Abraham spalding wrote:
Alright, here's an idea I had:
hexcrafter staff magus/ monk of many styles 2.
I would level it like thus:
Magus
Magus
Monk (crane style/ crane wing)
Magus
Magus
Magus
Monk (Kirin Style/ Kirin Strike)
Magus
Feats of interest: Hex strike, Monastic legacy
Basically put you'll use Hex strike to put evil eye on your enemies while spell striking. The staff is primarily for the AC since you'll be using up swift action on hex strike you'll avoid arcane strike.
Interesting. Hex Strike is definitely one of those feats that begs to be used. My only concern is that both Kirin Strike and Hex Strike require swift actions, although I assume you're just utilizing Kirin Strike when it's available, and otherwise leaning on Hex Strike.
StreamOfTheSky wrote:
Don't get any that are cackle-based, you lack the hexes/feats to support that, and most rounds you'll either have no move action cause you're using spell combat, or you'll need it to move into position so you can spell combat next turn. Stick to ones that stand up on their own as very good. Slumber, Flight, and Prehensile Hair would be the top ones for me. Later on, Ice Tomb and maybe Retribution (depends on how harshly your DM interprets Ice Tomb, it's really poorly written).
Slumber is the only offensive regular hex worth taking for you, Misfortune and Evil Eye both rely too much on cackle. Major hexes, you get two good choices for offense, at least. Grand Hexes...by RAW you'll never ever be able to get. ;)
Yeah, my concern had primarily been in terms of the action economy between full attacking and Cackle-ing (and the hexes that lean on it). Slumber would probably be the best bet for my line of thinking: it gives me some nice flexibility to be able to volley slumbers or to go melee, depending on the circumstances.