Iconic HexbladeLawful Evil Human Hexblade 20 (32 point buy, no flaws - traits)
Medium Humanoid
Hit Dice: 20d10 + 100
Initiative: +7
Speed: 30ft
Armor Class: 18
Touch: 12
Flat-footed: 16
Base Attack: 20
Attack: 20 BAB + 5 str + 1 weapon
Space/Reach: 5ft/10ft
Saves: +11/+8/+12, mettle, arcane resistance.
Abilities: str 20 (+6 enchantment), dex 14, con 20 (+6 enchantment), int 12, wis 10, cha 26 (+6 enchantment, +5 levels).
Skills: bluff +16, concentration +28, diplomacy +36, intimidate +36, knowledge (arcana) +2, spellcraft +5, tumble +11, use magic device +12, never outnumbered trick.
Feats: Power Attack
1st, Dreadful Wrath
Human, Practiced Spellcaster
3rd, Spell Focus (enchantment)
5th, bonus, Imperious Command
6th, Obtain Familiar
9th, Spell Penetration
10th, bonus, Improved Familiar (Imp)
12th, Minor Shapeshift
15th, Greater Spell Penetration
15th, bonus, Leadership
18th, Greater Spell Focus (enchantment)
20th, bonus.
Languages Spoken: Common, Infernal.
Level Adjustment: +0.
Notable Possessions: +1 Mithral Fearsome Breastplate, +1 Warning gauntlet, +1 sudden stunning bloodstone guisarme, circlet of persuation, veil of allure, hexbands, eternal wand (heroics), armbands of might.
Notable Spells Known1st Level: Charm Person, Protection from Good, Augment Familiar
2nd Level: Alter Self, Glitterdust, Mirror Image, Whirling Blade
3rd Level: Hound of Doom, Vampiric Touch, Greater Magic Weapon, Dispel Magic
4th Level: Dimension Door, Polymorph, Enervation, Solid Fog
Spells Per Day: 5/5/5/5 (CL: 14, alter self, polymorph CL: 15).
Various Notes:- Move your dark companion next to enemy, demoralize as a move action, attack with power attack to activate dreadful wrath, buff yourself with minor shapeshift or use vampiric touch in your bloodstone weapon, hex someone, all in a single round!
- Have your familiar flank opponents and remember it has your skill points! Intimidate them to stack fear effects. Using psionics you can use psychic reformation to give it imperious command too, or other useful feats.
- Your opponents are immune to fear? No problem! Just cast hound of doom and smack them with curses and dark companion.
- The iconic hexblade has low AC and attack bonus. Get items and use spells to cover your weaknesses! Remember that fear effects lower an opponent's AC and attack rolls and curses lower attack rolls.
- Use the eternal wand of heroics to gain a fighter feat, like goad, improved initiative, brutal strike, daunting presence.
Abjurant HexbladeLawful Neutral Human Hexblade 15/Abjurant Champion 5 (32 point buy, no flaws - traits)
Pros:- You can qualify for the abjurant champion class easily at 6th level, if you take combat casting as your bonus feat at 5th level. It might be a good idea to delay until after you have acquired the greater hexblade's curse for greater benefits.
- If you take all five levels of the prestige class, you will easily max your caster level, without the need of practiced spellcaster. Thus you will be able to pick spells that are subject to spell resistance and be a lot more reliable.
- Abjurant champion's most important ability is probably swift abjuration. Thankfully, the hexblade has a few abjurations.
Cons:- The abjurant armor ability is useless. No abjuration spell in the hexblade's list provides an armor or shield bonus.
- By taking five levels in a prestige class you're hurting your curse's DC and you will never have access to the dire hexblade's curse. You can sort of make up for the DC loss with ability focus.
- Abjurant champions don't have diplomacy as a class skill, although they do have intimidate.
- It is minor, but you're also loosing one bonus feat and two uses of aura of unluck.
Medium Humanoid
Hit Dice: 20d10 + 100
Initiative: +7
Speed: 30ft
Armor Class: 18
Touch: 12
Flat-footed: 16
Base Attack: 20
Attack: 20 BAB + 5 str + 1 weapon
Space/Reach: 5ft/10ft
Saves: +11/+8/+13, mettle, arcane resistance.
Abilities: str 20 (+6 enchantment), dex 14, con 20 (+6 enchantment), int 12, wis 10, cha 26 (+6 enchantment, +5 levels).
