p>Touch of Idiocy: This spell is one of the best for a melee build, provided your opponent does not have spell resistance. Your bab is awesome (you usually get to a point where you only fail on a 1) and you can often reduce most spellcasters for useless with a couple taps. Plus this spell saps wisdom, which reduces will saves against your curses.</p><p></p><p>unluck: This spell is a bit of a double edged sword. While it really enhances your main abilities, you pretty much need to have already used your curses to be able to use it. There are better 4th level spells.</p><p></p><p>Vampiric Touch: With no save and your great bab, this is an awesome spell both draining him and powering yourself up. just be wary of spell resistance.</p><p></p><p>Wind Wall: It is an awesome protection spell, but it pretty much makes you unable to attack back, save the occasional curse. best on a scroll or wand as a "backup".</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 3482566, member: 10869"] Special abilities Curse you: This is the ability that separates the Hexblade from other fighter/mage concepts. The trick to using this ability is to pick when you use it. 1. Try to penalize your opponent first: Every point you reduce their save by makes your curse that more likely. Ways you can reduce the saving throw include Ability Focus (+2 is hardly anything to sneeze at), intimidation check (and the feats intimidating strike, Frightful Presence (DR) and Daunting Presence (LM)), your dark companion, and the spells Enervation and Touch of Idiocy. 2. It has a range of 60' so use this ability at range whenever possible. This is particularly nasty when used with an archer build and a dark companion. 3. It is a free action so it can be used immediately after using a "softening" attack. 4. No creature subtype is immune to curses. Which means provided you get over the saving throw (spell resistance does not protect- it is a su affect), it will affect pretty much any creature. 5. Concentrate on one creature. It is better to have a sure thing then a bunch of maybes. However once one is successfully cursed, move onto the next target. 6. Try to pick targets with low will saves: While not always possible, you do your best work on sure things. Animals, Construct, Elementals, Giant, Humanoid, Magical Beast, Ooze, and Plant have weak saves. For classes, basically target fighter and rogues over spellcasting types, unless you got a sure thing. Familiar verses Dark Companion At 4th level, the Hexblade gets a bit of dilemma. He gets the option between having a standard familiar or a Dark Companion. Both have their perks and cons. Familiar: The big advantage of a familiar is it is an awesome fighting companion, especially when compared to a familiar of a sorcerer or wizard. Because it's based on your hit points of d10, your familiar will have hit points comparable to, or even surpass a wizard and sorcerer. Additionally any familiar attacks are based on the Hexblades full BAB. Plus the Hexblades saves override the familiars. Not only do the familiar get improved evasion, but also mettle as well, which means any save it makes renders it completely unaffected. They also get the Hexblades arcane resistance, Because they are smarter then a standard animal companion, they can be used almost as an extension of oneself in combat. They should always flank when possible, thus allowing a bonus when striking. They also benefit from linked spells. The following is a list of good choices. Make note of both alter self and Polymorph, although they have to be the same form: 1st Entropic Shield Expeditious Retreat Protection from 2nd Alter Self Bull's Strength, Invisibility Mirror Image Protection from Arrows Rage Resist Energy See Invisibility Spider Climb 3rd Non Detection 4th Polymorph Shadow Form Normal Familiars (from the PHB): If you decide to not take Improved familiar, some of the better choices are as follows: Bat: Not really a fighting type, but with blindsight, pretty much guarantees you will not be blinded. Cat: The scourge of commoners, it is stealthy and has scent. They also get multiple attacks. Hawk: an awesome spotter and descent damage. Plus flight is always useful. Lizard: okay, but not great Owl: Awesome spot and good for stealth. Plus flight is always useful. Rat/Mouse: Okay, but cat is better form the standard list. Raven/Thrush: They can talk and can fly. snake (tiny viper): Good imitative, but kind of slow. Poison attack is okay for the low levels though. Toad: Not usually useful as a whole, even the +2 hit points kinda defeat the purpose of the familiar. Weasel/ferret: If flanking, have it attach to its rear and you get both the