PDA

View Full Version : [3.5] Hexblade/Warlock



ghost_warlock
2008-08-07, 09:49 AM
Okay, as should be obvious from the thread title, I'd like to put together a hexblade/warlock multiclass build. (I know, I know, how emo can you get...?)

Both classes seem a bit light when it comes to feat/PrC support from WotC. Ideally, I'd like to do a gish-type build using a PrC, but I somehow doubt such a thing exists as I don't recall seeing such a PrC that a warlock can technically enter to improve invocations/eldritch blast (shoddy 'must be able to cast X-level spells' prereqs).

I know there's some hexblade feats scattered among a couple issues of DRAGON, specifically ones that improve the curse/number of curses per day, but they're not in the Compendium and I can't seem to find them. :smallfrown:

Any help would be much appreciated. :mitd:

MammonAzrael
2008-08-07, 10:11 AM
For the Hexblade feats, Crystal Keep has them here (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf). And if you don't trust Crystal Keep (then do have typos sometimes) the feats are from Dragon mag. 339

The Hexblade handbook (http://forums.gleemax.com/showthread.php?t=851379)could be of some use. Unfortunately it doesn't look like the Warlock has recieved the same level of treatment.

And I know that the creator of the Hexblade had stated some improvements for the class, I just can't find them atm.

EDIT: As for combining the two, I see two different routes. One is to go the Improved familiar route with the Hexblade, focusing on the Eldritch Glaive from the Warlock. Or focus on the save or suck Warlock Essences, especially Utterdark Blast, coupled with the Hexblade's Curse, and possibly with the Dark Companion ACF from the PHII.

EDIT 2.0: as for Warlock PrCs, anything that gives +1 level of spellcasting class advances the warlock EB and improves it's Invocations (but doesn't give it new ones). There are at least three PrCs meant explicitly for the Warlock in the Complete Mage, and I believe there are a couple in Complete Arcane. Unfortunately official support is low. But there are bunches of homeberw stuff, some of it pretty great. I think my favorite that I've found is Krimm Blackleaf's Necrolock (http://www.giantitp.com/forums/showthread.php?p=1745177).

kamikasei
2008-08-07, 10:12 AM
Complete Mage is the big source for Warlock support. There might be a usable class in there, maybe that Warlock/Monk one can serve...?

ghost_warlock
2008-08-07, 10:16 AM
As for combining the two, I see two different routes. One is to go the Improved familiar route with the Hexblade, focusing on the Eldritch Glaive from the Warlock. Or focus on the save or suck Warlock Essences, especially Utterdark Blast, coupled with the Hexblade's Curse, and possibly with the Dark Companion ACF from the PHII.

The dark companion would be a staple, as familiars generally suck anyway w/o certain other effects that neither the hexblade or warlock get, and the -2 to AC from the companion would be useful for eldritch blast and invocations.

Person_Man
2008-08-07, 12:19 PM
Blinky the Ninja

Chaotic Good Ghost Whisper Gnome (http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=3)
Warlock 3/Swordsage 2/Shadow Sun Ninja 4


Start with the Ghost (http://www.wizards.com/default.asp?x=dnd/sp/20040117a) template class (variable LA) for a variety of useful abilities and the undead (http://www.dandwiki.com/wiki/SRD:Undead_Type) type. When used correctly its ridiculously powerful, and if you go to LA +3 for Rejuvenation then under the right circumstances you can never be permanently destroyed. Alternatively, you can pick up Necropolitan from Libris Mortis (+1ish LA), which also makes you undead, but has fewer special abilities.

You now have a host of immunities, and are now healed by Negative energy. Neither template has any effect on your alignment, and both templates have fluff that specifically support the balance/struggle between good and evil, light and darkness, which fits perfectly with the Setting Sun Ninja fluff.

Shadow Sun Ninja (Tome of Battle) gives you the Touch of the Shadow Sun ability. As a Standard action, you can deal Negative Energy damage (to heal yourself or damage a non-undead enemy) and the round afterward, you can deal the same amount of Positive Energy (to heal the living or damage undead) as a Standard action. Congratulations, because you now have infinite healing for your entire party.

Take the Blend into Shadows (http://www.giantitp.com/forums/showthread.php?t=57352) feat (Drow of the Underdark). It allows Warlocks to Hide in Plain Site as a Swift Action every round as long as you're within an area of magical darkness. Invest in and boost your Hide check via magic items. Remember, rolling a natural 20 doesn't automatically pass a Skill check. So unless an enemy has a ridiculously high Spot, you can't be targeted by anything except for area of effect attacks.

