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Hexblade: The Path of Splinters
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<blockquote data-quote="Cadfan" data-source="post: 4742042" data-attributes="member: 40961"><p>Thanks for the comment!</p><p> </p><p>My goal, in part, was to create a fighter/spellcaster hybrid that was more about fighting than spellcasting, and who used the spells to augment how they fought rather than to do the actual combat. It was really important to me to keep this class from attacking with its charisma or intelligence. That's why everything is strength based, with charisma controlling the extra effects.</p><p> </p><p>There are a few mechanical missteps in what I've designed (there almost always are), and some of it is "old tech" in the sense that this was written before summoning rules and a lot of more recent powers, but I'm a big fan of it, especially in terms of theme. </p><p></p><p>That's interesting. The "mark" feature already penalizes attacks, though.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4742042, member: 40961"] Thanks for the comment! My goal, in part, was to create a fighter/spellcaster hybrid that was more about fighting than spellcasting, and who used the spells to augment how they fought rather than to do the actual combat. It was really important to me to keep this class from attacking with its charisma or intelligence. That's why everything is strength based, with charisma controlling the extra effects. There are a few mechanical missteps in what I've designed (there almost always are), and some of it is "old tech" in the sense that this was written before summoning rules and a lot of more recent powers, but I'm a big fan of it, especially in terms of theme. That's interesting. The "mark" feature already penalizes attacks, though. [/QUOTE]
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