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So, how about them Hexblades?
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<blockquote data-quote="Luthien Greyspear" data-source="post: 2672131" data-attributes="member: 34334"><p>I think this is better as an antagonist class than as a PC class. They work well as the leaders of a gang of thugs (particularly if they have a partner or underling with save-required spells: Evil Clerics, Evokers, Enchanters)</p><p></p><p>I'm about to toss a Fey'ri Hexblade/Swashbuckler/Dervish at a 10th party, and he has the backup of almost a dozen Tanarukk to keep the party busy while he assesses the party and hexes the most powerful. Then he can wade into melee with whoever he wants to humiliate in combat. At his level, he has Greater Hexblade's Curse, so his sparring partner will have -4 on all his/her attacks and damage. This greatly evens (and probably tilts in the other direction) any shortcomings the Hexblade may have in a fight. While he won't be able to Hex the spellcasters effectively, that's what the Tanarukk gang is for. And he can RESIST the spellcasters just fine (except for those pesky Evocations, and he plans to be in the middle of the fighting, so no fireballs anyway).</p><p></p><p>I think the Hexblade can be a viable villain, as long as the DM picks his targets intelligently, and makes sure this high-Charisma curseslinger has the backup he needs to get away and hex another day.</p></blockquote><p></p>
[QUOTE="Luthien Greyspear, post: 2672131, member: 34334"] I think this is better as an antagonist class than as a PC class. They work well as the leaders of a gang of thugs (particularly if they have a partner or underling with save-required spells: Evil Clerics, Evokers, Enchanters) I'm about to toss a Fey'ri Hexblade/Swashbuckler/Dervish at a 10th party, and he has the backup of almost a dozen Tanarukk to keep the party busy while he assesses the party and hexes the most powerful. Then he can wade into melee with whoever he wants to humiliate in combat. At his level, he has Greater Hexblade's Curse, so his sparring partner will have -4 on all his/her attacks and damage. This greatly evens (and probably tilts in the other direction) any shortcomings the Hexblade may have in a fight. While he won't be able to Hex the spellcasters effectively, that's what the Tanarukk gang is for. And he can RESIST the spellcasters just fine (except for those pesky Evocations, and he plans to be in the middle of the fighting, so no fireballs anyway). I think the Hexblade can be a viable villain, as long as the DM picks his targets intelligently, and makes sure this high-Charisma curseslinger has the backup he needs to get away and hex another day. [/QUOTE]
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So, how about them Hexblades?
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