Cast your Darkness (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#darkness) invocation individually on multiple pieces of ammunition (shuriken, arrows, bolts, whatever). Darkness lasts for 10 minutes per level, and you can cast Invocations unlimited times per day, so duration isn't an issue. Keep one in your hand at all times. The rest are a free action to draw when you attack with them. Alternatively, you can take Quickdraw and just cast Darkness on any assortment of hand held items that you can easily draw and drop as you move around the battlefield. Basically, you just want backups spread throughout the battlefield in case someone casts Dispel Magic on you.

Buy a Wand of Ebon Eyes (Spell Compendium), and cast it on all of your friends. Now your friends don't have to worry about the 20% miss chance from your magical Darkness. Or they can take At Home in the Deep, Pierce Magical Concealment, or find some other feat, spell, or item. Or you can just screw your friends - you don't need them with this build, and if you invest in the Devil's Sight invocation you're not effected by the miss chance from magical Darkness.

Take the Darkstalker feat (Lords of Madness) which allows you to Hide from things with Scent, Tremorsense, See Invisibility, and similar abilities. You can now Hide in Plain Site against literally everything.

Shadow Sun Ninja also gives you the Light within Darkness special ability. After you successfully Hide and make a melee attack, all opponents (not everyone, just opponents) within 60 feet who failed to detect you must make a Fort Save or be Blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) for one round.

Take Frightful Presence (Draconomicon). When you attack, all opponents within 30 feet who have fewer hit dice then you must Save or be Shaken.

Buy armor with the Fearsome armor enhancement from Drow of the Underdark. It allows you to use Intimidate (www.d20srd.org/srd/skills/intimidate.htm) to Demoralize (forums.gleemax.com/wotc_archive/index.php/t-911167) an enemy as a Move action (normally it's a Standard action). Buy the Crystal Mask of Dread from the Magic Item Compendium (buffs Intimidate). Take the Beguiling Influence Invocation (buffs Intimidate). Take Imperious Command from Drow of the Underdark - now whenever you successfully use Intimidate to Demoralize a foe, it Cowers (http://www.dandwiki.com/wiki/SRD:Cowering) for 1 round and Shaken the next. And Fear effects stack, so if they failed their Save vs Frightful Presence, they're Frightened (http://www.dandwiki.com/wiki/Frightened). Use the Never Outnumbered Skill Trick from Complete Scoundrel so that you can Intimidate everyone within 10 feet.

Use Standard Action ToB maneuvers or Ghost abilities to make melee attacks.


The full combo put together:

Round 1) Attack with your ranged weapon(s), spreading Darkness throughout the battlefield. Enemies within range of you must make a Will Save vs. Fear. Then Hide in Plain Site as a Swift Action. Move if you feel paranoid. Use Intimidate to Demoralize your opponents before you make your Hide check if you don't.

Round 2) Make melee attack (you are now no longer hidden). Enemies within range must make a Will Save vs. Fear. Enemies who failed their Spot check must Save or be Blinded for 1 round. Hide in Plain Site as a Swift Action. Move if you feel paranoid. Use Intimidate to Demoralize your opponents before you make your Hide check if you don't.

Repeat.

The end result - Blind, Frightened, and/or Cowering enemies. The attack power of a few ToB maneuvers. The versatility of Use Magic Device. The invulnerability of not being targeted, the undead type, etherealness, Rejuvenation, infinite healing, immunity to tons of things, and possibly Evasion (buy a ring) and high AC (if your Wis and Dex are strong, but this isn't important). And you have excellent social Skills for roleplaying fun. I also suggest 3-4 levels of Paladin of Freedom (www.d20srd.org/srd/variant/classes/variantcharacterclasses.htm) for immunity to compulsion effects and Divine Grace, but it's strictly optional.

mabriss lethe
2008-08-07, 02:52 PM
Blinky the Ninja

Chaotic Good Ghost Whisper Gnome (http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=3)
Swordsage 2/Warlock 3/Hexblade 3/Shadow Sun Ninja 4


Start with the Ghost (http://www.wizards.com/default.asp?x=dnd/sp/20040117a) template class (variable LA) for a variety of useful abilities and the undead (http://www.dandwiki.com/wiki/SRD:Undead_Type) type. When used correctly its ridiculously powerful, and if you go to LA +3 for Rejuvenation then under the right circumstances you can never be permanently destroyed. Alternatively, you can pick up Necropolitan from Libris Mortis (+1ish LA), which also makes you undead, but has fewer special abilities.

