| Post/Author/DateTime | Post |
|---|---|
| Jay_Ibero_91107-24-07, 02:06 AM | 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 Basically just focusing on stacking as many penalties on the enemy as possible. Dark Companion+Hexblade's Curse+Intimidating Strike+Brutal Strike+Staggering Strike+Unsettling Enchantment. High level combat routine will be Curse as free action, Distract assailant as swift action, Intimidating Brutal Staggering Strike as standard action. Dark Companion(PHBII)= automatic -2 to saves and AC as long as Dark Companion is adjacent to foe Greater Hexblade's Curse(CW)= -4 to attacks, saves, ability checks, skill checks, weapon damage rolls for one hour Distract Assailant(CV/SpC)= Swift 1st level spell, leaves foe flat-footed until the beginning of it's next turn, Unsettling Enchantment (CM) adds -2 to attacks and AC for one round regardless of save. Intimidating Strike(PHBII)= Standard action attack that grants free intimidate check if hits, render foe shaken for encounter(–2 penalty on attack rolls, saving throws, skill checks, and ability checks) Brutal Strike(PHBII)=Useable on any attack with a bludgeoning weapon. Fort save or foe is sickened one round(–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) Staggering Strike(CV)=Foe hit with sneak attack makes fort save or is staggered one round (A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions).) Casters that rely on failed saves will love this guy. And only the Curse and Spells are limited in use. The rest are useable all day. |
| Mommy was an Orc07-24-07, 09:35 AM | I'd note a few things: It seems a real shame, especially with the 2nd Rogue level, not to take the 1st Rogue level at 1st level. That's sacrificing 18 skill points for 2 hp and shifting some feats around. Those 18 skill points could be used for all sorts of things - maxxing out UMD, easily getting 5 ranks in Tumble/Balance/Bluff, having the skill points for Diplomacy, etc... What is Hexblade truly bringing to this equation after about 6th level? Yes, the Curse gets stronger, but you're still only getting to use it so many times a day, and it has a distressing tendency to do nothing in any given mod. Your Charisma isn't all that great either. There's not really enough synergy from Hexblade to really boost Charisma, so the benefit of a +6 Charisma Cloak is debatable. Have you considered a level of Barbarian at 1st, and taking Extra Rage and Intimidating Rage? You can take Intimidating Strike at 1st, then retrain it to Intimidating Rage at 6th when you don't want to be taking standard actions any longer. A successful intimidating rage + your curse is the equivalent of the ability focus + your curse. Plus Barbarian + Rage adds +4 to your Fort Save, which isn't exactly going to be spectacular. Plus, because you've got the Barbarian extra strength, you can swap Str and Cha and level Charisma. What about being a Half-Elf with 2 levels of Outcast Champion and 4+ levels of Wildrunner - Wildrunner has an awesome, high DC panic ability that too few people take advantage of. Those 6 levels would give you reason to level Charisma, plus improve your Fort Save dramatically. |
| Jay_Ibero_91107-24-07, 02:48 PM | I'd note a few things: It seems a real shame, especially with the 2nd Rogue level, not to take the 1st Rogue level at 1st level. That's sacrificing 18 skill points for 2 hp and shifting some feats around. Those 18 skill points could be used for all sorts of things - maxxing out UMD, easily getting 5 ranks in Tumble/Balance/Bluff, having the skill points for Diplomacy, etc... What is Hexblade truly bringing to this equation after about 6th level? Yes, the Curse gets stronger, but you're still only getting to use it so many times a day, and it has a distressing tendency to do nothing in any given mod. Your Charisma isn't all that great either. There's not really enough synergy from Hexblade to really boost Charisma, so the benefit of a +6 Charisma Cloak is debatable. Have you considered a level of Barbarian at 1st, and taking Extra Rage and Intimidating Rage? You can take Intimidating Strike at 1st, then retrain it to Intimidating Rage at 6th when you don't want to be taking standard actions any longer. A successful intimidating rage + your curse is the equivalent of the ability focus + your curse. Plus Barbarian + Rage adds +4 to your Fort Save, which isn't exactly going to be spectacular. Plus, because you've got the Barbarian extra strength, you can swap Str and Cha and level Charisma. What about being a Half-Elf with 2 levels of Outcast Champion and 4+ levels of Wildrunner - Wildrunner has an awesome, high DC panic ability that too few people take advantage of. Those 6 levels would give you reason to level Charisma, plus improve your Fort Save dramatically. I realize there are lots of things that could be done to get more out of it in the long run, but I'm more interested on WHEN I get specific abilities. It's a theme character. He won't be crazy optimized, but he should do as well as any other light fighter type. Also, Wildrunner does not have a panic ability. It has a shaken and cower ability at levels 4 and 8, and they only work on enemies with fewer HD then you, so almost always is useless. I'd want at least Hexblade 9 for 3/day curse, and Aura of Unluck will be nice even once a day at high levels, since it's a free action to activate. One level of Barbarian swapping Intimidating Strike for Intimidating Rage and and Ability Focus for Extra Rage does sound like a good idea, as it doesn't disrupt the general idea of the character, but I'm not sure if it really fits the flavor of the character...On an unrelated note, I had considered trying to fit rogue 4 in to pick up disruptive attack, as it does fit with the theme of the character, and would make up for not being able to use staggering strike against non-sneakables, but I can't seem to fit it in early enough to be worth it without pushing back other stuff I want more... |
| LachlarlanIII08-01-07, 11:49 AM | Hexblades don't get Advanced Learning do they? |
| Jay_Ibero_91108-01-07, 02:18 PM | Hexblades don't get Advanced Learning do they? No, why do you ask? If it's in reference to the Distract Assailant spell, it is made a hexblade spell by the sidebar on page 139 of Complete Adventurer. |
| LachlarlanIII08-01-07, 02:26 PM | No, if they got it, Unluck would be a great addition to this build. |
| Jay_Ibero_91108-01-07, 02:37 PM | No, if they got it, Unluck would be a great addition to this build. Ah, that would be nice. |
| Banor08-01-07, 08:55 PM | They already do no ? edit : After reviewing they do have it but as a 4th level spell (which isnt that bad, as you got higher DC :)) |
| LachlarlanIII08-02-07, 10:26 PM | They already do no ? edit : After reviewing they do have it but as a 4th level spell (which isnt that bad, as you got higher DC :)) Where do you see that? |
| Banor08-03-07, 12:28 AM | Complete Arcane p.94 at the sidebar |
| Jay_Ibero_91108-03-07, 10:39 AM | Even so, that would require at least 14 levels of Hexblade...and I kinda like that second rogue level... |
| Banor08-03-07, 10:59 AM | hey never said it would be a good idea ! just that they have it :P |