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You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
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Hexblade main stat
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<blockquote data-quote="NotAYakk" data-source="post: 8564020" data-attributes="member: 72555"><p>It is about AC.</p><p></p><p>Unless you have heavy armor or equivalent, dex is a srcondary stat; you'll want 14. AC is just too useful.</p><p></p><p>Strength has a hill to climb. With finess weapons, you can use Dex instead of Strength and do fine. With alt-attack-stat, Strength is again only useful if you have heavy armor.</p><p></p><p>...</p><p></p><p>One thing I have played with is half stat, but add.</p><p></p><p>Ie, you add 1/2 of your int (round up) to weapon attacks with your Hexblade if the weapon is not otherwise magically accurate. If it does have a magical bonus to hit, this bonus is reduced to +1.</p><p></p><p>In addition, if the attack is dex based, add 1/2 of your int (round up) to damage; if strength based, add int to damage.</p><p></p><p>This is a bit complex. But it does avoid over-stacking with artificer int-to-attack, balances dex and str choices, and maintains bounded accuracy.</p><p></p><p>It also avoids the trope of swingibg a greatsword with 8 str; the hexblade magic makes middling str/dex usable, but not ignorable.</p><p></p><p>Max stacked, this is +8 to hit/+10 to damage with str/int, or +8/+8 with dex. With a +3 weapon it becomes +9 to hit/13 or 11 to damage (before proficiency)</p><p></p><p>A 16 int/14 dex character starts out with +6/+4; a 16 int/14 dex/14 str with +6/+5.</p><p></p><p>Duelist fighters with 18 attack stat are +6/+6. Archers are +8/+4.</p><p></p><p>Going for an extreme, 18 str/14 int is +7/+6.</p><p></p><p>So this is strong, but not out of bounds. May still be a little too good.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8564020, member: 72555"] It is about AC. Unless you have heavy armor or equivalent, dex is a srcondary stat; you'll want 14. AC is just too useful. Strength has a hill to climb. With finess weapons, you can use Dex instead of Strength and do fine. With alt-attack-stat, Strength is again only useful if you have heavy armor. ... One thing I have played with is half stat, but add. Ie, you add 1/2 of your int (round up) to weapon attacks with your Hexblade if the weapon is not otherwise magically accurate. If it does have a magical bonus to hit, this bonus is reduced to +1. In addition, if the attack is dex based, add 1/2 of your int (round up) to damage; if strength based, add int to damage. This is a bit complex. But it does avoid over-stacking with artificer int-to-attack, balances dex and str choices, and maintains bounded accuracy. It also avoids the trope of swingibg a greatsword with 8 str; the hexblade magic makes middling str/dex usable, but not ignorable. Max stacked, this is +8 to hit/+10 to damage with str/int, or +8/+8 with dex. With a +3 weapon it becomes +9 to hit/13 or 11 to damage (before proficiency) A 16 int/14 dex character starts out with +6/+4; a 16 int/14 dex/14 str with +6/+5. Duelist fighters with 18 attack stat are +6/+6. Archers are +8/+4. Going for an extreme, 18 str/14 int is +7/+6. So this is strong, but not out of bounds. May still be a little too good. [/QUOTE]
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