bite damage and flank bonuses per round. A great choice for a Hexblade Alternative normal Familiars: These are often still considered normal creatures, but are off the expanded list on both Tomb of blood (a 3.0 listing) and dragon magazine 280. Bird: Descent, but still prefer Ravens and/or Hawks Dog: Man's best friend is a decent little tank for ECL 0 even before you make it a familiar. plus you get +2 to sense motive which helps with your bluff and intimidation. Fox: Descent, but if you have a choice, take a dog. Hare: not very useful as a combatative familiar Otter: These swimmers are okay, but not very useful unless near water. Racoon: Almost as good as the Dog, plus has semi perhensile hands :) Shrew: About the same as a snake in terms of ability and usefulness. Skunk: The special atacks is fun, but will have to be enhanced to maintain usefulness. Squirrel: kinda useful, but better to have a more physically imposing familiar. I remember reading this one somewhere, but it eludes me. Monkey: A 2nd set of hands is always wonderful that can get into unusual places. Improved Familiars: It is worth the feat to get an "enhanced familiar": Riding Dog: Can take it right off the bat at level 4, is already a tank and can be augmented with either a axiomatic, fiendish or entrophic template. Hippogriff: Awesome for flight, speed and multiple attacks. Winter wolf: This is the best Familiar for double-teaming. superior attacks and damage, immunity to cold, 50 ft speed, and an improved trip attack for free shots. It really does make it an excellent choice. Augmenting your familiar: 1. As soon as possible get permanency and both Enhance Familiar and Fortify Familiar cast on them. 2. Bonded familiar (PHBii) is probably the best enhancement feat with a Hexblade. By being able to swap damage and the sizable hit points of both your hit points and familiar give you a greater degree of survivability. 3. Practiced Spellcaster (CAr): Because familiar augmentation is based on spellcasting, taking these four levels basically allows the familiar to considered at base Hexblade level (instead of Hexblade level -3). Not a bad secondary effect. 4. Familiar pocket is pretty much a standby for protection and is good for comedic effect. The main con is that your familiar is still killable. Dark Companion (PHBII): This choice is excellent for a number of reasons. 1. Adds a -2 penalty to saves thus making the Hexblades curses more effective. 2. Not Killable: even when dispelled it will return 24 hours. A few notes: 1. remember the speed of the dark companion is usually 30' , or 20' if a small creature. Because this is based on your personal speed, spells like expedious retreat also increase the speed of the dark companion. Other good examples of items that will help are fly and haste. 2. The penalties created by the dark compnaion does not affect allie's so you can shoehorn yourself and other fighting types around it. however it is not as versatile as the standard familiar. A third option: If you can't choose a fun option is as follow. Take the Dark Companion option, then take a feat to take an extra familiar. That will allow you the best of both worlds. Bonus Feats: At first glance, the addition of bonus feats looks great. however, the choices of bonus feats available is actually very limited. While you might convince most gm's to add a few other options to the list (such as the hex feats from Dragon # 333), this article assumes you have not had such luck. Combat casting: This is probably the best choice for a hexblade. It basically helps to ensures that you when casting in battle you will be able to get off your touch of idiocy or vampiric touch. Spellfocus/Greater Spell focus: This +1 to DC can only be selected from enchantement, necromancy or transmutation. here's a quick overview of spells of each category to allow you to pick what's best for you: Enchanment: Charm Monster (Will), Charm Person (Will), Confusion (Will), Deep Slumber (Will), Dominate Person (Will), Enthrall (Will), Hidious laughter (Will), Sleep (Will), Suggestion (will) Necromancy: Blindness/Deafness (Fort), Cause Fear (Will), Fear (Will), Poison (Fort) Transmutation: Baleful Polymorph (Fort/Will), Pyrotechnics (Will/Fort), Slow (WILL) As you can see enchantment is the best choice for spell focus. spell Penetration/Greater Spell Penetration: This is the better choices then spell focus, provided you take it at level 10 and 15. If you've picked spells that don't require saves, you'll get more out of this. Still do not expect great returns. Spells Before I begin, I will put in the current Hexblade list. 1st-Level Hexblade Spells Alarm. Player's Handbook, page 