You now have a host of immunities, and are now healed by Negative energy. Neither template has any effect on your alignment, and both templates have fluff that specifically support the balance/struggle between good and evil, light and darkness, which fits perfectly with the Setting Sun Ninja fluff.

Shadow Sun Ninja (Tome of Battle) gives you the Touch of the Shadow Sun ability. As a Standard action, you can deal Negative Energy damage and the round afterward, you can deal the same amount of Positive Energy (healing) as a Standard action. Congratulations, because you now have infinite healing for your entire party.

Take the Blend into Shadows (http://www.giantitp.com/forums/showthread.php?t=57352) feat (Drow of the Underdark). It allows Warlocks to Hide in Plain Site as a Swift Action every round as long as you're within an area of magical darkness. Invest in and boost your Hide check via magic items. Remember, rolling a natural 20 doesn't automatically pass a Skill check. So unless an enemy has a ridiculously high Spot, you can't be targeted by anything except for area of effect attacks.

Cast your Darkness (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#darkness) invocation individually on multiple pieces of ammunition (shuriken, arrows, bolts, whatever). Darkness lasts for 10 minutes per level, so duration isn't an issue. Keep one in your hand at all times. The rest are a free action to draw when you attack with them. Alternatively, you can take Quickdraw and just cast Darkness on any assortment of hand held items that you can easily draw and drop as you move around the battlefield. Basically, you just want backups spread throughout the battlefield in case someone casts Dispel Magic on you.

Buy a Wand of Ebon Eyes (Spell Compendium), and cast it on all of your friends. Now your friends don't have to worry about the 20% miss chance from your magical Darkness. Or they can take At Home in the Deep, Pierce Magical Concealment, or find some other feat, spell, or item. Or you can just screw your friends - you don't need them with this build, and with the Devil's Sight invocation you're not effected by the miss chance from magical Darkness.

Take the Darkstalker feat (Lords of Madness) which allows you to Hide from things with Scent, Tremorsense, See Invisibility, and similar abilities. You can now Hide in Plain Site against literally everything.

Shadow Sun Ninja also gives you the Light within Darkness special ability. After you successfully Hide and make a melee attack, all opponents (not everyone, just opponents) within 60 feet who failed to detect you must make a Fort Save or be Blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) for one round.

Take Frightful Presence (Draconomicon). When you attack, all opponents within 30 feet who have fewer hit dice then you must Save or be Shaken.

Buy the Fearsome armor enhancement from Drow of the Underdark. It allows you to use Intimidate to Demoralize an enemy as a Move action (normally it's a Standard action). Buy the Crystal Mask of Dread from the Magic Item Compendium (buffs Intimidate). Take the Beguiling Influence Invocation (buffs Intimidate). Take Imperious Command from Drow of the Underdark - whenever you successfully use Intimidate to Demoralize a foe, it Cowers (http://www.dandwiki.com/wiki/SRD:Cowering) for 1 round and Shaken the next. And Fear effects stack, so if they failed their Save vs Frightful Presence, they're Frightened (http://www.dandwiki.com/wiki/Frightened). Use the Never Outnumbered Skill Trick from Complete Scoundrel so that you can Intimidate everyone within 10 feet.

Use Standard Action ToB maneuvers or Ghost abilities to make melee attacks.


The full combo put together:

Round 1) Attack with your ranged weapon(s), spreading Darkness throughout the battlefield. Enemies within range of you must make a Will Save vs. Fear. Then Hide in Plain Site as a Swift Action. Move if you feel paranoid. Use Intimidate to Demoralize your opponents if you don't.

Round 2) Make melee attacks (you are now no longer hidden). Enemies within range must make a Will Save vs. Fear. Enemies who failed their Spot check must Save or be Blinded for 1 round. Hide in Plain Site as a Swift Action. Move if you feel paranoid. Use Intimidate to Demoralize your opponents if you don't.

Repeat.

