Drowbane said:
At first glance... its a terrible class. Absolutely weak and pathetic.
However, one of my friend (an outstanding DM btw) gave them a few feat options. Such as Extra Curse... and um... others
Thanks man.
As for the hexblade, I love 'em thematically. That said, I can't see going straight hexblade when a multiclass fighter 2/hexblade X is sooo much cooler. You're a hybrid spellcaster, so who cares about spells? Heavy armor + curse all the way, baby.
That said, yeah, the MAD does suck a bit, but even so, they don't fare too badly on the standard array. I'd probably go Str 14, Dex 13, Con 12, Int 8, Wis 10, Cha 15. Not too bad in a 25-point game, actually.
This is my writeup of the hexblade, which is more detailed than the pathetic excuse for flavor text that exists in
Complete Warrior.
HEXBLADE
“Bewares the hexblades curses/Mes littles time is nigh/For by an’ by I be afflicted/O’ th’ whoresons evil eye.”
From folklore about evil spirits and the restless dead, wives’ tales of black faeries of the wood that steal the children of the unwary, and the dying curses of those truly wronged comes the hexblade, a solemn warrior blessed (some would say cursed) with innate power in the dark arts. More an antihero than a hero, most hexblades grew up among poor or disenfranchised communities, such as the Vistani who wander Eriador endlessly. Some hexblades claim they were taught their art by fey, others by the ghosts of dead loved ones, while a few hexblades simply remain silent on the origin of their power. Whatever their history, hexblades are distrusted, feared and often hated for their ability to curse those who have offended them. Outcast, loner, misfit, thief, assassin, knave, opportunist, and mercenary--all these terms and more are thrust upon the hexblade, and as such they develop little love or respect for “normal” people and legitimate authority. Likewise, many hexblades turn from the gods in a dogged pursuit of greater secrets in the black arts, and it is the rare hexblade that does not scorn society and turn to a life of self-centered, callous evil.
Hexblades are warriors who combine a natural aptitude in arcane magic with skill at arms. Often they seem to be swathed in an aura of unluckiness – black cats cross their paths, mirrors shatter in their presence, water tastes foul and murky, small objects go missing or fall off shelves, untouched. Even hexblades who try to fit in with society inevitably deal with accusations of witchcraft and bringing bad luck upon a community. When a hexblade focuses this ambient power in the fury of battle, however, he is a terrifying force to be reckoned with. Many warriors are loathe to face down a hexblade and risk being cursed for life…or death.
Perhaps because of their fey heritage and the stigma that carries in human society, aelfborn make natural hexblades, and other half-breeds occasionally gravitate to the role as well. Outcast gnomes sometimes become hexblades, and goblins occasionally gravitate to the class as well. Hexblades are exceedingly rare among most humans, although tales of them abound within the Vistani tribes, and some have been known to spring from Ulvmann or Vangal origins. It is almost unheard of for a warforged or lizardfolk to become a hexblade.
Read more on this class on page 5 of
Complete Warrior.
Role: Though a capable melee combatant, the hexblade relies on opportunistic use of his spells and special abilities to augment this role in the group. A hexblade with the proper skill selection can make a fine leader for a group comfortable with his style.
Hexblade Options: A number of the following options make good choices for the hexblade.
Feats: Extra Curse, Greater Potent Curse, Legendary Curse, Legion’s Curse, Lingering Curse, Potent Curse, Wracking Curse.
EXTRA CURSE [GENERAL]
You may use the hexblade's curse ability more frequently than normal.
Prerequisites: Hexblade curse ability.
Benefit: You can perform a hexblade curse two more times per day than you otherwise could.
Special: You can take this feat multiple times. Its effects stack.
The other feats are more rough, since I haven't had a need to flesh them out. As follows...
Blinding Curse – (mst have a BAB +4) if target fails save, he is blinded for 1d4 rounds in addition to the normal curse effects.
Curse of Decay – (must be at least 15th level, must expend four curse attempts)
a single target that you successfully touch with a melee touch attack must save or instantly decay and die.
Greater Potent Curse - (must have Potent Curse feat) additional +1 to save DCs against your curses.
Legendary Curse – (must be at least 18th level, must expend five curse
attempts) the hexblade can curse all enemies in sight
Legion’s Curse – (must be at least 9th level, must expend three curse attempts)
the hexblade can curse all enemies in a 20-ft. radius who are within 60 ft.
Lingering Curse – curse’s effect lasts for 1 hour/level of the hexblade.
Potent Curse – +1 to save DC of curses.
Wracking Curse – if the target fails his save, he is nauseated for one round in addition to the normal curse effects.