Shades of Eternity
Legend
Hexblade 101
Through my travels, I have played a number of fighter/mages in my travels. I always liked a fighting/arcane mix and really was a die-hard fan of bards in 2nd edition. When I finally saw a copy of the Complete Warriors, I heard the name Hexblade and immediately fell in love with the concept. The idea of a warrior who essentially "jinxes" his enemies into submission is a concept I could not resist. Unfortunately it is a tad underpowered, especially with several books that have been used to augment other classes and features. As a result, this article is an attempt to get the most out of your Hexblade and to show others why it is not wise to irk the ire of these unique combatants.
Overview
If I had to sum up the idea, I would say they are a living embodiment of Murphy's Law. Many classes augment others and try to thrash the enemy. The Hexblade is designed to not kill, but to make their enemies' lives' miserable. I can even sum it up further by using a single word: Cheat. Stack the deck in your favor at all times. Use scare tactics, alchemical bombs, and dirty tricks to keep your opponents at edge. Cultivate an aura of unluck for those who would oppose you. This will keep your enemies and even your allies guessing. Strike from the flanks and trading that BAB for damage (Power Attack or Two-Weapon Fighting) or defense (Combat Expertise).
While, the Hexblade's large hit die and good attack bonus place him in the warrior family, but his saving throws and the us of mettle give the class a certain degree of protection against just about anything.
Ultimately the character must think like a rogue, and strike like a fighter. Don't go toe-to-toe with your peers unless you know something they don't.
Attribute placement
As usual, I based any character design on the base stats in order to give you a basic build that will do well.
15, 14, 13, 12, 10, and 8
Unfortunately, with this class, there is are 4 stats that really help the class: Charisma for special abilities and spellcasting, dexterity for AC, Initiative and Ref saves, Strength for attack and damage, and constitution for hit points and fortitude save.
What should you use your 15 for is ultimately determined by what your style of play. If you expect to have to be on the front lines, strength is pretty much required to allow any sort of heavy hitting, especially when combined with other abilities. If you already have a fighting in the group a good build is that of the archer type. Which means you can really excel with your best stat in dexterity.
The next highest stat (14) should go into Charisma. While the spells and special abilities are kind of underpowered, having a high charisma more then compensates and allows other options while in combat. It essentially is the "dirty bag of tricks stat" and the use of this stat allows a Hexblade to access this "bag sooner". There are MANY levels where a Hexblade gets *0* spells of a given level (that is, only spells from a high Charisma stat) so plan accordingly.
Whichever stat you didn't use your 15 for (Strength or Dexterity), you can put as your 13. It is still a darn useful even if it is not your specialty.
Constitution is good for your 12. Extra hit points are always useful. However you already have a d10 for hit points so it's not essential, especially if you intend to strike from a position of strength.
Intelligence is good for your 2nd lowest stat, especially if your playing a human that can compensate for the low skill points.
Your best bet for the lowest attribute is Wisdom: this is probably the best choice for the lowest stat. You can compensate for this with your strong will save.
Of course, trying to be a caster too means pumping CHA whenever possible
Dexterity is important as well.
Race
As always I like Humans. The extra feat and skill points are hard to beat and it's seriously fun to build to multiclass.
Dwarves do not make good Hexblades. Their slow movement combined with a penalty to charisma makes these a poor choice.
Elves make a good Ranged Hex Build. Although they get a penalty to con, their +2 to dexterity makes them good for ranged attacks.
Gnomes are fairly descent Hexblades. Although small and slow, their natural spellcasting abilities are also charisma based. Plus several of the spells on the hexblade's spell list are illusions, thus allowing them to use their +1 to DC on such spells.
Half-elves are okay, but they don't particularly excel at being a Hexblade. It is better to play a Human or Elf if you must.
Half-orcs might be passable Hexblades. You will have to put your 15 in charisma cause it will be reduced to 13, but the +2 to strength and normal move makes a descent melee build.
Halflings are slightly less optimal then gnomes. They suffer from the same weakness as the other small folk, but don't have the penchant of gnomes' spellcasting. However they are reasonably good as a ranged build, like an elf, but they do a trade off for an additional +1 to hit with less damage and speed.
Now From other books
Spellscales (RofDr) make real nice Hexblades since they are one of the few LA +0 races with a cha bonus and Spellscales count as dragons, which help for spells like, alter self.