197. Arcane Mark. Player's Handbook, page 201. Cause Fear. Player's Handbook, page 208. Charm Person. Player's Handbook, page 209. Detect Magic. Player's Handbook, page 219. Disguise Self. Player's Handbook, page 222. Entropic Shield. Player's Handbook, page 227. Expeditious Retreat. Player's Handbook, page 228. Identify. Player's Handbook, page 243. Light. Player's Handbook, page 248. Magic Weapon. Player's Handbook, page 251. Mount. Player's Handbook, page 256. Nystul's Magic Aura. Player's Handbook, page 257. Prestidigitation. Player's Handbook, page 264. Protection from Chaos. Player's Handbook, page 266. Protection from Evil. Player's Handbook, page 266. Protection from Good. Player's Handbook, page 266. Protection from Law. Player's Handbook, page 266. Read Magic. Player's Handbook, page 269. Sleep. Player's Handbook, page 280. Tasha's Hideous Laughter. Player's Handbook, page 292. Undetectable Alignment. Player's Handbook, page 297. Unseen Servant. Player's Handbook, page 297. ---------------------------------------------------------------- Armor Lock, Complete Scoundrel, page 95 Augment Familiar. Complete Warrior, page 116. Backbiter. Complete Arcane, page 98. Distract Assailant. Complete Adventurer, page 146. Mage Burr, Complete Scoundrel, page 100 Phantom Threat. Complete Warrior, page 118. 2nd-Level Hexblade Spells Alter Self. Player's Handbook, page 197. Blindness/Deafness. Player's Handbook, page 206. Bull's Strength. Player's Handbook, page 207. Darkness. Player's Handbook, page 216. Eagle's Splendor. Player's Handbook, page 225. Enthrall. Player's Handbook, page 227. False Life. Player's Handbook, page 229. Glitterdust. Player's Handbook, page 236. Invisibility. Player's Handbook, page 245. Mirror Image. Player's Handbook, page 254. Protection from Arrows. Player's Handbook, page 266. Pyrotechnics. Player's Handbook, page 267. Rage. Player's Handbook, page 268. Resist Energy. Player's Handbook, page 272. See Invisibility. Player's Handbook, page 275. Spider Climb. Player's Handbook, page 283. Suggestion. Player's Handbook, page 285. Summon Swarm. Player's Handbook, page Touch of Idiocy. Player's Handbook, page 294. ---------------------------------------------------------------- Crisis of Confidence. Heroes of Battle, page 126. Critical Strike. Complete Adventurer, page 145. Invisibility, Swift. Complete Adventurer, page 153. Phantasmal Assailants. Complete Arcane, page 117. Whirling Blade. Complete Arcane, page 129. ---------------------------------------------------------------- 3rd-Level Hexblade Spells Arcane Sight. Player's Handbook, page 201. Charm Monster. Player's Handbook, page 209. Confusion. Player's Handbook, page 212. Deep Slumber. Player's Handbook, page 217. Dispel Magic. Player's Handbook, page 223. Invisibility Sphere. Player's Handbook, page 245. Magic Weapon, Greater. Player's Handbook, page 251. Nondetection. Player's Handbook, page 257. Phantom Steed. Player's Handbook, page 260. Poison. Player's Handbook, page 262. Protection from Energy. Player's Handbook, page 266. Repel Vermin. Player's Handbook, page 271. Slow. Player's Handbook, page 280. Stinking Cloud. Player's Handbook, page 284. Vampiric Touch. Player's Handbook, page 298. Wind Wall. Player's Handbook, page 302. ---------------------------------------------------------------- Hound of Doom. Complete Warrior, page 117. Spectral Weapon. Complete Adventurer, page 157. ---------------------------------------------------------------- 4th-Level Hexblade Spells Baleful Polymorph. Player's Handbook, page 202. Break Enchantment. Player's Handbook, page 207. Contact Other Plane. Player's Handbook, page 212. Detect Scrying. Player's Handbook, page 219. Dimension Door. Player's Handbook, page 221. Dominate Person. Player's Handbook, page 224. Enervation. Player's Handbook, page 226. Fear. Player's Handbook, page 229. Invisibility, Greater. Player's Handbook, page 245. Phantasmal Killer. Player's Handbook, page 260. Polymorph. Player's Handbook, page 263. Scrying. Player's Handbook, page 274. Sending. Player's Handbook, page 275. Solid Fog. Player's Handbook, page 281. ---------------------------------------------------------------- Assay Resistance. Complete Arcane, page 98. Cursed Blade. Complete Warrior, page 117. Early Twilight. Heroes of Battle, page 126. Shadow Form. Complete Adventurer, page 156. Spell Theft, Complete Scoundral, page 104 Suppress Legacy. Weapons of Legacy, page 18. Unluck. Complete Arcane, page 128. Although this is a descent spell list, it's best to avoid spells with saving throws and spell resistance (your unlikely to have enough to affect either at high levels). however a few spells deserve