Building a Hexer

Voodoo

First Post
Does anyone have any good ideas for qualifing for the Hexer prestigue class (Masters of the Wild, as if you didn't know). Mainly i'm looking for

1) A Monsterous Humanoid or 'primitave' Humanoid race with no ECL adjustment and no negative wisdom modifer
2) A way to cast Lighting bolt as a divine spell by 7th level
3) Survival as a class skill.

The best i can come up with is

1) Mongrelfolk (Fiend Folio)
2) 7 levels of Arcane Disciple (Dragon Magazine 311)
3) Cosmopolitan Feat (FRCS - though i'm sure i've seen a similar feat elsewhere without the regional prereq.)

Anyone got any better ideas? (using WOTC products and Dragon Magazine)
 

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An 8th level orc adept qualifies.
*Lightning Bolt is a 3rd level spell which Adepts gain access to at 8th level.
*Survival is a class skill for all adepts.
*Adept is the default divine caster for most if not all primitive societies.

When you step back from it, the Hexer is a way to make NPC Adepts a little more scary. Their abilites really tail behind the PCs at higher levels, and the Hexer attempts to fix this problem. Full BAB, Good Fort and Will, lots of curses...

This isn't the most powerful way to go but I think it's the intended way to go. The Adept is an underpowered NPC class, but the Hexer has some really nifty abilities that turn an Adept8/Hexer10 into a fairly powerful character. It might even be worth doing as a PC, but the player would have to know of the inital 8 levels of underpowerment.
 
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Use Unearthed Arcana to be a "generic" spellcaster. Choose to be a divine caster and choose lightning bolt as one of the spells you will learn. Choose Survival to be one of your class skills.
 

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