Despite an ECL of 1, Catfolk (RofW) have an increased speed when combined with expeditious retreat and the spring attack feat chain can give you a serious maneuverability on the battlefield.
The Necropolitan (LM) is an interesting choice, even though it has a fairly high ECL, it does have the following advantages.
It makes Con becomes a dump stat, freeing up points for other character points. With a feat or two will get you using Charisma everywhere Con should be used. Daunting Presence rocks, and the feats that require Daunting Presence and the Undead Type (in Lib) rock even more. The ability to cause fear effects with NO SAVE is not to be underestimated, especially for putting your character in a position where you can do nasty things.
Feats
While The Hexblade does get bonus feats at level 5, 10, 15 and 20, it is paramount that one chooses feats to optimize the overall abilities of the character
Before you start selecting feats, it is a good idea to continue your decision of how you expect to
Ability Focus (mm) is the must-have Feat. Your main focus that makes you different is the ability to curse your opponent as a free action. This feat is best taken within the first five levels. In fact if you are not doing a specific build, it is useful at level 1.
Arcane Strike (CW): This is Useful when your spells aren't. However bare in mind it may not be the best choice overall, as many of the Hexblade's spells can be quite useful. You'll find yourself wishing for more spell slots even without this.
Battle Caster (CAr): gives medium armor and therefore a better AC. Another must have if doing a melee build.
Combat Panache (PHBII): These three maneuvers are all charisma based, and this is a stat that you excel. If you go to a heavy hitter fighter, these are a must.
Frightful Presence (DR): Shaken enemies are wonderful and add to your penalties. Daunting Presence (LM) does something similar and builds on other feats in LM.
Force of Personality (CV): Using your high will saves, you can basically draw attention away from other casters and force them to use a will based save, especially if you look like a big dumb fighter type.
Goad (CV, Min, Rofs): If you are in a party with more fragile characters this is a godsend for them. It is charisma based which plays to your strength. While it may take a round or two to "penalize the opponent, by forcing them to attack you frees up other players to do nasty things to the target).
Improved Familiar: If you decide to go the familiar route, it is extremely useful ability to take. Winter wolves in particular will be quite useful. More details on familiars are listed below:
Intimidating Strike (PHBII): With your high charisma, this spell builds on what you excel at: Namely giving your enemy penalties. It stacks with your other penalties as well making it nastier.
Kiau/Great Kiau (OA): Although useable only once per day, it is a great "mook stopping" feat and stacks with your negative abilities.
Power attack (PHB): This is a means of capitalizing on the penalties you have brought on your opponent. Use a two handed weapon and rely on a melee build to maximize it's effectiveness.
Practiced Spellcaster (CAr): If you wish to use your spellcasting as a favored ability, this ability is pretty much required. It is 4 levels of spellcasting effectively become 8 (since Hexblades cast as half their level). This is a serious power up and very useful in conjunction with a ranged build.
The Curse feats From Dragon #333: If your Gm allows these hexblade specific feats, you have a number of great choices added to your feat selections:
Curse of Distraction is descent again spellcasters, especially if you can "follow it up" with additional damage from other targets.
Curse of Failure is awesome if teamed up with a proper spellcaster. Just target the specific save and have them follow up accordingly. However, if you are not working with an artillery piece (wizard and/or smiting cleric) best to take something else. Your penalities are descent and there are other feats that may be more useful.
Curse of ignorance is kinda fun, but kinda specialized for continuous use.
Curse of Paranoa increases the flanking bonus, which is awesome if you have a group of fighters and/or rogues. Just zap him and crowd around the target. If your going against "big game" this feat rocks.
Curse of Sloth is a favorite for it allows greater "battlefield control" on your target. It's seriously fun to zap a monk, quickling or other fast moving character and bring him down to take him out. because it is a free action to do a curse, you can do it just as they are running away.
Curse of the Stricken is good when going up against "tin cans". While awesome against them, it is not as versatile as against other targets. However, if the gm says it affects natural armor, it becomes seriously useful.
Curse of the Soften blade is also good against high damage targets, but you need a gm's ruling to see if it works with natural weapons as well. Since it only affects one attack, it is most useful against targets swinging large weapons. and/or only having one attack.
Empower Curse ione of those feats that always useful and good to take. As a hexblade you can never generate too many penalties.
Extend Curse is not as useful as you think. Most battles don't last more then a minute, much less a day, and it's pretty much only usable if your trying to track down somebody and want to "soften him up." Not a prime choice.
