New Character - Hexblade [Archive] - Wizards Community

Post/Author/DateTimePost
Hasdrubal

09-05-07, 02:01 PM
Hi all !

I’m preparing a new character for Living Grayhwak, and plans to play the sort of I enjoy best: one with a grim feel and attitude, selfish and sardonic nature, decent fighter able to hold its own in social situations as well, and using its intelligence to best effect.

With this in mind, I settle for a Hexblade-based build: nice fighter, but has to pick its battles wisely, curse and limited spell abilities add nice flavor.

Race: Human

The abilities would probably be attributed that way:
Str 14
Dex 12
Con 14
Int 14
Wis 8
Cha 14

As far as combat techniques are concerned, I will probably go the route of tripping and disarming opponents… not original but effective! 1 level of Fighter provides some added combat tricks as well as better survivability through heavier armor at earlier levels.

I will probably add some Dragon Disciple levels towards the end of the build, for increased efficiency in combat as well as increased AC… plus I’m a dragon enthusiast :D .

The build would look like:


Lvl Class CL Special Feats
1 Hexblade 1 Curse 1/day Combat Expertise, Improved Trip
2 Hexblade 2 Arcane Resistance
3 Fighter 1 Bonus feat Power Attack, Improved Disarm
4 Hexblade 3 Mettle
5 Hexblade 4 Dark Companion
6 Hexblade 5 Curse 2/day, bonus feat <Hex bonus feat>, Brutal Strike
7 Hexblade 6
8 Hexblade 7 Greater Curse
9 Hexblade 8 <feat>
10 Hexblade 9 Curse 3/day
11 Hexblade 10 bonus feat <Hex bonus feat>
12 Drag. Disc. 1 increase natural armour +1 AC <feat>
13 Drag. Disc. 2 Str +2, Claws and Bite
14 Drag. Disc. 3 Breath Weapon (2D8)
15 Drag. Disc. 4 increase natural armour +1 AC, Str +2 <feat>


With 5 skill points/level, I would definitely be maxing out Diplomacy and Intimidate, and invest in Knowledge (Arcana) to meet the requirements for Dragon Disciple. Some remaining skills points would probably go to synergy skills and flavor skills.

What do you think of my tentative character? How would you improve it / finish the build?
TWG_Prometheus

09-05-07, 04:42 PM
I'd note that in order to be Hexblade going Dragon Disciple in LG, you'd need to be Lawful Good/Silver Dragon Disciple variant. Unless my memory is failing me, none of the other dragon varieties allow for Lawful Neutral, and there are no other options for Neutral or Chaotic Neutral.

It may be possible to get access to a different variety of Dragon Disciple, but with the campaign ending, I'd find that unlikely.

You're already mixing Hexblade with Fighter, so consider getting the Dungeon Crasher alternate class feature as well as a Dark Companion.
Jay_Ibero_911

09-05-07, 06:10 PM
Disarming is so rarely an optimal action, and with such low strength you'll virtually never successfully trip most enemies. You've got brutal strike in there for added penalties, as well as the dark companion class feature (So this must be a greyhawk hexblade), why not throw in intimidating strike as well to stack further penalties. And if you like diplomacy and intimidate, be sure you get your 5 ranks in bluff for the synergy bonus. You enter Dragon Disciple a little late to get much out of it really. I've posted it before, but consider this Hexblade build that focuses on penalizing the crap out of enemies:

Race:Human
Alignment:

STR-15 (8)
DEX-14 (6)
CON-14 (6)
INT-10 (2)
WIS-8 (0)
CHA-14 (6)

Lv1(Hexblade)Intimidating Strike, Ability Focus (Curse)
Lv2(Hexblade)
Lv3(Hexblade)Power Attack
Lv4(Hexblade)Dark Companion, +1 STR
Lv5(Hexblade)Spell Focus (Enchantment)
Lv6(Hexblade)Brutal Strike
Lv7(Hexblade)
Lv8(Hexblade)+1 STR
Lv9(Rogue)Staggering Strike
Lv10(Hexblade)
Lv11(Rogue)
Lv12(Hexblade)Unsettling Enchantment, Greater Spell Focus (Enchantment), +1 STR
Lv13(Hexblade)
Lv14(Hexblade)
Lv15(Hexblade)Feat

