Author Topic: Hexblade Luv  (Read 35093 times)

Offline bhu

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Re: Hexblade Luv
« Reply #100 on: October 07, 2017, 02:42:06 AM »

Offline Nanshork

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Re: Hexblade Luv
« Reply #101 on: October 17, 2017, 06:03:03 PM »
Sorry about the delay.

Everything on that one looks fine but it could use the new feats that you added the Warmage.

Offline bhu

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Re: Hexblade Luv
« Reply #102 on: October 18, 2017, 02:57:48 AM »
I'll squeeze them in somewhere.  The next one is a warlock style hexblade.

Offline Nanshork

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Re: Hexblade Luv
« Reply #103 on: October 18, 2017, 06:06:28 PM »
Holy shit we're almost done with this one...

Having Jump as the only physical skill feels weird.

Everything else seems to be fine.

Offline SorO_Lost

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Re: Hexblade Luv
« Reply #104 on: October 18, 2017, 06:50:06 PM »
Official Hexblade Fix

Reposting here in case link breaks again:
How about I repost it.
Quote from: WotC Mearls
Quote from: Spikes01k
Hello, I was wondering how I would get a hold of the proper people to ask for a re-write of a specific class, such as the Hex Blade. The Hex Blade is a great class concept but has been given little in the long run.
The hexblade suffers a little because he came on the scene relatively early in 3.5's life. As R&D; pushes the boundaries of the game, we learn that some things we thought were risky or potentially broken aren't. Other times, we learn things that look fine don't actually work in play.

Armored mages fall into the first category. Them seem really powerful, but in the long run they aren't. Spells and magic items allow an unarmored mage to build great defenses. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed.

If you want to boost the hexblade, I'd try the following changes:

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

The key to the hexblade is his curse ability, but it's a little un-fun to have it so limited in use. The hexblade also has trouble casting spells and using his melee attacks, so shifting spells to swift actions fits in with the idea of an armored mage.

(These are by no means official. They're just off the top of my head changes I'd consider making.)
Thanks.

Offline bhu

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Re: Hexblade Luv
« Reply #105 on: October 20, 2017, 12:03:43 AM »
that just leaves the aura class, which is semi done...

Offline Nanshork

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Re: Hexblade Luv
« Reply #106 on: October 20, 2017, 10:13:25 AM »
that just leaves the aura class, which is semi done...

Should I hold off until it's finished?

Offline bhu

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Re: Hexblade Luv
« Reply #107 on: October 22, 2017, 04:31:36 PM »
you can gimme an idea of what you think so far :D

Offline Nanshork

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Re: Hexblade Luv
« Reply #108 on: October 22, 2017, 10:34:55 PM »
I just realized that the warlock hexblade has warlock in some of its class features.  Just do a find replace and you'll be good there.

Aura hexblade could you Sense Motive as a skill, it has the other social ones.

Aura of Unluck should say it affects attacks made against the hexblade, not on.  Also, it feels like it should affect attack rolls and saves should be an extra choice but you've separated melee and ranged so I see why you did what you did.  Honestly I think you can just remove the free save penalty given how quickly new penalties are gained.

The class needs an active ability.  Not the one/day curse, something more than that.  Right now it just walks around and gives people penalties. 

Offline bhu

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Re: Hexblade Luv
« Reply #109 on: October 25, 2017, 09:13:28 PM »
I'm trying to think of an ability in between quittings/firings at work.

Offline Nanshork

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Re: Hexblade Luv
« Reply #110 on: October 26, 2017, 12:02:25 PM »
I hope things at work go well.

Offline bhu

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Re: Hexblade Luv
« Reply #111 on: October 27, 2017, 06:04:58 PM »
They cant get much worse unless everyone quits...

Offline bhu

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Re: Hexblade Luv
« Reply #112 on: October 30, 2017, 05:32:11 PM »
how about if i do it as extra damage x times per day against a cursed opponent?

Offline Nanshork

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Re: Hexblade Luv
« Reply #113 on: October 30, 2017, 07:57:32 PM »
That might work.  I'm not a big fan of x/day abilities but this thread is already full of them.

Offline bhu

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Re: Hexblade Luv
« Reply #114 on: November 04, 2017, 04:22:29 AM »
per encounter then?

Offline Nanshork

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Re: Hexblade Luv
« Reply #115 on: November 04, 2017, 06:22:21 PM »
That would work.

Offline bhu

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Re: Hexblade Luv
« Reply #116 on: November 13, 2017, 09:08:12 PM »
Peeking I've noticed nonew of the abilities currently require a save.  I'm wondering if I should change that.

Offline Nanshork

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Re: Hexblade Luv
« Reply #117 on: November 13, 2017, 09:51:16 PM »
I can see it go either way.

Offline bhu

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Re: Hexblade Luv
« Reply #118 on: December 25, 2017, 11:26:01 PM »
Does a -4 penalty to virtually all rolls made by opponents within 60 ft. with no save allowed by 20th level seem acceptable?

Offline Nanshork

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Re: Hexblade Luv
« Reply #119 on: December 26, 2017, 01:06:53 AM »
Offhand that isn't terrible as a capstone, I'd need to see it and make some quick comparisons to be sure.