Extra Curse is always useful: For a primary ability, the hexblade doesn't get that many curses and an extra curse goes a long way.
Foe of the unlucky is thee spell if you want to stay on the good side of your party. by expending a free action and a curse, you can pretty much save any party member from a critical hit within 60 feet. Your party will love you.
Skills
While the Hexblade has a descent skill list, but most of the time, the hexblade will have comparatively few skill points: even if human. The two skills that will come in handy are Concentration (to cast spells while threatened) and Intimidate (allows demoralizating of opponents and and stacks with your curse powers). If you have any left over, it is a good idea to put points in bluff (never underestimate a good blarn) and a couple of points ride (always good, especially at low levels). Your best leaving spellcraft and knowledge (arcana) to the wizard of the group.
If your worried about not being heard, diplomacy may be a good option for those times when you don't want to scare the bejesus out of people.
If you decided to take a craft, both trap making and poisons have their appeal. Profession (gambler) is also useful when you can curse the competition.
Finally, while I'm still reviewing the skill tricks in CSc, one stuck out as a pretty much must have: Never outnumbered. Basically gives you the ability to intimidate multiple targets at a 10 foot radius for one round. for a megre cost of 2 points, it's a good choice that builds off your abilities.
Equipment
Weapons: Never forget that even if you go for a specific build, you still have access to all simple and martial weapons. Furthermore because you are not proficient with shields, it's a good idea to have a two handed weapon for the increased damage. Use this by having redundant weapons. You usually have the strength to carry multiple options so take advantage of it.
For your main weapon: The greatsword, falchion, and heavy flail (and sometimes the bastard sword) are scary looking two-handed weapons with good base damage and nice, wide critical threat ranges.
However, if you have any doubts, you can use a two handed weapon with reach: glaive, guisarme, and ranseur are excellent reach with the scythe is also kind of fun, has a high multiplier and works well in conjunction with a dark motif. But also have a good one-handed weapon, such as a longsword. some gm's may require you have one hand free while casting.
Even if you're not a dedicated archer, it is a good idea to have a composite longbow as a backup weapon. When used with your great strength, it usually pays for itself. Plus throwing axes are a good cheap weapon if you cannot afford the composite longbow. Also remember, if you are within 60 feet, you can lay down your curses.
It's a good idea to carry a silver weapon even if it is rarely used. If you can, try to get you main nonmagical weapon made of starmetal (CAr). You can enchant it easily with your wand of magic weapon and it's awesome against extraplanar creatures.
Armor: When first starting out, the chain shirt is probably your first choice. It is the heaviest light armor and should serve you well until you can replace it.
Once you get a chunk of money there are pretty much two choices:
Adamantine chain shirt: allows damage reduction of 1, which can go a long way.
Mithril Breastplate: Normally a medium armor, when composed of Mithril, is considered a light armor for purposes of spellcasting and movement and gives you the best protection of the "faux light armor"
Misc equipment: no character should be without the following items or their magical equivalent:
backpack
belt pouch
bedroll
flint and steel
hempen rope (50')
Courtier's outfit
Explorer's outfit
Mess kit (A&E)
Signal whistle
sunrods (2)
trail rations (10 days)
waterskin
If you can convince the gm that you can, get a "spiked collar" that adds +2 to intimidate checks (treat as mastercraft tool in the phb)
As said earlier, build your character in having the ability to access dirty tricks as necessary. Smokesticks are wonderful for breaking line of site (they provide portable cover). Caltrops (Phb) and marbles (A&E) can often be used to "irritate an opponent, giving you a round or two to choose your position.
checking in A&E, here are some other ideas.
Flash pellets (CV), thunderstones (PHB) are useful at low levels for providing a distraction.
Alchemical capsules (CV) are tons of fun for giving that cheap edge. For the false tooth, Strongarm capsule is useful for that precision strike, also iron man capsule is good if your outrageous saves fail. A weapon capsule on your weapon may give you that "precision strike" especially when covered with poison or an alchemical effect. Just remember if you select poison, you have a 10% chance of putting it on yourself (mind you with the special ability mettle, you can usually survive the worst of it, provided you have a high saving throw).
Hidden blades (CSc) may give you a last ditch attack, but do not rely on it.
From A&E other good alchemical stuff for such dirty tricks is defoilator (fun against plant based creatures), dwarfblind, ghostoil, sparkstones, stonebreaker acid, verminbane and vicious bleeder.
