I actually started this character after i began this posting journey! While i was engrossed in thinking about the game i decided i needed to do another int/fth hex build because that will absolutely come up in the dlc.
The things we already have for this build are for the most part death related, though it's interesting how there's only one split-scaling weapon and it's NOT death related!
Death themed weapons are pretty much all intelligence scaling in various flavours, things like Death's Poker and Helphen's Steeple. The spells also tend to lean more towards int than faith, moreso for the magma spells.
Of course, split scaling also gives access to the Golden Order incantations, which is a great tool to have against death related enemies, and i might end up using those for dlc if it comes to it. Right now on this character i'm working my way through the back of Volcano Manor so i can get access to the Gelmir Staff.
Going to dip into spoilers for a couple paragraphs so be aware!!
No concrete mentions, only vague impressions i've seen around.
We have seen one single pink butterfly spell which many people are theorizing will be sleep related, and i'm wondering if that might also be int/fth. The sleep torch scales with faith where the sword scales with intelligence, and many fundamentalist incantations are strongly tied to Miquella.
In the most recent round of preview, there have been a number of weapons that curiously have int/fth scaling and requirements, though interestingly i don't think we've seen any spells yet that need both. There ARE some very intriguing little tidbits that i won't share here but we've only seen a fraction of what's to come and that makes me very excited.
Also been thinking a lot recently about multi-hit spells and how they interact with flat damage reduction. I've often heard that those sorts of spells (rancor, pest threads, crystal torrent, etc) tend to underperform in the early-game, and now i've had a bit more firsthand experience with that while using pest threads on my arcane build. I'm hoping that the rancor spells will have picked up by the time i get this character into the dlc, but it also sounds like those ones specifically take a while to scale up. Kinda wish the basic spell was just a single, slow but powerful projectile to give that kind of option early on.
That aside though, i've found the stunlock of rancorcall very useful on occasion! anything short of large enemies tends to get stuck for a second if you can land it, and that gives a good chance to follow up with something else even if the spell itself can be a bit lacking in the damage department.
I'm also getting quite a lot of use out of the magma sorceries, though magma shot has the old ds1-pyromancy problem of being shot out a bit too slow to directly hit distant targets unless you aim manually, and roiling magma has the OPPOSITE problem where you don't want direct hits but locking on will give them to you. Really wish those two spells had their base trajectory swapped, but alas. Clearly that would be too easy and we can't have that can we.
Fashion:
Royal Remains Helm, Gauntlets and Greaves / Mausoleum Surcoat
Wielding Celebrant's Sickle/Celebrant's Skull and (eventually) Gelmir Glintstone Staff/Twinbird Kite Shield