After dealing with 1 too many novaing, shocking grasp Magus who only work with the 15 minute adventuring day I wanted to try and build something with a bit more staying power.
We used Elf as the basis for those tasty Elven racial bonuses but you can also build it with Human to get to combat Reflexes a bit earlier.
We've also built it at 5th level which is really where the build comes together and gets all of it's benefits going at once.
This build SHOULD last easily till the early teens (well through PFS lifespan) before it stops being as effective but if anyone has any ideas on how to lengthen/improve it's effectiveness it would definately be appreciated.
The point is to use the high regular damage and hit chance from the Hex and augment it once or twice a fight with a low level spell while really keeping all your opponents from ever being able to do anything to you or your party.
This should seriously cut back on the need to nova every fight and allow you to contribute significantly more to your other party members.
Hairy the Hexcrafter
5th level Elven Magus
Str: 13
Dex: 14
Con: 12
Int: 19 (18 + 4th level bump)
Wis: 10
Cha: 10
HP: 38 AC: 18 (elven chain) Initiative: +4
Traits: Reactionary, Magical Lineage (Frostbite)
Skills: Intimidate +10 (+2 tools/mask), UMD: 8, Spellcraft: 13
Feats: Enforcer, Rime Spell, Power Attack
Arcana: Arcane Accuracy
Hexes: Prehensile Hair, Flight
Scimitar +1
This build functions like the normal basic magus build but uses Frostbite as it's default spell for longevity and focuses on Debuffing and Battlefield control instead.
Each combat begins like this:
Standard action: Activate Prehensile Hair
Swift Action: Arcane Pool +1 to beard
Move action: Move magus to take advantage of his 10' reach
2nd round use spell combat/spellstrike to channel (Rime Spell) Frostbite and make trip attacks against 1 or 2 targets within reach with Arcane Accuracy to guarantee a hit.
Since held charges are discharged on contact with anything as soon as the trip is attempted the target is affected by the 1D6+5 non-lethal damage from the Frostbite with the fatigue condition (no save) and the Entangled condition (no save) from the Rime spell metamagic. This also triggers the free intimidate check from Enforcer (at +10 the magus has a very good chance of succeeding) for the shaken penalty.
Depending on your GM all of this should be resolved before the actual trip attempt is resolved but YMMV.
The target(s) should be at -2 Strength & -6 Dexterity dropping his CMD by 4, vs Hairy's minimum of +8 CMB (+3 BaB +5 Int Bonus +1 weapon enhancement +4 Arcane Accuracy, -5 natural attacks mixed with manufactured weapons).
Against a single target The Magus follows up immediately with a regular attack with his beard for 1D3 +1D6+5 (frostbite) +4 (1.5*Int bonus) +1 (arcane Pool enhancement) then a 5' step to hit with the Scimitar for 1D6+1 (weapon damage + str) +1D6+5 {Frostbite {Spellstrike specifically states ANY weapon you are wielding not just one} and critting on a 18-20 (15-20 if you had the chance to arcane pool or cash to Keen the blade).
Routinely he'll also get an additional AoO when that target tries to stand or crawl away or someone else comes to help it.
Against multiple targets he'll do the trip attack on 2 of them but since he'll only have a +8 CMB (natural attacks mixed with manufactured weapons) he'll 5' step to the weakest one and use his Scimitar (keened as soon as possible) to attack. The target should be at -7 AC, -(9 to 12) to hit so hitting should not be a problem. He'll be doing 1D6+1 (weapon damage + str) +1D6+5 {Frostbite {Spellstrike specifically states ANY weapon you are wielding not just one} and critting on a 18-20 (15-20 if you had the chance to arcane pool or cash to Keen the
blade).
The target will NOT be able to hit you back with a -9 to 12 to hit so your own AC is not that important.
Routinely he'll also get an additional AoO when that target tries to stand or crawl away or someone else comes to help it.
The following round is all about bringing the pain, the target is prone, shaken and fatigued and probably been beaten on by your party members so you invoke Power Attack and spellstrike (Brand, Frostbite or Shocking Grasp depending on how much damage and available targets you need).
1D3 + 9 (int bonus *1.5) +3 (Power attack) + spell damage (+1 brand or +1D6+5 Frostbite) PLUS
1D3 + 9 (int bonus *1.5) +3 (Power attack) + spell damage (+1 brand or +1D6+5 Frostbite)
Is a LOT of damage to drop on a target that can't really be missed and he'll still probably be getting an extra attack via AoO since he threatens such a large area filled with prone targets.
In general your scimitar sees very little use and is more of a backup for when Prehensile hair is unavailable or the challenge is too minor to waste any of your daily uses on and may be replaced with something like a razor whip if you can find a way of getting proficiency in it.
The downside of this build is it will need Combat Reflexes to take advantage of it's reach to deliver AoO's and to avoid losing charges from Frostbite but won't be able to take it until 7th level (unless you play human which would cost you the excellent elven racials)
A fatigued, prone, entangled target is the best gift you can give to a melee character (while if you can put him to sleep sitting on on the toilet with his back turned that would be better but that's a little tricky to pull off), and I know all the Barbarians and Rogues I play with would be ecstatic at this gift.