Skills: bluff +16, concentration +28, diplomacy +31, intimidate +36, knowledge (arcana) +6, spellcraft +2, tumble +14, use magic device +12, handle animal +13, never outnumbered trick.
Feats: Power Attack
1st, Dreadful Wrath
Human, Practiced Spellcaster retrained to Ability Focus (Hexblade's Curse)
3rd, Combat Casting
5th, bonus, Imperious Command
6th, Obtain Familiar
9th, Spell Penetration
10th, bonus, Improved Familiar (Imp)
12th, Minor Shapeshift
15th, Greater Spell Penetration
15th, bonus, Leadership
18th.
Languages Spoken: Common, Infernal.
Level Adjustment: +0.
Notable Possessions: +1 Mithral Fearsome Breastplate, +1 Warning gauntlet, +1 sudden stunning bloodstone guisarme, circlet of persuation, veil of allure, hexbands, eternal wand (heroics), armbands of might.
Notable Abjurations Known 1st Level: Protection from Good, Entropic Shield, Undetectable Alignment
2nd Level: -
3rd Level: Dispel Magic, Protection from Energy
4th Level: Spell Theft
Spells Per Day: 5/5/5/5 (CL: 20, alter self, polymorph CL: 21).
Paragon HexbladeLawful Neutral Human Human Paragon 3/Hexblade 17 (32 point buy, no flaws - traits)
Pros:- Human paragon gives any ten skills as class skills. This can expand the otherwise limited hexblade skill list. Able Learner can also be used to keep them as class skills.
- The bonus feat human paragons receive at second level can be used to acquire improved familiar earlier.
- If you take the bonus two points to your charisma (where else?), you can sort of make up the loss to your curse's DC.
Cons:- By taking three levels in the human paragon class you're hurting your curse's DC and you will never have access to the dire hexblade's curse. You can sort of make up for the DC loss with ability focus and by choosing to take the two bonus points to charisma.
- It is minor, but you're also loosing one bonus feat and one use of aura of unluck.
- Human paragon loses on level of spellcasting at first level. Which translates into one less 4th level spell per day, one less 4th level spell known and lower caster level.
Medium Humanoid
Hit Dice: 17d10 + 3d8 + 100
Initiative: +7
Speed: 30ft
Armor Class: 18
Touch: 12
Flat-footed: 16
Base Attack: 19
Attack: 19 BAB + 5 str + 1 weapon
Space/Reach: 5ft/10ft
Saves: +11/+8/+13, mettle, arcane resistance.
Abilities: str 20 (+6 enchantment), dex 14, con 20 (+6 enchantment), int 12, wis 10, cha 28 (+6 enchantment, +5 levels, +2 human paragon).
Skills: autohypnosis +9, bluff +17, concentration +28, diplomacy +22, intimidate +37, spellcraft +5, knowledge (arcana) +2, iaijutsu focus +35, use magic device +19, use psionic device +13, never outnumbered trick.
Feats: Power Attack
1st, Dreadful Wrath
Human, Practiced Spellcaster
3rd, Spell Focus (enchantment)
6th, bonus, Imperious Command
6th, Obtain Familiar
9th, Improved Familiar (Imp)
9th, human paragon bonus, Spell Penetration
13th, bonus, Brutal Strike
12th, Minor Shapeshift
15th, Greater Spell Penetration
18th, bonus, Leadership
18th.
Languages Spoken: Common, Infernal.
Level Adjustment: +0.
Notable Possessions: +1 Mithral Fearsome Breastplate, +1 Warning gauntlet, +1 sudden stunning bloodstone heavy flail, circlet of persuation, veil of allure, hexbands, eternal wand (heroics), armbands of might.
Spells Per Day: 6/5/5/4 (CL: 13, alter self, polymorph CL: 14).
Cleric Dip HexbladeLawful Neutral Human Cloistered Cleric or Gargauth 1/Hexblade 19 (32 point buy, two flaws)
Pros:- You get the ability to use shields from cleric, which will boost your AC a lot.
- Cleric will give you turn undead, which can power notable divine feats, such as divine vigor and divine might. Plus, you get additional turn attempts with your high charisma.
- Cleric will boost your fortitude and will saves.
- Cloistered cleric has 6+int skill points, so at first level you will boost your total skill points significantly.
- You gain two domains of your choosing plus knowledge domain. Spending a skill point for each monster identifying knowledge will provide you with a +1 bonus to attack and damage, if you swap the knowledge domain for the appropriate devotion feat. The best cleric domains include: charm, luck, magic, travel, pride, time, pleasure and undeath. Strength is also good for enlarge person.
