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Improving the hexblade.
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<blockquote data-quote="comrade raoul" data-source="post: 2853546" data-attributes="member: 554"><p>Suppose the hexblade (a core class in the <em>Complete Warrior</em> widely believed to be underpowered) had a special ability progression that looked like this (assume that attack bonuses, saves, and spells are unchanged):[code]Table: The Hexblade (Special Abilities)</p><p>Class </p><p>Level Special</p><p>----- -----------</p><p> 1 Hexblade's curse 1/day</p><p> 2 Arcane resistance</p><p> 3 Mettle</p><p> 4 Summon familiar</p><p> 5 Bonus feat, hexblade's curse 2/day</p><p> 6 --</p><p> 7 Greater hexblade's curse</p><p> 8 Sneak attack +1d6</p><p> 9 Hexblade's curse 3/day</p><p> 10 Aura of unluck 1/day, bonus feat</p><p> 11 --</p><p> 12 Sneak attack +2d6</p><p> 13 Hexblade's curse 4/day</p><p> 14 Aura of unlcuk 2/day</p><p> 15 Bonus feat</p><p> 16 Sneak attack +3d6</p><p> 17 Hexblade's curse 5/day</p><p> 18 Aura of unluck 3/day</p><p> 19 Dire hexblade's curse</p><p> 20 Sneak attack +4d6, bonus feat[/code]Basically, the hexblade gets his aura of unluck ability, and additional uses of it, two levels earlier (at 10th instead of 12th level), and a gradual sneak attack progression at high level. In addition, we can make the hexblade's curse abilities beefier, like so (changes are boldfaced):</p><p>Essentially, the curse ability is now made significantly more powerful: targets are stunned and suffer very large penalties if they fail their saving throw, and suffer more or less the original penalties described in <em>Complete Warrior</em> if they make their saves. This brings the hexblade's ability in line with, say, the barbarian's rage -- a hexblade is always able to pick an opponent and make him less effective, in the same way a barbarian is always able to make himself <em>more</em> effective, and very much so if the foe fails his save. (A 19th level hexblade's dire curse might as well be a save or die effect.)</p><p></p><p>The overall picture should be of a nasty, opportunistic fighter who works well in groups, thanks to his curse (which is a great support ability) and his sneak attacks. The sneak attack and curse ability is partly meant to create more interesting tactical problems for a hexblade -- do you curse an opponent at the outset of a fight, possibly helping allied spellcasters and weakening throughout the combat, or do you wait until you close to melee, so you can sneak attack him if you stun him?</p><p></p><p>Tell me what you think. I'm particularly interested in the affect that the empowered curse has on the save penalties -- a hexblade can give an enemy <em>huge</em> saving throw penalties if the target fails its save, and still very significant ones if he makes it (especially at high levels). Is this too nasty?</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 2853546, member: 554"] Suppose the hexblade (a core class in the [i]Complete Warrior[/i] widely believed to be underpowered) had a special ability progression that looked like this (assume that attack bonuses, saves, and spells are unchanged):[code]Table: The Hexblade (Special Abilities) Class Level Special ----- ----------- 1 Hexblade's curse 1/day 2 Arcane resistance 3 Mettle 4 Summon familiar 5 Bonus feat, hexblade's curse 2/day 6 -- 7 Greater hexblade's curse 8 Sneak attack +1d6 9 Hexblade's curse 3/day 10 Aura of unluck 1/day, bonus feat 11 -- 12 Sneak attack +2d6 13 Hexblade's curse 4/day 14 Aura of unlcuk 2/day 15 Bonus feat 16 Sneak attack +3d6 17 Hexblade's curse 5/day 18 Aura of unluck 3/day 19 Dire hexblade's curse 20 Sneak attack +4d6, bonus feat[/code]Basically, the hexblade gets his aura of unluck ability, and additional uses of it, two levels earlier (at 10th instead of 12th level), and a gradual sneak attack progression at high level. In addition, we can make the hexblade's curse abilities beefier, like so (changes are boldfaced): Essentially, the curse ability is now made significantly more powerful: targets are stunned and suffer very large penalties if they fail their saving throw, and suffer more or less the original penalties described in [i]Complete Warrior[/i] if they make their saves. This brings the hexblade's ability in line with, say, the barbarian's rage -- a hexblade is always able to pick an opponent and make him less effective, in the same way a barbarian is always able to make himself [i]more[/i] effective, and very much so if the foe fails his save. (A 19th level hexblade's dire curse might as well be a save or die effect.) The overall picture should be of a nasty, opportunistic fighter who works well in groups, thanks to his curse (which is a great support ability) and his sneak attacks. The sneak attack and curse ability is partly meant to create more interesting tactical problems for a hexblade -- do you curse an opponent at the outset of a fight, possibly helping allied spellcasters and weakening throughout the combat, or do you wait until you close to melee, so you can sneak attack him if you stun him? Tell me what you think. I'm particularly interested in the affect that the empowered curse has on the save penalties -- a hexblade can give an enemy [i]huge[/i] saving throw penalties if the target fails its save, and still very significant ones if he makes it (especially at high levels). Is this too nasty? [/QUOTE]
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