mention. Alter self: This spell is an awesome augmentation spell, but since the polymorph update it comes with a heavy catch: you cannot use class abilities. It is best used when you've run out of "dirty tricks" for the day. One of the best forms to shape into is lizard folk, for it provides an increase in strength and natural ac. Assay Resistance: If you must cast a spell on a creature with spell resistance, cast this spell first. However, I would prefer spell theft, in most situation. The exception being if you know your going to go against outer planar beings. Bull's Strength: Extremely useful when fighting hand to hand. Cursed Blade: spell for chopping down creatures with regeneration and/or access for magical healing. while it doesn't stack with other abilities, it can be a useful scroll or wand, Darkness: think of it as an area effect entrophic shield. Useful, but not necessary. Dimension Door: Extremely useful get to/get away spell. Might be more useful as a wand or scroll Entrophic shield: it's hard to argue with 20% miss chance that you do not need to hang around for. really useful especially when you expected to be on the front lines. Enervation: A seriously fun spell. with your bab it hits and pretty much nerfs your opponent considerably, and no saving throw. good means for "softening up an opponent and great for range builds. Expeditious Retreat: This spell is awesome for allowing your Hexblade to maneuver into position as required. It also is good for "cutting and running" as needed. Glitterdust: with it's blinding effect and outlining invisible creatures, it is usually preferred over see invisible. Hideous Laughter: Despite a will save, it is a very useful "stop them" spell. Hound of Doom: This is thee companion spell. Having the same hit points as you do, an ac that is probably comparable and your bab augmented by a strength that is likely higher then yours, it will quite literally double your attacks and use it's trip attacks to get into position. Use for flanking, trip and strikes and other "wolfpack tactics". Invisibility, Greater: Pretty much thee spell to cast if a melee build before attacking. Mirror image: This is thee defensive spell for the hexblade. By giving your opponents multiple targets, it stacks well with the feat goad and acts as a great equalizer against fighters of equivalent levels. Polymorph: Even with the nerfing in PHBII it is still a phenominal spell and probably thee most versatile in the game. with it you can pretty much wriggle your way out of any situation. I'll go into more detail in another article, but pretty much this is a must have spell. Shadow Form; mainly useful as a utility spell for getting past barriers. Best kept as a wand or scroll. See Invisible: prefer glitterdust, but it's good to have a wand with a couple of charges. glitterdust doesn't work on invisible, incorporeal creatures. Spectral Weapon: Basically if you ever have a target that has too high a natural ac, use this spell. a must for an emergency wand. Slow: Although requiring a save, simply put it's just way too much fun to use and if you've "prepped" the target, doable as well. Solid Fog: a descent spell, but your better off using wind wall for "battlefield control." Spell Theft: If you are going up against anybody that preps spellcasting before attacking, this is a double bonus. Since most enemies are of a higher level then yourself, you get better bonuses then they would have. additionally, it strips them of their protections. I remember a time where my party had been ambushed by a wizard with time stop, and so had time to prep spell turning, iron skin and a couple of other spells. If I would have had a Hexblade with this spell, I could have made it for naught. Touch of Idiocy: This spell is one of the best for a melee build, provided your opponent does not have spell resistance. Your bab is awesome (you usually get to a point where you only fail on a 1) and you can often reduce most spellcasters for useless with a couple taps. Plus this spell saps wisdom, which reduces will saves against your curses. unluck: This spell is a bit of a double edged sword. While it really enhances your main abilities, you pretty much need to have already used your curses to be able to use it. There are better 4th level spells. Vampiric Touch: With no save and your great bab, this is an awesome spell both draining him and powering yourself up. just be wary of spell resistance. Wind Wall: It is an awesome protection spell, but it pretty much makes you unable to attack back, save the occasional curse. best on a scroll or wand as a "backup". [/QUOTE]
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