- You will be able to use some cleric spells which are really good, regardless of caster level. Examples include sign, omen of peril, resurgence, enlarge person, obscuring mist.
Cons:- The cleric skill list is a little caster-based. It might be a little difficult to establish your intimidate in the beggining, but you'll get there.
- You're loosing one casting level, which means one lower 4th spell per day, one lower 4th level spell known and less caster level for your spells.
- Your curse is going to be a little weaker, one DC less.
- You're going to need a wis of at least 11 to cast cleric spells.
Medium Humanoid
Hit Dice: 19d10 + 1d6 + 100
Initiative: +7
Speed: 30ft
Armor Class: 20
Touch: 11
Flat-footed: 18
Base Attack: 19
Attack: 19 BAB + 5 str + 1 weapon
Space/Reach: 5ft/10ft
Saves: +13/+8/+14, mettle, arcane resistance.
Abilities: str 20 (+6 enchantment), dex 12, con 20 (+6 enchantment), int 12, wis 12, cha 26 (+6 enchantment, +5 levels).
Skills: autohypnosis +4, bluff +16, craft (poison-making) +5, craft (alchemy) +2, concentration +28, diplomacy +36, intimidate +36, knowledge (arcana) +2, knowledge (the planes) +2, knowledge (religion) +2, spellcraft +2, tumble +11, use magic device +12, use psionic device +12, iaijutsu focus +12, never outnumbered trick.
Domains: Pride (Reroll 1's on saves), Charm (+4 unnamed cha bonus as a free action).
Feats: Power Attack
1st, Dreadful Wrath
Human, Divine Vigor retrained to Sacred Vitality (after minor shapeshift)
Flaw, Divine Might
Flaw, Practiced Spellcaster
3rd, Spell Focus (enchantment)
6th, bonus, Imperious Command
6th, Obtain Familiar
9th, Spell Penetration
11th, bonus, Improved Familiar (Imp)
12th, Minor Shapeshift
15th, Greater Spell Penetration
16th, bonus, Leadership
18th.
Languages Spoken: Common, Infernal.
Level Adjustment: +0.
Notable Possessions: +1 Mithral Fearsome Breastplate, +1 animated shield, +1 Warning gauntlet, +1 sudden stunning bloodstone guisarme, circlet of persuation, veil of allure, hexbands, eternal wand (heroics), armbands of might, reliquary holy symbol.
Spells Per Day: Hexblade: 5/5/5/4 (CL: 13, alter self, polymorph CL: 14), Cleric: 3/2+1 (CL: 1).
Shadow Adept HexbladeLawful Evil Human Hexblade 19/Shadow Adept 1 (32 point buy, two flaws)
Medium Humanoid
Hit Dice: 19d10 + 1d4 + 100
Initiative: +7
Speed: 30ft
Armor Class: 18
Touch: 12
Flat-footed: 16
Base Attack: 19
Attack: 19 BAB + 5 str + 1 weapon
Space/Reach: 5ft/10ft
Saves: +11/+8/+13, mettle, arcane resistance.
Abilities: str 20 (+6 enchantment), dex 14, con 20 (+6 enchantment), int 12, wis 10, cha 26 (+6 enchantment, +5 levels).
Skills: bluff +16, concentration +28, diplomacy +26, intimidate +35, knowledge (arcana) +9, spellcraft +11, tumble +11, use magic device +12, never outnumbered trick.
Feats: Power Attack
1st, Dreadful Wrath
Human, Shadow Weave Magic
Flaw, Sudden Extend
Flaw, Practiced Spellcaster
3rd, Spell Focus (enchantment)
5th, bonus, Imperious Command
6th, Obtain Familiar
9th, Spell Penetration
10th, bonus, Insidious Magic
11th, bonus, Pernicious Magic
11th, bonus, Tenacious Magic
11th, bonus, Improved Familiar (Imp)
12th, Minor Shapeshift
15th, Greater Spell Penetration
15th, bonus, Leadership
18th.
Languages Spoken: Common, Infernal.
Level Adjustment: +0.
Notable Possessions: +1 Mithral Fearsome Breastplate, +1 Warning gauntlet, +1 sudden stunning bloodstone guisarme, circlet of persuation, veil of allure, hexbands, eternal wand (heroics), armbands of might.
Spells Per Day: 5/5/5/5 (CL: 14, transmutations & evocations CL: 13, alter self, polymorph CL: 14).