You start off moving your Dark Companion adjacent to your foe for hte automatic penalties. Then you use a free action to hit them with greater curse. Then you use a swift action to cast Distract Assailant, which if they fail their save renders them flat footed for one round, and even if they make the save they take a -2 penalty to attacks and AC for one round due to Unsettling Enchantment. Then you attack with an Intimidating, Brutal, Staggering Strike, which if they fail those saves the enemy is rendered virtually useless for a round. Then you continue making brutal strikes in subsequent rounds, potentially staggering strikes if you can flank or deny dex again.
Iswald

09-05-07, 09:24 PM
I'd note that in order to be Hexblade going Dragon Disciple in LG, you'd need to be Lawful Good/Silver Dragon Disciple variant. Unless my memory is failing me, none of the other dragon varieties allow for Lawful Neutral, and there are no other options for Neutral or Chaotic Neutral.


Bronze and silver dragon disciples can be lawful neutral. The other open choices are all good alignments.
Jay_Ibero_911

09-05-07, 09:51 PM
Bronze and silver dragon disciples can be lawful neutral. The other open choices are all good alignments.

mist dragon disciples can be true neutral and greyhawk dragon disciples can be lawful neutral. according to the dispel confusion.
Hariman

09-05-07, 10:34 PM
Personally, I lean toward 2 approaches to Hexblade.

1: Hexblade4/Full BAB Class 1/Dragon Disciple4/X Class6

This approach works well with either Fighter or Barbarian. Although I recommend taking charisma down to 11 or 12 and allocating the saved points into Strength.

Starting with a 15 Strength (Or, better yet, 17) will work much better than 14. Allocating all stat bumps to STR will help there.

Even if you do go for a tripper/disarmer, I recommend adding in power attack. You'll need it against low AC enemies.

2: Hexblade 15 OR Hexblade13 or 14 + Bard 1 or 2 OR Marshal 1 or 2.

Mixing Hexblade with Marshal or Bard capitalizes on the CHA synergy, plus Bardsong + Inspirational Boost at bard level 2 Kicks A**. (Truly it does.)

Hexblade 15 is pretty vanilla, and isn't the most optimal choice, BUT, you'll actually get use out of the Curse, as the save will increase, and you can get some really good spells as a hexblade. You won't get many uses of those spells, but you can take some pressure off of the true casters or provide a boost that wouldn't normally be available without a true caster.

Glitterdust, Invisibility, Protection From Evil, Bull's Strength and Eagles Splendor, Resist Energy, Touch of Idiocy, Spider Climb, Summon Swarm, Alarm. They can all be used well if you think ahead and choose wisely.

BUT, it looks like you want to go the Dragon Disciple Route.

Using Barbarian and Reckless Rage nets you +6 STR during Rage. BUT, your character becomes a glass cannon.

Taking Fighter4/Hexblade4/Dragon Disciple4/Other Class 3 Nets you:

Weapon Focus/Weapon Specialization/Weapon Mastery (+3/+4 with your primary weapon. +2/+2 with other weapons of the correct type.) with enough feats to take Power Attack, Combat Expertise, and the trip/disarm feats.

Hariman

PS: If you end up playing a Hexblade15, specialize in one type of combat. (Ranged or melee) as you won't have the feats to spare to do more than one thing.
jstorrie

09-06-07, 02:56 AM
People will generally tell you not to put a 16 in Cha as a Hexblade, but if you're going Hexblade 15, it isn't really that bad–you can drop some feats into spellcasting and have respectable Tasha's power.
Hariman

09-06-07, 11:34 AM
People will generally tell you not to put a 16 in Cha as a Hexblade, but if you're going Hexblade 15, it isn't really that bad–you can drop some feats into spellcasting and have respectable Tasha's power.

