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Trying to Make a Good HexBlade. Advice or Help Please?
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<blockquote data-quote="pawsplay" data-source="post: 4841267" data-attributes="member: 15538"><p>A mix of Hexblade and Havoc Mage is interesting because you can put together a character who can cast all of his (4th level and below) spells in conjunction with a melee attack. You can also mix a handful of Marshal levels with Hexblade to get Cha synergy; if you go that route, you might as well take Armored Caster and run around in mithril plate. </p><p></p><p>But my preference is for a single-classed Hexblade.</p><p></p><p>Some general tips:</p><p>- A one-handed weapon is best. With a two-handed weapon, you'll be juggling it a lot for spellcasting and might miss an AoO, and a light weapon has numerous disadvantages (no Power Attack, easier to disarm, etc.). Alternatively, a reach weapon is fine; you'll usually be wielding the weapon, and on your own turn only, remove one hand to cast and then put it back on the weapon (not an action). </p><p>- Ability Focus (hexblade's curse). As if it needed to be said. </p><p>- Your general purpose is to screw over the bad guys. You're not a traditional tank, you're more like a walking tar pit. Anything that makes life uncomfortable for the bad guys is good. Reach weapons, Combat Reflexes, and the like are a good start. But you can get a lot of mileage out of your curse ability, Daunting Presence, and so forth, building on your Cha. </p><p>- Your familiar is either a an ability bonus that occasionally spies for you, or your deadly companion. Choose. If you go the latter route, upgrade to a winter wolf or something equally nasty. </p><p>- Str comes first, followed by Cha. While it may be tempting to lean on your Dex for defense, resist the temptation. Your best defense is a good offense, followed by miss changes (you can acquire several), items, and bonuses of multiple types. Ultimately, you fight more like a barbarian than a fighter; you have ample hit points and strong offense, so it's expected enemies who remain in base contact with you will eventually die.</p><p>- Great Fortitude can pay dividends, considering you have Mettle.</p><p>- Force of Personality allows your Cha to do double duty as your Will bonus against spells. If you like living dangerously, you can use Wis as a dump stat in this case.</p><p></p><p>General builds:</p><p></p><p>Front Line Guy: Str > Cha > Con > Dex > Int > Wis. Feats (1) Combat Reflexes, (3) Ability Focus (hexblade's curse), (6) Force of Personality (9) Daunting Presence (12) Improved Initiative (15) Hold the Line (18) Weapon Focus (pick one). Chief attacks are either a reach weapon or a one-handed weapon, Touch of Idiocy, and Daunting Presence followed by curses for a saving throw beatdown.</p><p></p><p>Harrier: Str > Cha > Con > Dex > Int > Wis. Feats (1) Ability Focus (Hexblade's Curse) (3) Dodge (6) Improved Familiar (9) Mobility (12) Improved Initiative (15) Force of Personality (18) Spring Attack. Chiefly, this character flanks with their familiar, which they buff with spells, and uses Phantom Flanker and other spells to pen opponents in. If the going gets rough, the hexblade and familiar retreat quickly. </p><p></p><p>Hexbarbarian: Str > Cha > Con > Dex > Wis > Int. (1) Ability Focus (3) Weapon Focus (two-handed weapon), (6) Power Attack, (9) Power Critical (12) Improved Critical, (15) Powerful Charge (18) Improved Initiative. This character uses situational buffs/debuffs, curses, then charges in. Alternatively, they may begin by charging, then curse whoever closes with them.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4841267, member: 15538"] A mix of Hexblade and Havoc Mage is interesting because you can put together a character who can cast all of his (4th level and below) spells in conjunction with a melee attack. You can also mix a handful of Marshal levels with Hexblade to get Cha synergy; if you go that route, you might as well take Armored Caster and run around in mithril plate. But my preference is for a single-classed Hexblade. Some general tips: - A one-handed weapon is best. With a two-handed weapon, you'll be juggling it a lot for spellcasting and might miss an AoO, and a light weapon has numerous disadvantages (no Power Attack, easier to disarm, etc.). Alternatively, a reach weapon is fine; you'll usually be wielding the weapon, and on your own turn only, remove one hand to cast and then put it back on the weapon (not an action). - Ability Focus (hexblade's curse). As if it needed to be said. - Your general purpose is to screw over the bad guys. You're not a traditional tank, you're more like a walking tar pit. Anything that makes life uncomfortable for the bad guys is good. Reach weapons, Combat Reflexes, and the like are a good start. But you can get a lot of mileage out of your curse ability, Daunting Presence, and so forth, building on your Cha. - Your familiar is either a an ability bonus that occasionally spies for you, or your deadly companion. Choose. If you go the latter route, upgrade to a winter wolf or something equally nasty. - Str comes first, followed by Cha. While it may be tempting to lean on your Dex for defense, resist the temptation. Your best defense is a good offense, followed by miss changes (you can acquire several), items, and bonuses of multiple types. Ultimately, you fight more like a barbarian than a fighter; you have ample hit points and strong offense, so it's expected enemies who remain in base contact with you will eventually die. - Great Fortitude can pay dividends, considering you have Mettle. - Force of Personality allows your Cha to do double duty as your Will bonus against spells. If you like living dangerously, you can use Wis as a dump stat in this case. General builds: Front Line Guy: Str > Cha > Con > Dex > Int > Wis. Feats (1) Combat Reflexes, (3) Ability Focus (hexblade's curse), (6) Force of Personality (9) Daunting Presence (12) Improved Initiative (15) Hold the Line (18) Weapon Focus (pick one). Chief attacks are either a reach weapon or a one-handed weapon, Touch of Idiocy, and Daunting Presence followed by curses for a saving throw beatdown. Harrier: Str > Cha > Con > Dex > Int > Wis. Feats (1) Ability Focus (Hexblade's Curse) (3) Dodge (6) Improved Familiar (9) Mobility (12) Improved Initiative (15) Force of Personality (18) Spring Attack. Chiefly, this character flanks with their familiar, which they buff with spells, and uses Phantom Flanker and other spells to pen opponents in. If the going gets rough, the hexblade and familiar retreat quickly. Hexbarbarian: Str > Cha > Con > Dex > Wis > Int. (1) Ability Focus (3) Weapon Focus (two-handed weapon), (6) Power Attack, (9) Power Critical (12) Improved Critical, (15) Powerful Charge (18) Improved Initiative. This character uses situational buffs/debuffs, curses, then charges in. Alternatively, they may begin by charging, then curse whoever closes with them. [/QUOTE]
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Trying to Make a Good HexBlade. Advice or Help Please?
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