The end result - Blind, Frightened, and/or Cowering enemies. The attack power of a few ToB maneuvers. The versatility of UMD. The invulnerability of not being targeted, the undead type, etherealness, Rejuvenation, infinite healing, high Saves, Mettle, and possibly Evasion (buy a ring) and high AC (if your Wis and Dex are strong, but this isn't important). And you have excellent social Skills for roleplaying fun.

There might be a problem with this build involving the hexblade portion of the equation. If I remember correctly, hexblades must be Non-Good and lose power if they violate their alignment restrictions.

ArmorArmadillo
2008-08-07, 03:04 PM
Blinky the Ninja

Chaotic Good Ghost Whisper Gnome (http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=3)
Swordsage 2/Warlock 3/Hexblade 3/Shadow Sun Ninja 4


Start with the Ghost (http://www.wizards.com/default.asp?x=dnd/sp/20040117a) template class (variable LA) for a variety of useful abilities and the undead (http://www.dandwiki.com/wiki/SRD:Undead_Type) type. When used correctly its ridiculously powerful, and if you go to LA +3 for Rejuvenation then under the right circumstances you can never be permanently destroyed. Alternatively, you can pick up Necropolitan from Libris Mortis (+1ish LA), which also makes you undead, but has fewer special abilities.

You now have a host of immunities, and are now healed by Negative energy. Neither template has any effect on your alignment, and both templates have fluff that specifically support the balance/struggle between good and evil, light and darkness, which fits perfectly with the Setting Sun Ninja fluff.

Shadow Sun Ninja (Tome of Battle) gives you the Touch of the Shadow Sun ability. As a Standard action, you can deal Negative Energy damage and the round afterward, you can deal the same amount of Positive Energy (healing) as a Standard action. Congratulations, because you now have infinite healing for your entire party.

Take the Blend into Shadows (http://www.giantitp.com/forums/showthread.php?t=57352) feat (Drow of the Underdark). It allows Warlocks to Hide in Plain Site as a Swift Action every round as long as you're within an area of magical darkness. Invest in and boost your Hide check via magic items. Remember, rolling a natural 20 doesn't automatically pass a Skill check. So unless an enemy has a ridiculously high Spot, you can't be targeted by anything except for area of effect attacks.

Cast your Darkness (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#darkness) invocation individually on multiple pieces of ammunition (shuriken, arrows, bolts, whatever). Darkness lasts for 10 minutes per level, so duration isn't an issue. Keep one in your hand at all times. The rest are a free action to draw when you attack with them. Alternatively, you can take Quickdraw and just cast Darkness on any assortment of hand held items that you can easily draw and drop as you move around the battlefield. Basically, you just want backups spread throughout the battlefield in case someone casts Dispel Magic on you.

Buy a Wand of Ebon Eyes (Spell Compendium), and cast it on all of your friends. Now your friends don't have to worry about the 20% miss chance from your magical Darkness. Or they can take At Home in the Deep, Pierce Magical Concealment, or find some other feat, spell, or item. Or you can just screw your friends - you don't need them with this build, and with the Devil's Sight invocation you're not effected by the miss chance from magical Darkness.

Take the Darkstalker feat (Lords of Madness) which allows you to Hide from things with Scent, Tremorsense, See Invisibility, and similar abilities. You can now Hide in Plain Site against literally everything.

Shadow Sun Ninja also gives you the Light within Darkness special ability. After you successfully Hide and make a melee attack, all opponents (not everyone, just opponents) within 60 feet who failed to detect you must make a Fort Save or be Blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) for one round.

Take Frightful Presence (Draconomicon). When you attack, all opponents within 30 feet who have fewer hit dice then you must Save or be Shaken.

Buy the Fearsome armor enhancement from Drow of the Underdark. It allows you to use Intimidate to Demoralize an enemy as a Move action (normally it's a Standard action). Buy the Crystal Mask of Dread from the Magic Item Compendium (buffs Intimidate). Take the Beguiling Influence Invocation (buffs Intimidate). Take Imperious Command from Drow of the Underdark - whenever you successfully use Intimidate to Demoralize a foe, it Cowers (http://www.dandwiki.com/wiki/SRD:Cowering) for 1 round and Shaken the next. And Fear effects stack, so if they failed their Save vs Frightful Presence, they're Frightened (http://www.dandwiki.com/wiki/Frightened). Use the Never Outnumbered Skill Trick from Complete Scoundrel so that you can Intimidate everyone within 10 feet.

Use Standard Action ToB maneuvers or Ghost abilities to make melee attacks.