If a character is going to drop that much into Charisma for a hexblade15, then Ability Focus "Hexblade's Curse" isn't a bad idea. Taking it at level 6 (After taking the first 3 or 4 feats to define combat style.) Gives you a DC 18 save for the curse.

Another idea is to take Improved Familiar and gain either a Hippogriff or a Blink Dog as a familiar. Both grant some significant advantages and flexibility.
Hasdrubal

09-06-07, 05:32 PM
Thanks guys. I gonna have to decide first whether I want to base heavily the build on cursing and spellcasting abilities or more on martial fighting...

What are views about the curse ability of the hexblade? I see it as a cheery on the cake rather than soemthing to focus heavily on (1 target, 1 to 2 /day use most of the time), but maybe I'm wrong?
Hariman

09-07-07, 01:36 AM
Thanks guys. I gonna have to decide first whether I want to base heavily the build on cursing and spellcasting abilities or more on martial fighting...

What are views about the curse ability of the hexblade? I see it as a cheery on the cake rather than soemthing to focus heavily on (1 target, 1 to 2 /day use most of the time), but maybe I'm wrong?

Don't bother trying to boost the curse until at least level 6. Preferably level 9. Even with 16 Cha and Ability Focus "Hexblade's Curse" you'll find that many enemies can easily resist the curse. Not to mention that you get 3 curses per day at level 9 (And the -4 curse at level 7)

So, if you do "focus" on the hexblade's Curse, I'd recommend taking Ability Focus "Hexblade's Curse" at level 9.

This gives a human character 4 feats to build a fighting style. 4 feats is enough for a decent ranged or melee build. Not spectacular, but good if played well.


Also, keep in mind that you'll have an amazingly small number of spells to use, a sub par caster level, and low save DCs for your spells. (Even with free focus feats for one school of magic.)

Your best bet for spellcasting is to buy scrolls and wands or craft them yourself. (Being a high HP melee or ranged character that can drop a glitterdust or a haste can be huge.) BUT, you might not want to take a crafting feat. Although you can craft cheap Strength and Charisma enhancers with Craft Wondrous Item.

Personally, I think the best types of pure Hexblade are either Spiked Chainers (With both Weapon Finesse and Power attack, NOT chain trippers. High dex = better AC) OR a ranged attacker/support build.
Hasdrubal

09-07-07, 01:25 PM
All things considered, I will focus on the cool and flavory side of the Hexblade :emp:

So that turns the build into something like:

Race: Human
Alignment: Neutral

Hexblade 15

Hexblade 15

Str 15 (8)
Dex 12 (4)
Con 14 (6)
Int 10 (2)
Wis 8 (0)
Cha 16 (10)

Lvl 1 (Hexblade) Intimidating Strike, <feat>
Lvl 2 (Hexblade)
Lvl 3 (Hexblade) Power Attack
Lvl 4 (Hexblade) +1 Str
Lvl 5 (Hexblade)
Lvl 6 (Hexblade) Brutal Strike
Lvl 7 (Hexblade)
Lvl 8 (Hexblade) +1 Str
Lvl 9 (Hexblade) Ability focus (Curse)
Lvl 10 (Hexblade)
Lvl 11 (Hexblade)
Lvl 12 (Hexblade) +1 Str, <feat>
Lvl 13 (Hexblade)
Lvl 14 (Hexblade)
Lvl 15 (Hexblade) <feat>

With, of course, a focus on Intimidate :D and related skills.

The combat tactics will focus on reach weapon in a first time, intimidating opponents before going short range and using Brutal Strike to good effect with a bludgeoning weapon once I reach lvl 6.

This gives 1 remaining feat to dedicate to combat style... Quick Draw or Spike Chains?
jstorrie

09-07-07, 04:25 PM
Intimidating Strike is a trap. You don't want to be wasting full-round actions on that. You can't really intimidate opponents at range because you need to be threatening them in melee to do it (and when you're threatening them in melee, you should be using your actions to hit them.)

I'd use a spare mid-level feat for Retributive Spell–pop one of your fair-DC save-or-'dies' off on anyone who hits you. For a front-liner who can expect to be hit at least once in melee encounters, it's Quicken Spell at only +1 spell level adjustment...