Other alchemical items include Rust cubes (CSc) useful against armored and metal foes, toxic tooth (good as a last ditch strike)
Magic Items
Magic Weapons: Even if you have a good solid weapon, it is a good idea to have a wand of magic weapon. If your weapon is common enough and you purchase a mastercraft weapon, you may acquire a magic item through looting before you use up all the charges. It also allows a switching of weapon easier and as needed. A wand of Greater magic weapon is not nearly as useful (for the increase in price of a third level spell you only get a +2 weapon).
Still if you can afford it, your main weapon should be enchanted. I usually recommend a two handed weapon for it's hitting power, but a bow is also a great choice.
Sudden Stunning (DMGii) is pretty much your 1st choice if you can get it. Once stunned a Hexblade can do all sorts of nasty things to their target.
Other choices include bursts (acidic burst (A&E), and screaming is one of my favorites), Harmony (A&E) - adds +2 when flanking.
Magic Armor: After selecting one of the armors above, your best bet is to go for pluses. Most of the special affects are better off by using wands.
However anti-impact (CW) is a descent choice. For 2k gold you get half damage against blunt weapons.
Amulet of Natural Armor (PHB): Because your A.C. is relatively low, it's a good idea to acquire one of these to assist in improving your ac. Usually you can get the "hand me downs" of the spellcasting classes that do not wear armor as they acquire greater protection.
Rings: A couple of people I have contacted swear by rings of evasion (PHB). I can't blame them cause it essentially covers the one save not touched by mettle. With this item and a good save enhancement device you could be effectively untouchable. The only real issue is the cost, but it would be worth it, especially when combined with intimidation and bluff.
Some other excellent choices include force shield (PHB), and energy resistance.
Attribute augmentations (PHB): The cloak of Charisma, Belt of Giant Strength and Gauntlets of Dexterity are always useful. Of the three, belt of giant's strength is perhaps the lease useful for you can duplicate easily with spells or wands.
Cloak of resistance (PHB): one of the most universal items for usefully, Best to see if you can have it made to take another body slot, especially if your looking for a cloak of charisma. The Vest of Resistance (CAr) is your best bet to avoid overlap.
Armbands of might (CV): If you have taken power attack, it's a quite useful and fairly cheap item
Bag of Endless Caltrops (A&E): Will pay for itself quickly
Jumping Caltrops (CV): Still fairly cheap as far as magic items go and really fun to use at low levels.
Emerald Caltrops (A&E): slightly more expensive, but they do acid damage - useful against hit and run on regenerators.
Mask of Lies (CV): Useful combo item that adds to bluff, and allows use of the spells disguise self and undetectable alignment. Not a must have, but a darn useful.
Spellsight spectacles (CV): useful for jacking up those spellcraft and knowledge arcana checks, without spending the points.
Momento Magica (RofD) may be more useful for the Hexblade if you need to recall a particular spell that you've already cast.
Spool of endless rope (CV): Always useful for any adventuring parties.
Knowstones(DrM #333) are moderately useful because they give a Hexblade a few more spells they might know on their spell list, and are fairly cheap, especially at the Lower levels. Still, often the hexblade has more spells known then castable so it's only good for the purposes of versatility.
Ring of Wizardry: While sort of useful, it's better to go for charisma increasing devices. If you get one great, but usually it's better to let the wizard or sorcerer have it.
Wands and Scrolls: Use your spell list to your advantage. Often spells not worth taking as a standard spell are useful as a "utility" scroll or wand. If you have a choice, it is more cost effective to use a wand over a scroll.
1. They are cheaper per charge.
2. They do not require an activation check.
3. They can be used in armor.
These are usually cheaper per use then a Misc magical item of the same name, so it's often a good idea to have some sort of "wand caddy".
There are pretty much three categories. For emergencies, where you can never have enough and general utility.
Emergencies
Alter Self
Assay Resistance
Break Enchantment
Cursed Blade
Dimension Door
Expeditious Retreat
Glitterdust
Invisibility Sphere
Spectral Weapon
Wind Wall
Never have enough
Bull's Strength
Entrophy Shield
Mirror Image.