The full combo put together:

Round 1) Attack with your ranged weapon(s), spreading Darkness throughout the battlefield. Enemies within range of you must make a Will Save vs. Fear. Then Hide in Plain Site as a Swift Action. Move if you feel paranoid. Use Intimidate to Demoralize your opponents if you don't.

Round 2) Make melee attacks (you are now no longer hidden). Enemies within range must make a Will Save vs. Fear. Enemies who failed their Spot check must Save or be Blinded for 1 round. Hide in Plain Site as a Swift Action. Move if you feel paranoid. Use Intimidate to Demoralize your opponents if you don't.

Repeat.

The end result - Blind, Frightened, and/or Cowering enemies. The attack power of a few ToB maneuvers. The versatility of UMD. The invulnerability of not being targeted, the undead type, etherealness, Rejuvenation, infinite healing, high Saves, Mettle, and possibly Evasion (buy a ring) and high AC (if your Wis and Dex are strong, but this isn't important). And you have excellent social Skills for roleplaying fun.

Alignment problems aside, this seems more like a Swordsage/Warlock build with some Hexblade thrown in to grab Mettle.


Of course, in fairness, as cool as hexblade is it's a very weak class that was designed poorly. You simply don't have enough spells or curses to make good use of either ability.

Multiclassing with warlock, you'll find yourself using acting more like a warlock/warrior than a warlock/hexblade.

mabriss lethe
2008-08-07, 04:49 PM
Well, let's see where we can go with this.

Lets assume for this build, a Glaivelock with levels of hexblade. Optimal Eldritch glaive damage (without looking at prcs) occurs with a Hex2/Warlock18 build That's 3 attacks per round at 8d6 damage. not terribly shabby. Unfortunately this only nets us a pittance from the hexblade side of things. curse 1/day and arcane resistance. not really worth dipping into hexblade for so little. What then? Warlock16/hex4 gives us mettle, a familiar (or alternate dark companion) and access to a few spells. Standard Hexblade familiars at this level won't really be worth it but the dark companion would be. If you want a familiar, just pick it up with a feat from the warlock side of things. as a consequence of adding more hexblade levels, it drops your eb damage down a die to 7d6, still not bad and still with access to dark invocations, which you want to keep if you plan on using utterdark blast with the Glaive, which I recommend.

Now here comes the choice. Do you want 4 levels of Hexblade, or 4 levels in some other class. A dip in fighter would net you a couple of feats without altering your BAB. Rogue would allow for 2d6 sneak attack damage, better skills, evasion and uncanny dodge while still maintaining a high enough BAB to get that extra attack per round with the glaive. Even 4 levels of Bard would give you better options than the Hexblade with access to 2nd level spells bardic music and bardic knowledge. Cleric or druid would give you access to divine spells and some of a cleric's domains would mesh rather nicely with the warlock not to mention adding proficiency in heavier armors so that you could take advantage of the Battlecaster feat.

If it's more the flavor of the hexblade you're after, maybe you should just pick up Curse of Despair as one of your invocations. It's a pretty nice debuff. just like the spell Curse, except that even if they make their save, they still have a -1 penalty on attack rolls for 10 rounds (which makes it far superior in effect if not range than the hexblade curse).

ArmorArmadillo
2008-08-07, 05:09 PM
Well, let's see where we can go with this.

Lets assume for this build, a Glaivelock with levels of hexblade. Optimal Eldritch glaive damage (without looking at prcs) occurs with a Hex2/Warlock18 build That's 3 attacks per round at 8d6 damage. not terribly shabby. Unfortunately this only nets us a pittance from the hexblade side of things. curse 1/day and arcane resistance. not really worth dipping into hexblade for so little. What then? Warlock16/hex4 gives us mettle, a familiar (or alternate dark companion) and access to a few spells. Standard Hexblade familiars at this level won't really be worth it but the dark companion would be. If you want a familiar, just pick it up with a feat from the warlock side of things. as a consequence of adding more hexblade levels, it drops your eb damage down a die to 7d6, still not bad and still with access to dark invocations, which you want to keep if you plan on using utterdark blast with the Glaive, which I recommend.