Don't forget that Hexblade gets some caster-oriented bonus feats. I recommend the Spell Focus: Enchantment chain.
Hariman

09-07-07, 07:53 PM
All things considered, I will focus on the cool and flavory side of the Hexblade :emp:

So that turns the build into something like:

Race: Human
Alignment: Neutral

Hexblade 15

Hexblade 15

Str 15 (8)
Dex 12 (4)
Con 14 (6)
Int 10 (2)
Wis 8 (0)
Cha 16 (10)

Lvl 1 (Hexblade) Intimidating Strike, <feat>
Lvl 2 (Hexblade)
Lvl 3 (Hexblade) Power Attack
Lvl 4 (Hexblade) +1 Str
Lvl 5 (Hexblade)
Lvl 6 (Hexblade) Brutal Strike
Lvl 7 (Hexblade)
Lvl 8 (Hexblade) +1 Str
Lvl 9 (Hexblade) Ability focus (Curse)
Lvl 10 (Hexblade)
Lvl 11 (Hexblade)
Lvl 12 (Hexblade) +1 Str, <feat>
Lvl 13 (Hexblade)
Lvl 14 (Hexblade)
Lvl 15 (Hexblade) <feat>

With, of course, a focus on Intimidate :D and related skills.

The combat tactics will focus on reach weapon in a first time, intimidating opponents before going short range and using Brutal Strike to good effect with a bludgeoning weapon once I reach lvl 6.

This gives 1 remaining feat to dedicate to combat style... Quick Draw or Spike Chains?

If you choose EWP: Spiked Chain, I'd recommend adding Weapon Focus (Spiked Chain) at first level, leaving Power Attack at level 3, and taking Brutal Strike (or another feat) at level 6.

Alternatively, just use a reach weapon and wear a spiked gauntlet. Take Power Attack and weapon focus at level 1. (The weapon focus +1 will make a big difference early on, you can retrain it later if you want to..)

To really make Retributive Spell work, the best bet is to take "Metamagic School Focus (x)" X being the school that you take Spell Focus in. This would let you use 3 spells a day with retributive strike for no level adjustment. You could actually do this at level 9 by retraining Weapon Focus to Retributive Spell and taking Spell Focus/Metamagic School Focus at level 9. (Hexblade Bonus feat and the level 9 feat.)

:plotting: :lightbulb :dancin: I might do that with my Hexblade. If I ever get him to level 9.

Alternatively, Smiting Spell is another decent metamagic feat for a Hexblade. Smiting Spell lets you put a touch spell into a weapon (or ammunition) and have it discharge when you strike with that weapon.

But Smiting Spell is better later, when the hexblade gains access to 3rd level spells. (Vampiric Touch and Poison.) But your saves will still be relatively low for the level.

Hariman

EDIT: Arcane Strike can add a boost at level 12 or 15. BUT, it's not utterly spectacular. You could probably do better by taking retributive spell or smiting spell with metamagic school focus and adding Vampiric Touch or Poison to a weapon or using retributive spell to gain a free attack with a spell.

But Arcane Strike costs less and dovetails with Power Attack.
Jay_Ibero_911

09-09-07, 06:03 PM
Intimidating Strike is a trap. You don't want to be wasting full-round actions on that. You can't really intimidate opponents at range because you need to be threatening them in melee to do it (and when you're threatening them in melee, you should be using your actions to hit them.)

I'd use a spare mid-level feat for Retributive Spell–pop one of your fair-DC save-or-'dies' off on anyone who hits you. For a front-liner who can expect to be hit at least once in melee encounters, it's Quicken Spell at only +1 spell level adjustment...

Don't forget that Hexblade gets some caster-oriented bonus feats. I recommend the Spell Focus: Enchantment chain.

How is intimidating strike a trap? And what do you mean wasting full round actions? It's a standard action that gives you an attack that if successful gives you a free intimidate check that if successful leaves the target shaken for the entire encounter. It's a great way to start off. Move up, intimidating strike.
Hariman

09-10-07, 12:32 AM
How is intimidating strike a trap? And what do you mean wasting full round actions? It's a standard action that gives you an attack that if successful gives you a free intimidate check that if successful leaves the target shaken for the entire encounter. It's a great way to start off. Move up, intimidating strike.