Utility
Arcane sight
Augment Familiar
Detect Magic
Enhance familiar
Identify
Invisibility
Protection from arrows.
magic weapon (way cheaper then a weapon +1 and way more versatile)
mount
Nondetection
Prestidigitation
Protection from Energy
Resist Energy
shadow form
See Invisibility
sending
spider climb
Through my travels, I have played a number of fighter/mages in my travels. I always liked a fighting/arcane mix and really was a die-hard fan of bards in 2nd edition. When I finally saw a copy of the Complete Warriors, I heard the name Hexblade and immediately fell in love with the concept. The idea of a warrior who essentially "jinxes" his enemies into submission is a concept I could not resist. Unfortunately it is a tad underpowered, especially with several books that have been used to augment other classes and features. As a result, this article is an attempt to get the most out of your Hexblade and to show others why it is not wise to irk the ire of these unique combatants.
Overview
If I had to sum up the idea, I would say they are a living embodiment of Murphy's Law. Many classes augment others and try to thrash the enemy. The Hexblade is designed to not kill, but to make their enemies' lives' miserable. I can even sum it up further by using a single word: Cheat. Stack the deck in your favor at all times. Use scare tactics, alchemical bombs, and dirty tricks to keep your opponents at edge. Cultivate an aura of unluck for those who would oppose you. This will keep your enemies and even your allies guessing. Strike from the flanks and trading that BAB for damage (Power Attack or Two-Weapon Fighting) or defense (Combat Expertise).
While, the Hexblade's large hit die and good attack bonus place him in the warrior family, but his saving throws and the us of mettle give the class a certain degree of protection against just about anything.
Ultimately the character must think like a rogue, and strike like a fighter. Don't go toe-to-toe with your peers unless you know something they don't.
Attribute placement
As usual, I based any character design on the base stats in order to give you a basic build that will do well.
15, 14, 13, 12, 10, and 8
Unfortunately, with this class, there is are 4 stats that really help the class: Charisma for special abilities and spellcasting, dexterity for AC, Initiative and Ref saves, Strength for attack and damage, and constitution for hit points and fortitude save.
What should you use your 15 for is ultimately determined by what your style of play. If you expect to have to be on the front lines, strength is pretty much required to allow any sort of heavy hitting, especially when combined with other abilities. If you already have a fighting in the group a good build is that of the archer type. Which means you can really excel with your best stat in dexterity.
The next highest stat (14) should go into Charisma. While the spells and special abilities are kind of underpowered, having a high charisma more then compensates and allows other options while in combat. It essentially is the "dirty bag of tricks stat" and the use of this stat allows a Hexblade to access this "bag sooner". There are MANY levels where a Hexblade gets *0* spells of a given level (that is, only spells from a high Charisma stat) so plan accordingly.
Whichever stat you didn't use your 15 for (Strength or Dexterity), you can put as your 13. It is still a darn useful even if it is not your specialty.
Constitution is good for your 12. Extra hit points are always useful. However you already have a d10 for hit points so it's not essential, especially if you intend to strike from a position of strength.
Intelligence is good for your 2nd lowest stat, especially if your playing a human that can compensate for the low skill points.
Your best bet for the lowest attribute is Wisdom: this is probably the best choice for the lowest stat. You can compensate for this with your strong will save.
Of course, trying to be a caster too means pumping CHA whenever possible
Dexterity is important as well.
Race
As always I like Humans. The extra feat and skill points are hard to beat and it's seriously fun to build to multiclass.
Dwarves do not make good Hexblades. Their slow movement combined with a penalty to charisma makes these a poor choice.
Elves make a good Ranged Hex Build. Although they get a penalty to con, their +2 to dexterity makes them good for ranged attacks.
Gnomes are fairly descent Hexblades. Although small and slow, their natural spellcasting abilities are also charisma based. Plus several of the spells on the hexblade's spell list are illusions, thus allowing them to use their +1 to DC on such spells.
Half-elves are okay, but they don't particularly excel at being a Hexblade. It is better to play a Human or Elf if you must.
Half-orcs might be passable Hexblades. You will have to put your 15 in charisma cause it will be reduced to 13, but the +2 to strength and normal move makes a descent melee build.
Halflings are slightly less optimal then gnomes. They suffer from the same weakness as the other small folk, but don't have the penchant of gnomes' spellcasting. However they are reasonably good as a ranged build, like an elf, but they do a trade off for an additional +1 to hit with less damage and speed.
Now From other books
Spellscales (RofDr) make real nice Hexblades since they are one of the few LA +0 races with a cha bonus and Spellscales count as dragons, which help for spells like, alter self.
Despite an ECL of 1, Catfolk (RofW) have an increased speed when combined with expeditious retreat and the spring attack feat chain can give you a serious maneuverability on the battlefield.