Now here comes the choice. Do you want 4 levels of Hexblade, or 4 levels in some other class. A dip in fighter would net you a couple of feats without altering your BAB. Rogue would allow for 2d6 sneak attack damage, better skills, evasion and uncanny dodge while still maintaining a high enough BAB to get that extra attack per round with the glaive. Even 4 levels of Bard would give you better options than the Hexblade with access to 2nd level spells bardic music and bardic knowledge. Cleric or druid would give you access to divine spells and some of a cleric's domains would mesh rather nicely with the warlock not to mention adding proficiency in heavier armors so that you could take advantage of the Battlecaster feat.

If it's more the flavor of the hexblade you're after, maybe you should just pick up Curse of Despair as one of your invocations. It's a pretty nice debuff. just like the spell Curse, except that even if they make their save, they still have a -1 penalty on attack rolls for 10 rounds (which makes it far superior in effect if not range than the hexblade curse).

Well, I don't think you should just built the level 20 character. In all honesty characters rarely reach above level 15 anyway.

Rei_Jin
2008-08-07, 05:39 PM
A good build I've done involved the following...

Human
Monk2/Hexblade9/Warlock9

Feats: Ascetic Spellcaster, and then whatever else you like.

Hexblade grants charisma bonus to saves against spells
Ascetic Spellcaster grants charisma bonus to AC
Monk grants Evasion
Hexblade grants Mettle

Take the Dark Companion alternate class feature, pick up an Eldritch Glaive, and enjoy four touch attacks per round whilst being very difficult to hit with spells or standard attacks.

InkEyes
2008-08-07, 06:56 PM
And I know that the creator of the Hexblade had stated some improvements for the class, I just can't find them atm.

I think these (http://forums.gleemax.com/showpost.php?p=10585113#post10585113) are the fixes you're thinking of. I don't know if the OP wants to use it, but it might be a good option to consider.

Person_Man
2008-08-07, 11:05 PM
There might be a problem with this build involving the hexblade portion of the equation. If I remember correctly, hexblades must be Non-Good and lose power if they violate their alignment restrictions.

Whoops, you're right. I guess it should be Paladin of Freedom then.

OK, how about Warlock 3/Hexblade 3/PrC X.

Using Blinky as a template, you can still get Swift action Hide in Plain Site every turn. You can still make your enemies Cower every turn. You still get excellent social Skills. You still get excellent Saves and Mettle.

For your PrC, maybe Chameleon (http://www.wizards.com/default.asp?x=dnd/iw/20041210b&page=1), Disciple of the Eye (http://www.wizards.com/default.asp?x=dnd/ex/20060106a&page=2), Scarlet Corsair, Suel Arcanmach, or some other half-caster with its own list.

It really depends on your ECL and your play style. Honestly though, a multiclass Hexblade should be leaving the class by levels 3 or 4, and a multiclass Warlock should be leaving the class by level 3. You won't have the hit points or BAB to be a front line fighter, and any spell progression you have is nerfed by multi-classing. So its going to be a rough build.

mabriss lethe
2008-08-07, 11:56 PM
Well, I don't think you should just built the level 20 character. In all honesty characters rarely reach above level 15 anyway

Correct, but I just like to know where I plan on going with a character idea. Once I have the destination in mind, then I can map out the route. (besides, the plan rarely survives once a game gets started and other options present themselves. It's the equivalent of a schoolkid saying "I wanna be a fireman when I grow up." Few if any of my Level 1 Schoolkids ever become Lvl 20 Firemen...)

ghost_warlock
2008-08-08, 05:16 AM
Whoops, you're right. I guess it should be Paladin of Freedom then.

OK, how about Warlock 3/Hexblade 3/PrC X.

Using Blinky as a template, you can still get Swift action Hide in Plain Site every turn. You can still make your enemies Cower every turn. You still get excellent social Skills. You still get excellent Saves and Mettle.

For your PrC, maybe Chameleon (http://www.wizards.com/default.asp?x=dnd/iw/20041210b&page=1), Disciple of the Eye (http://www.wizards.com/default.asp?x=dnd/ex/20060106a&page=2), Scarlet Corsair, Suel Arcanmach, or some other half-caster with its own list.

It really depends on your ECL and your play style. Honestly though, a multiclass Hexblade should be leaving the class by levels 3 or 4, and a multiclass Warlock should be leaving the class by level 3. You won't have the hit points or BAB to be a front line fighter, and any spell progression you have is nerfed by multi-classing. So its going to be a rough build.

Warlock 6/Hexblade 4/Ur-Priest 10?

Some MAD issues, but Cha and Wis are the only real requirements for that build.