I am having some difficulty sorting out the level 11 dervish magus in Walter's guide.
Here's what he shows:
Walter wrote:
Level 11: Now he’s fairly potent. His level 8 increase has gone to Dex, and his health is now 80, about 20 less than his Str based kin, but still decent enough for an agile character. His Dexterity and Int likely each have a +4 enhancement from gear or spells, and his weapon is probably a +2 and he’s able to augment it further, making the end result something like a +5 keen, or a +3 shocking/flaming/etc. He can haste himself, so when he spell combats with Arcane Accuracy and arcane strike he hits for +24/+24/+19 that hit for 1d6+17 each, critting on a 15-20. His spellstrike as part of that also hits on a +24 with his sword, critting on a 15-20. If it doesn’t crit, the intensified Shocking Grasp hits for 11d6+17, if it does, it hits for 22d6+34. It also has a +2 to overcome spell penetration, and once per day he can empower it. Now his AC is something like 24 or 25, increased to 29 or 30 respectively with Spell Shield.
So, I assume he's counting both Greater Magic Weapon and Arcane pool for buffing the weapon; neither of those can stack on top of existing weapon enhancement bonuses; GMW gets you a +2 at lvl 11 (becomes +3 @ 12), and cannot add properties, only enhancement. You could use arcane pool to boost the weapon to +3, or you can apply effects; I'd assume probably a +1 keen weapon, use GMW to get to +2, and use arcane pool to apply flaming, frost, shocking.
Next, he's talking about applying both arcane accuracy and arcane strike... They're both swift actions, and with one swift action/round, that's a no-no. So, pick one or the other.
It looks like the attack and damage bonus calculations are assuming a +5 weapon and use of both arcane accuracy and arcane strike.... so they are a bit lower for either to-hit or to-damage, and a LOT lower for the other. Am I missing something?