The Necropolitan (LM) is an interesting choice, even though it has a fairly high ECL, it does have the following advantages.
It makes Con becomes a dump stat, freeing up points for other character points. With a feat or two will get you using Charisma everywhere Con should be used. Daunting Presence rocks, and the feats that require Daunting Presence and the Undead Type (in Lib) rock even more. The ability to cause fear effects with NO SAVE is not to be underestimated, especially for putting your character in a position where you can do nasty things.
Feats
While The Hexblade does get bonus feats at level 5, 10, 15 and 20, it is paramount that one chooses feats to optimize the overall abilities of the character
Before you start selecting feats, it is a good idea to continue your decision of how you expect to
Ability Focus (mm) is the must-have Feat. Your main focus that makes you different is the ability to curse your opponent as a free action. This feat is best taken within the first five levels. In fact if you are not doing a specific build, it is useful at level 1.
Arcane Strike (CW): This is Useful when your spells aren't. However bare in mind it may not be the best choice overall, as many of the Hexblade's spells can be quite useful. You'll find yourself wishing for more spell slots even without this.
Battle Caster (CAr): gives medium armor and therefore a better AC. Another must have if doing a melee build.
Combat Panache (PHBII): These three maneuvers are all charisma based, and this is a stat that you excel. If you go to a heavy hitter fighter, these are a must.
Frightful Presence (DR): Shaken enemies are wonderful and add to your penalties. Daunting Presence (LM) does something similar and builds on other feats in LM.
Force of Personality (CV): Using your high will saves, you can basically draw attention away from other casters and force them to use a will based save, especially if you look like a big dumb fighter type.
Goad (CV, Min, Rofs): If you are in a party with more fragile characters this is a godsend for them. It is charisma based which plays to your strength. While it may take a round or two to "penalize the opponent, by forcing them to attack you frees up other players to do nasty things to the target).
Improved Familiar: If you decide to go the familiar route, it is extremely useful ability to take. Winter wolves in particular will be quite useful. More details on familiars are listed below:
Intimidating Strike (PHBII): With your high charisma, this spell builds on what you excel at: Namely giving your enemy penalties. It stacks with your other penalties as well making it nastier.
Kiau/Great Kiau (OA): Although useable only once per day, it is a great "mook stopping" feat and stacks with your negative abilities.
Power attack (PHB): This is a means of capitalizing on the penalties you have brought on your opponent. Use a two handed weapon and rely on a melee build to maximize it's effectiveness.
Practiced Spellcaster (CAr): If you wish to use your spellcasting as a favored ability, this ability is pretty much required. It is 4 levels of spellcasting effectively become 8 (since Hexblades cast as half their level). This is a serious power up and very useful in conjunction with a ranged build.
The Curse feats From Dragon #333: If your Gm allows these hexblade specific feats, you have a number of great choices added to your feat selections:
Curse of Distraction is descent again spellcasters, especially if you can "follow it up" with additional damage from other targets.
Curse of Failure is awesome if teamed up with a proper spellcaster. Just target the specific save and have them follow up accordingly. However, if you are not working with an artillery piece (wizard and/or smiting cleric) best to take something else. Your penalities are descent and there are other feats that may be more useful.
Curse of ignorance is kinda fun, but kinda specialized for continuous use.
Curse of Paranoa increases the flanking bonus, which is awesome if you have a group of fighters and/or rogues. Just zap him and crowd around the target. If your going against "big game" this feat rocks.
Curse of Sloth is a favorite for it allows greater "battlefield control" on your target. It's seriously fun to zap a monk, quickling or other fast moving character and bring him down to take him out. because it is a free action to do a curse, you can do it just as they are running away.
Curse of the Stricken is good when going up against "tin cans". While awesome against them, it is not as versatile as against other targets. However, if the gm says it affects natural armor, it becomes seriously useful.
Curse of the Soften blade is also good against high damage targets, but you need a gm's ruling to see if it works with natural weapons as well. Since it only affects one attack, it is most useful against targets swinging large weapons. and/or only having one attack.
Empower Curse ione of those feats that always useful and good to take. As a hexblade you can never generate too many penalties.

Extend Curse is not as useful as you think. Most battles don't last more then a minute, much less a day, and it's pretty much only usable if your trying to track down somebody and want to "soften him up." Not a prime choice.
