UPDATE!
Current version in post 3 contains all of level 1.
Alright, here are my design notes on a 4e hexblade. They're just rough notes at this stage.
Hexblade
Power Source: Shadow
Role: Defender
Key Abilities: Strength, Charisma, Intelligence
Armor Proficiency: Cloth, Leather, Hide, Chain, All Shields
Weapon Proficiency: All simple, All military
Bonus to Defense: +1 Will, +1 Fortitude
Hit points at first level: 15 + Constitution Score
Hit points per level gained: 6
Healing surges per day: 9 + constitution modifier
Trained Skills: Arcana, plus three of the following: Athletics, Bluff, Dungeoneering, Intimidate, Stealth
Build Options: The Path of Splinters, The Path of the Wind and Doors
Class Features: Evil Eye
Evil Eye: Minor action. Marks one foe within a close burst of 5. This foe remains marked until it inflicts damage upon you, or until you use Evil Eye on another target. So long as this foe is marked by this power, the foe is Weakened.
Build Options
Both hexblade Paths use Strength as their primary ability score, because they use it to make attacks. Hexblades from either path tend to favor weapons with the High Critical property, as many of their powers subtly increase the chance of critical hits.
The Path of Splinters
The Path of Splinters is a discipline of hexblade study that focuses on the use of illusions in combat. Unlike other practitioners of illusion magic who use illusions to hide or misdirect, the Path of Splinters teaches the use of illusions as direct tools of combat. Augmented with the powers of Shadow, illusions from the Path of Splinters can sometimes cut as well as a real blade. As illusion magic requires a flair for the dramatic to lend realism to the lie, followers of the Path of Splinters prefer charisma as their secondary statistic.
The Path of Wind and Doors
The Path of Wind and Doors is a discipline of hexblade study that focuses on... [etc, not completed, Intelligence based]
At Will Attack Powers
Tristed Fortune
Str v ac, 1[W]+Str, critical hit on a natural 1
Shadow Feint
Str v ac, 1[W]+Cha, your next attack versus this foe has combat advantage.
Encounter Attack Powers
Shadow Blade
Your sword arm blurs, and two weapons strike at your foe. Only one is the true attack, but which one?
Str v ac, two attack rolls. May choose either roll. 2[W]. Path of Splinters: Add your charisma modifier to the damage.
Daily Attack Powers
Doubled Assault
You seem to split in two- and each of you leaps to the attack.
Create an illusory double of yourself in an adjacent space. You and the double may each shift one space. Str v ac, two attacks versus one or two targets. 1[W]+Str each. This illusory image occupies space, and can make opportunity attacks just as you could (this means it can flank). It has your defenses and can be attacked. If it suffers damage, it is destroyed. It disappears after this attack is completed.
Utility Powers
False Death
Teleport 2, leave behind illusory image of yourself. This illusory image occupies space, and can make opportunity attacks just as you could. It has your defenses and can be attacked. If it suffers damage, it is destroyed. You are invisible until the end of your next turn or until you attack. When you are no longer invisible due to this power, the illusory image disappears.
Current version in post 3 contains all of level 1.
Alright, here are my design notes on a 4e hexblade. They're just rough notes at this stage.
Hexblade
Power Source: Shadow
Role: Defender
Key Abilities: Strength, Charisma, Intelligence
Armor Proficiency: Cloth, Leather, Hide, Chain, All Shields
Weapon Proficiency: All simple, All military
Bonus to Defense: +1 Will, +1 Fortitude
Hit points at first level: 15 + Constitution Score
Hit points per level gained: 6
Healing surges per day: 9 + constitution modifier
Trained Skills: Arcana, plus three of the following: Athletics, Bluff, Dungeoneering, Intimidate, Stealth
Build Options: The Path of Splinters, The Path of the Wind and Doors
Class Features: Evil Eye
Evil Eye: Minor action. Marks one foe within a close burst of 5. This foe remains marked until it inflicts damage upon you, or until you use Evil Eye on another target. So long as this foe is marked by this power, the foe is Weakened.
Build Options
Both hexblade Paths use Strength as their primary ability score, because they use it to make attacks. Hexblades from either path tend to favor weapons with the High Critical property, as many of their powers subtly increase the chance of critical hits.
The Path of Splinters
The Path of Splinters is a discipline of hexblade study that focuses on the use of illusions in combat. Unlike other practitioners of illusion magic who use illusions to hide or misdirect, the Path of Splinters teaches the use of illusions as direct tools of combat. Augmented with the powers of Shadow, illusions from the Path of Splinters can sometimes cut as well as a real blade. As illusion magic requires a flair for the dramatic to lend realism to the lie, followers of the Path of Splinters prefer charisma as their secondary statistic.
The Path of Wind and Doors
The Path of Wind and Doors is a discipline of hexblade study that focuses on... [etc, not completed, Intelligence based]
At Will Attack Powers
Tristed Fortune
Str v ac, 1[W]+Str, critical hit on a natural 1
Shadow Feint
Str v ac, 1[W]+Cha, your next attack versus this foe has combat advantage.
Encounter Attack Powers
Shadow Blade
Your sword arm blurs, and two weapons strike at your foe. Only one is the true attack, but which one?
Str v ac, two attack rolls. May choose either roll. 2[W]. Path of Splinters: Add your charisma modifier to the damage.
Daily Attack Powers
Doubled Assault
You seem to split in two- and each of you leaps to the attack.
Create an illusory double of yourself in an adjacent space. You and the double may each shift one space. Str v ac, two attacks versus one or two targets. 1[W]+Str each. This illusory image occupies space, and can make opportunity attacks just as you could (this means it can flank). It has your defenses and can be attacked. If it suffers damage, it is destroyed. It disappears after this attack is completed.
Utility Powers
False Death
Teleport 2, leave behind illusory image of yourself. This illusory image occupies space, and can make opportunity attacks just as you could. It has your defenses and can be attacked. If it suffers damage, it is destroyed. You are invisible until the end of your next turn or until you attack. When you are no longer invisible due to this power, the illusory image disappears.
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