Storyteller's OGL rant...
Felon said:
These are some really great responses. Thanks for providing the benefit of your experiences. The insights into multi-classing were especially helpful.
Familiars still suck though. They suck for wizards and sorcerers too though, and I've house-ruled them heavly. Not sure what I'll replace them with here.
Mongoose Pub.'s 'Quintessential Paladin' has stats on replacing the favored mount with a favored weapon. It's not new (I think I've seen it somewhere in a WotC book), but it may fitt better with your Hex Blade.
EDIT: Found my book!!
Per the book;
you get the weapon at 5th level. Itr comes with the virtual feats of 'Weapon Focus' and 'Weapon Specialization'. It also provides the nesseccary Exotic Weapon feat if needed.
Levels 5-7: Bonus Hardness: +2; Enhancment Bonus: +1;
Ability scores: Int 6, Wis 10, Cha 8
Abilities: Empathic Link, Spell Reseptacle
Spell Receptacle = You can store any spell you can cast in the blade, as if you had an extra spell slot for the day. Releasing it as a standar action. Point of origin is the blade, not yourself.
Enhancement bonus = Bonus to hit and damage. It cannot be replaced with equivalent magic weapon features.
Levels 8-10: Bonus Hardness: +3; Enhancment Bonus: +2
Ability Scores: Int 7, Wis 11, Cha 9
Abilities: Bonus Feat
Bonus feat = the sword imparts a virtual feat to the ower. This feat can be any feat from the Fighter bonus list, provided that the user or sword meet the prereqs. The virtual feats provided by the blade (Ex. Weapon, Weapon Focus, and Weapon Specialization) may be used to fill prerequisities.
Levels 11-13: Bonus Hardness: +4; Enhancement Bonus: +3
Ability Scores: Int 8, Wis 12, Cha 10
Abilities: Caster Bonus, Bonus Feat
Caster Bonus = Add the weapon's Wis Mod to the owners caster level. They do not gain new spells or spells known, just the increase in power.
Storyteller's note: Since the Hexblade is an arcane caster, I might say that the caster bonus reduces metamagic feta costs by the weapon's Wis Mod. My thoughts...
Levels 14-16: Bonus Hardness: +5; Enhancement Bonus: +4
Ability Scores: Int 9, Wis 13, Cha 11
Abilities: Bonus Feat
Levels 17-20: Bonus Hardness: +6; Enhancement Bonus: +5
Ability Scores: Int 10, Wis 14, Cha 12
Abilities: Spell Resistance 15 (when weapon is drawn), Divine Grace Bonus
Divine Grace Bonus = a +1 inherent bonus to all saves
Storyteller's note: I'd probably house rulle the the Divine Grace ability (Hexer's Luck??) would allow the Cha bonus to apply to all saves. My thoughts...
This may help you become the combat caster your looking for.
Hope this helps...