Extra Curse is always useful: For a primary ability, the hexblade doesn't get that many curses and an extra curse goes a long way.
Foe of the unlucky is thee spell if you want to stay on the good side of your party. by expending a free action and a curse, you can pretty much save any party member from a critical hit within 60 feet. Your party will love you.
Skills
While the Hexblade has a descent skill list, but most of the time, the hexblade will have comparatively few skill points: even if human. The two skills that will come in handy are Concentration (to cast spells while threatened) and Intimidate (allows demoralizating of opponents and and stacks with your curse powers). If you have any left over, it is a good idea to put points in bluff (never underestimate a good blarn) and a couple of points ride (always good, especially at low levels). Your best leaving spellcraft and knowledge (arcana) to the wizard of the group.
If your worried about not being heard, diplomacy may be a good option for those times when you don't want to scare the bejesus out of people.
If you decided to take a craft, both trap making and poisons have their appeal. Profession (gambler) is also useful when you can curse the competition.
Finally, while I'm still reviewing the skill tricks in CSc, one stuck out as a pretty much must have: Never outnumbered. Basically gives you the ability to intimidate multiple targets at a 10 foot radius for one round. for a megre cost of 2 points, it's a good choice that builds off your abilities.
Equipment
Weapons: Never forget that even if you go for a specific build, you still have access to all simple and martial weapons. Furthermore because you are not proficient with shields, it's a good idea to have a two handed weapon for the increased damage. Use this by having redundant weapons. You usually have the strength to carry multiple options so take advantage of it.
For your main weapon: The greatsword, falchion, and heavy flail (and sometimes the bastard sword) are scary looking two-handed weapons with good base damage and nice, wide critical threat ranges.
However, if you have any doubts, you can use a two handed weapon with reach: glaive, guisarme, and ranseur are excellent reach with the scythe is also kind of fun, has a high multiplier and works well in conjunction with a dark motif. But also have a good one-handed weapon, such as a longsword. some gm's may require you have one hand free while casting.
Even if you're not a dedicated archer, it is a good idea to have a composite longbow as a backup weapon. When used with your great strength, it usually pays for itself. Plus throwing axes are a good cheap weapon if you cannot afford the composite longbow. Also remember, if you are within 60 feet, you can lay down your curses.
It's a good idea to carry a silver weapon even if it is rarely used. If you can, try to get you main nonmagical weapon made of starmetal (CAr). You can enchant it easily with your wand of magic weapon and it's awesome against extraplanar creatures.
Armor: When first starting out, the chain shirt is probably your first choice. It is the heaviest light armor and should serve you well until you can replace it.
Once you get a chunk of money there are pretty much two choices:
Adamantine chain shirt: allows damage reduction of 1, which can go a long way.
Mithril Breastplate: Normally a medium armor, when composed of Mithril, is considered a light armor for purposes of spellcasting and movement and gives you the best protection of the "faux light armor"
Misc equipment: no character should be without the following items or their magical equivalent:
backpack
belt pouch
bedroll
flint and steel
hempen rope (50')
Courtier's outfit
Explorer's outfit
Mess kit (A&E)
Signal whistle
sunrods (2)
trail rations (10 days)
waterskin
If you can convince the gm that you can, get a "spiked collar" that adds +2 to intimidate checks (treat as mastercraft tool in the phb)
As said earlier, build your character in having the ability to access dirty tricks as necessary. Smokesticks are wonderful for breaking line of site (they provide portable cover). Caltrops (Phb) and marbles (A&E) can often be used to "irritate an opponent, giving you a round or two to choose your position.
checking in A&E, here are some other ideas.
Flash pellets (CV), thunderstones (PHB) are useful at low levels for providing a distraction.
Alchemical capsules (CV) are tons of fun for giving that cheap edge. For the false tooth, Strongarm capsule is useful for that precision strike, also iron man capsule is good if your outrageous saves fail. A weapon capsule on your weapon may give you that "precision strike" especially when covered with poison or an alchemical effect. Just remember if you select poison, you have a 10% chance of putting it on yourself (mind you with the special ability mettle, you can usually survive the worst of it, provided you have a high saving throw).
Hidden blades (CSc) may give you a last ditch attack, but do not rely on it.
From A&E other good alchemical stuff for such dirty tricks is defoilator (fun against plant based creatures), dwarfblind, ghostoil, sparkstones, stonebreaker acid, verminbane and vicious bleeder.
