| Post/Author/DateTime | Post |
|---|---|
| Zemyla04-12-05, 11:27 AM | I'm thinking about playing a Hexblade (yes, I know that I should pick up some Arcane Duelist levels), but I don't really see any hexblade spells that are overwhelmingly good (except for Cursed Blade, but that's 4th level and I could pick up a wand of that easily). Which spells should I get (if any; I could instead just use them as Arcane Strike fodder)? |
| Lofwyr404-12-05, 03:26 PM | None of them really are overwhelmingly good, but there are several that are useful. I played one of these up into the teens as part of a melee-centric campaign (hybrids were ok but no pure casters). Basically what I found out was that the hexblade is exceptionally well versed at being able to provide a small nudge at opportune moments to really shift the battle to favor your party. For L1 the only really good spell is Phantom Threat. If you just want the hit bonus, or have someone who can sneak attack, its pretty good. For L2, False Life, Mirror Image, and Touch of Idiocy are all pretty decent. Being able to give yourself temp hp, deal ability dmg, and make yourself harder to hit are all pretty nice for a melee type, especially in light armor. Once you get L3 you get some good ones. Hound of Doom is the beef. Slow and Vampiric Touch are also excellent. Then theres Confusion, Nondetection, Dispel Magic, etc, basically several other decently useful spells. L4 again has some great ones with Break Enchantment, Enervention, Fear, and Cursed Blade if your opponents heal a lot. Plus Dimension Door, Greater Invis, and a few other alright utility types. Basically, the spells wont take the spotlight (his curse and melee should do that) but when you need to, making a mob count as flanked or having a hound of doom around or being able to vampiric touch to heal yourself can all make or break a fight by letting someone else in the party act different. Theyre just more subtle than being able to nuke something for dmg. -Lofwyr4 |
| Quaestor04-12-05, 10:51 PM | I'm partial to Tasha's Hideous Laughter. It's only level 1 for Hexblades, and can easily remove a lot of combat types from the battle until you've beaten down their companions. Quaestor the Wanderer (Note: only downside is that, unlike 2nd ed, the Hideous Laughter is no longer Uncontrollable. For shame.) |
| RadicalTaoist04-12-05, 11:18 PM | Don't forget Polymorph at lvl4. Yeah, you can get it and in stronger versions too from the wizard, but it also serves as a healing spell (you regain hit points as per a day of rest, so more useful with the Faster Healing feat from CW). You'll want caster level boosters (Practiced Spellcaster feat!) to get to the good forms quick. |
| Omega1304-13-05, 12:08 AM | I'm a sucker for the unluck spell from complete arcane. It allows a save, but if you can get it to work, its very good. |
| Lokathor04-13-05, 12:34 AM | Just a few days ago I went through and set down what spells I would plan on getting with my soon-to-be (If I can find a game) Archer Hexblade. Here is my list in order of when to gain them, and also the bonus feats to take to make this list shine a bit more. 1st~ Phantom Threat Tasha's Hideous Laughter Expeditious Retreat Charm Person (Swap for Augment Familiar at 12th) Prestidigitation (ok, not optimised, but i didn't like any of the choices left to me) 2nd~ Mirror Image Resist Energy Pyrotechnics Glitterdust Blindness/Deafness 3rd~ Hound of Doom Slow Charm Monster (will come in as Charm Person is swapped out) Wind Wall Stinking Cloud 4th~ Enervation Cursed Blade Baleful Polymorph Dimension Door Greater Invisibility Spell Focus(Enchantment) Spell Focus(Transmutation) Greater Spell Focus(Tarnsmutation) Greater Spell Focus(Enchantment) This list was also built with the idea that the player would take Practiced Spellcaster early on (6th ideally), and Improved Familiar at 12th (for a nice Winter Wolf or Hippogriff). If SR is a real problem, Spell Penetration could even be swapped in as a bonus feat, but if it is that's likely not going to be enough anyways. |
| Lokathor04-16-05, 04:13 AM | *bump* No one else? I'd love to see other opinions if folks have them. |
| Sardan04-16-05, 04:39 AM | I'm a sucker for the unluck spell from complete arcane. It allows a save, but if you can get it to work, its very good. I am also a big fan of this spell. My Wizard (Diviner) casts this almost everyday. This and the spell that adds 10 to overcome SR were two great spells in CA. |