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Trying to Make a Good HexBlade. Advice or Help Please?

On the exotic front, I'd probably go with the Greatspear over the spiked chain- its Reach, Ranged (only 10' increments, but hey!), and does 2d6 piercing damage.

Actually, I recall the Dwarven Warpike (also an exotic weapon) from Races of Stone as being just plain superior to the great spear. Not that it makes a big difference....
 

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Don't know that weapon.

The things I like about the Greatspear is that with one enchantment- Returning- you can make it into a boomeranging death-dealer. With one spell- Enlarge- or power- Expansion- you start doing 3d6 melee damage.

Add in things like Monkey Grip or Powerful Build, and so forth...

Lets just say my Greatspear equipped monk did some nasty things to some dragons at Dallas Gameday a couple of years ago...

But the core point remains: there are better (read, in this case "less feat intensive") weapons- even exotic ones- for a mage-slayer who wants a reach weapon than the spiked chain.
 
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I suggested Spiked Chain just so he'd threaten all areas within 10 feet and forgot that Monks already get that threatened area with Unarmed Strike... I don't do much with Monks at all, as I don't really care for the class.

But yeah, the Guisarme would be good, especially if you go the Kensai route. Since Kensai already wants Combat Expertise, picking up Improved Trip would be simple.
 

And several of the Feats in the Combat Expertise tree are just tailor made for polearms- Stand Still, Hold the Line and Deft Opportunist spring immediately to mind.
 

If the DM allows to use AEG weapons, Gyrspike is another good choice of Kensai weapon. It can inflict slashing damages with it's sword blade and can inflict bludgeoning damages with it's flail head. As you can give different abilities on each of the heads, adding Sweeping and such for flail head may make a really interesting versatile weapon.

Or, you can just use a Jovar (Planar Handbook) made of adamantine or starmetal. Jovar is simply good on damage dealing (2d6, threat range 19-20).

One of the problem on Kensai is that you have to use your signature weapon for everything. Thus, you may have hard time against something with good DR of rare type.

Basically, there are two types of approach. Use a two-handed weapon and power attack to inflict really good amount of damage per hit. Or, give your signature weapon Transmuting property (MIC).
 

Definitely go with the PH II shadow cat debuffer instead of a familiar. When I played a 4th level hexblade the shadow was a lot of fun. Hexblades are fairly weak mechanically but they ooze style. Mechanically they can go into a bunch of arcane/martial mix prestige classes well with their 1/1 bab, but their base casting is fairly weak so they mesh better with ones whose arcane power is not in the form of +1 spell casting levels, i.e arcane archer is better than eldritch knight for hexblade synergies. Have fun and run with it.
 


HEXblade

I play alot of hexblades.

Unless your just dipping Hex 3 for mettle or hex 4 for super early entry to 'Talon of Tiamat' or Hex 5 for easy entry to Greenstar Adept, Dragon Disciple, Suel Arcanmath I would go all out, man up and be most all a hexblade.

Worth considering 'Weapons of Legacy' and the Legacy Champion therein. 10 level class with better skills, and almost full hexblade progression.

(great for spell thieves as well)

Short of that i highly recomend (and my personal favorite for joy) Spellthief 1, Hexblade 19 making sure you get the feat 'master spellthief' (complete scoundrel) asap. These two fit so well together that yo will need a box of tissues every time you play as you will dominate the cool moments of the game.

As for the melee side its hard to beat a reach weapon as a non-meat shield meat shield. A couple feats in (complete adventurer) add anywhere from +4 hit or +2hit and dam to attacks of opp = combined with tumble from spell thief then x-class and 5ft steps makes for avoiding full attacks while debuffing, positioning, and getting 2 attacks to their one.
 

I play alot of hexblades.

Unless your just dipping Hex 3 for mettle or hex 4 for super early entry to 'Talon of Tiamat' or Hex 5 for easy entry to Greenstar Adept, Dragon Disciple, Suel Arcanmath I would go all out, man up and be most all a hexblade.

Worth considering 'Weapons of Legacy' and the Legacy Champion therein. 10 level class with better skills, and almost full hexblade progression.

(great for spell thieves as well)

Short of that i highly recomend (and my personal favorite for joy) Spellthief 1, Hexblade 19 making sure you get the feat 'master spellthief' (complete scoundrel) asap. These two fit so well together that yo will need a box of tissues every time you play as you will dominate the cool moments of the game.

As for the melee side its hard to beat a reach weapon as a non-meat shield meat shield. A couple feats in (complete adventurer) add anywhere from +4 hit or +2hit and dam to attacks of opp = combined with tumble from spell thief then x-class and 5ft steps makes for avoiding full attacks while debuffing, positioning, and getting 2 attacks to their one.

The suggestion of Spellthief 1 , Hexblade 19 is good but what feats do you take so that your character is effective ?
 

I recon

Use a reach weapon and be 2nd line... try and get a standard of courage from complete warrior.

Veil of Allure from sandstorm is also handy.

Don't forget wands and staffs... spell thieves get alot of spell access..

1. Quick Draw or Combat Reflexes
3. Intimidating Strike (extra -2 hit/dam/saves debuff... +2 DC to hex)
6. Power Attack or Expert Tactician
9. Master Spellthief (Cast at character level, Steal up to 9th level spells)
12.


Most any sensible DM will allow the hex bonus feats at 5th, 10th, 15th to be related to the hexblade power and copied across. Like 'extra hex' (like extra bardic music, rage, wild shape or stunning fist) for 2 to 4 (up to DM) extra hexes and 'Ability Focus': HEX for +2 DC as monster manual or srd.

Quick draw is very handy and you may fing your dm rarely provokes more than one attack of opportunity so a high dex and feats for such are sort of a waste.

Blind Fighting is also a great pick.


As human it hurts morally but its not a bad idea to take your first level as hexblade (thus can get intim strike and power attack straight up) and the spellthief level second.


A wand holding weapon from complete scoundrel is also handy.


Cleave, Weapon Focus, Improved bull rush and 3mountains style is an alternate route.. good to club things useless but not so much shining or as cool as what SpellHexThiefBlades are about.
 
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