Better yet, ready an intimidating strike against a charge. (Or at least ready an intimidating strike.) That way, you get the first full attack.
_metz_

09-10-07, 04:03 AM
Race: Human
Alignment: Neutral

Str 15 (8)
Dex 12 (4)
Con 14 (6)
Int 10 (2)
Wis 8 (0)
Cha 16 (10)



Thats a 30 point buy. No 30 point buy for you.

I would personally drop the Charisma to 12 and take some Dragon Disciple and a Level of Barbarian.

I like these stats:

Str 16 <8 and 9 stat bumps here>
Dex 12
Con 15 <Level 4 Stat bump here>
Int 10
Wis 8
Cha 12

Then again I am a con NUTTER and always love having lots of Constitution.

Hexblade4 Barbarian2 Dragon Disciple4 Fighter4 Exotic Weapon Master1 (not in that order) makes a mean melee build...

Use an exotic weapon for some serious damage potential. (Bastard Sword or spiked chain are good choices)
Hariman

09-10-07, 10:48 PM
Thats a 30 point buy. No 30 point buy for you.

I would personally drop the Charisma to 12 and take some Dragon Disciple and a Level of Barbarian.

I like these stats:

Str 16 <8 and 9 stat bumps here>
Dex 12
Con 15 <Level 4 Stat bump here>
Int 10
Wis 8
Cha 12

Then again I am a con NUTTER and always love having lots of Constitution.

Hexblade4 Barbarian2 Dragon Disciple4 Fighter4 Exotic Weapon Master1 (not in that order) makes a mean melee build...

Use an exotic weapon for some serious damage potential. (Bastard Sword or spiked chain are good choices)

Uncanny Blow only works on "Exotic one handed weapons wielded in two hands", so that's Bastard Sword or Dwarven Waraxe.
Jay_Ibero_911

09-10-07, 10:57 PM
Uncanny Blow only works on "Exotic one handed weapons wielded in two hands", so that's Bastard Sword or Dwarven Waraxe.

Or the Maul, or Dire Pick, or Warmace, or Elven Thinblade, or any number of other 1 handed exotic weapons now open from the extra books.
_metz_

09-10-07, 11:47 PM
Not to mention I could have been referring to the Spiked Chain Flurry.

Have a look at the class Hariman, there is more to it than Uncanny Blow. And it applies to a hell of a lot more than the dwarven Waraxe or the Bastard Sword.
Hariman

09-11-07, 11:50 PM
Not to mention I could have been referring to the Spiked Chain Flurry.

Have a look at the class Hariman, there is more to it than Uncanny Blow. And it applies to a hell of a lot more than the dwarven Waraxe or the Bastard Sword.

Sorry, all too often I look at EWM only for Uncanny blow. There's at least half a dozen of the Exotic Weapon Stunts that I'd be willing to use on different characters.

Oh, and unless you want the familiar as a save booster, level 3 in hexblade is good enough as you get mettle and the + cha mod to saves against magic. At least, that's my opinion. That +2 to will saves is pretty good though, so Hexblade 4 has it's merits.
_metz_

09-12-07, 12:19 AM
Sorry, all too often I look at EWM only for Uncanny blow. There's at least half a dozen of the Exotic Weapon Stunts that I'd be willing to use on different characters.

Oh, and unless you want the familiar as a save booster, level 3 in hexblade is good enough as you get mettle and the + cha mod to saves against magic. At least, that's my opinion. That +2 to will saves is pretty good though, so Hexblade 4 has it's merits.

Hexblade 4 is required for the Dragon Disciple. (Ability to cast arcane spells) As is Cha 12.
Hariman

09-12-07, 11:40 PM
Hexblade 4 is required for the Dragon Disciple. (Ability to cast arcane spells) As is Cha 12.

Remind me to start posting while I'm awake, instead of when I'm half asleep.