Other alchemical items include Rust cubes (CSc) useful against armored and metal foes, toxic tooth (good as a last ditch strike)
Magic Items
Magic Weapons: Even if you have a good solid weapon, it is a good idea to have a wand of magic weapon. If your weapon is common enough and you purchase a mastercraft weapon, you may acquire a magic item through looting before you use up all the charges. It also allows a switching of weapon easier and as needed. A wand of Greater magic weapon is not nearly as useful (for the increase in price of a third level spell you only get a +2 weapon).
Still if you can afford it, your main weapon should be enchanted. I usually recommend a two handed weapon for it's hitting power, but a bow is also a great choice.
Sudden Stunning (DMGii) is pretty much your 1st choice if you can get it. Once stunned a Hexblade can do all sorts of nasty things to their target.
Other choices include bursts (acidic burst (A&E), and screaming is one of my favorites), Harmony (A&E) - adds +2 when flanking.
Magic Armor: After selecting one of the armors above, your best bet is to go for pluses. Most of the special affects are better off by using wands.
However anti-impact (CW) is a descent choice. For 2k gold you get half damage against blunt weapons.
Amulet of Natural Armor (PHB): Because your A.C. is relatively low, it's a good idea to acquire one of these to assist in improving your ac. Usually you can get the "hand me downs" of the spellcasting classes that do not wear armor as they acquire greater protection.
Rings: A couple of people I have contacted swear by rings of evasion (PHB). I can't blame them cause it essentially covers the one save not touched by mettle. With this item and a good save enhancement device you could be effectively untouchable. The only real issue is the cost, but it would be worth it, especially when combined with intimidation and bluff.
Some other excellent choices include force shield (PHB), and energy resistance.
Attribute augmentations (PHB): The cloak of Charisma, Belt of Giant Strength and Gauntlets of Dexterity are always useful. Of the three, belt of giant's strength is perhaps the lease useful for you can duplicate easily with spells or wands.
Cloak of resistance (PHB): one of the most universal items for usefully, Best to see if you can have it made to take another body slot, especially if your looking for a cloak of charisma. The Vest of Resistance (CAr) is your best bet to avoid overlap.
Armbands of might (CV): If you have taken power attack, it's a quite useful and fairly cheap item
Bag of Endless Caltrops (A&E): Will pay for itself quickly
Jumping Caltrops (CV): Still fairly cheap as far as magic items go and really fun to use at low levels.
Emerald Caltrops (A&E): slightly more expensive, but they do acid damage - useful against hit and run on regenerators.
Mask of Lies (CV): Useful combo item that adds to bluff, and allows use of the spells disguise self and undetectable alignment. Not a must have, but a darn useful.
Spellsight spectacles (CV): useful for jacking up those spellcraft and knowledge arcana checks, without spending the points.
Momento Magica (RofD) may be more useful for the Hexblade if you need to recall a particular spell that you've already cast.
Spool of endless rope (CV): Always useful for any adventuring parties.
Knowstones(DrM #333) are moderately useful because they give a Hexblade a few more spells they might know on their spell list, and are fairly cheap, especially at the Lower levels. Still, often the hexblade has more spells known then castable so it's only good for the purposes of versatility.
Ring of Wizardry: While sort of useful, it's better to go for charisma increasing devices. If you get one great, but usually it's better to let the wizard or sorcerer have it.
Wands and Scrolls: Use your spell list to your advantage. Often spells not worth taking as a standard spell are useful as a "utility" scroll or wand. If you have a choice, it is more cost effective to use a wand over a scroll.
1. They are cheaper per charge.
2. They do not require an activation check.
3. They can be used in armor.
These are usually cheaper per use then a Misc magical item of the same name, so it's often a good idea to have some sort of "wand caddy".
There are pretty much three categories. For emergencies, where you can never have enough and general utility.
Emergencies
Alter Self
Assay Resistance
Break Enchantment
Cursed Blade
Dimension Door
Expeditious Retreat
Glitterdust
Invisibility Sphere
Spectral Weapon
Wind Wall
Never have enough
Bull's Strength
Entrophy Shield
Mirror Image.
Utility
Arcane sight
Augment Familiar
Detect Magic
Enhance familiar
Identify
Invisibility
Protection from arrows.
magic weapon (way cheaper then a weapon +1 and way more versatile)
mount
Nondetection
Prestidigitation
Protection from Energy
Resist Energy
shadow form
See Invisibility
sending
spider climb
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