
Phasics |

In particular a Hexcrafter Magus which opens up the whole lis of Witch Hexes as well. So feats are going at a high premium with extra arcana, extra arcane pool and extra hex all biding for any loose feats.
So question is, is there room for some metamagic, is it worthwhile ?
Right now I'm looking at Magical Lineage and shocking grasp
Metamagic on the table
Intensified Spells
Elemental Spells
so as a nice fall back Magus can be spell combat/spellstriking with 10d6 shocking grasp in a level 1 slot
with elemental spell feat can then have a bunch of modified shocking grasps in level 2 slots for 10d6 fire, acid or cold damage.
at 10th level with a base of 5 1st and 4 2nd you can bank 6-7 of these 10d6 spells for combat when you don't have something better to cast.
now 2 feats starts wetting your appetite for getting 3 so you can head for perfected spell and more free metamagic.
Question is is it really worth it, with all the other feats available on the table.
e.g. extra arcane pool = 2 extra pool points which can fuel some very nice abilities.
thoughts

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Intensified Spells and empower spell are the only ones I look at for damage. Intensified spell adds more damage as you level. Empower spell is usfull from the start. I feal Intensified spell is better, becous of the one level cost vs. the two level cost. Elemental spell is well worth it if you know what your fighting at the start of each day.
Hexcrafter Magus
Feats: extra arcana(You can take hex's with this feet. You don't have the hex class ability to take exta hex. You can use a aracana to take a hex thow.), extra arcane pool(for two points i,ll pass),
Over all from there it depends on how your building the character.
Abilitys I wold look at geting. Hex:evil eye, Hex:fly, Hex:misfortune, Hex:Hag's Eye, Arcane Accuracy, close Range, Hasted Assault, Manuver Mastery.
Feats I wold look at geting. Combat Expertise, Improved & Greater Disarm, Improved & Greater Trip(depending on weapon),
My weapon suggestion for damage is Scimitar. For over all effect of the weapon exotic weapon:Khopesh. And make a trip manuver master hexcaster. It realy depends on your campane thow. If it's a city adventrue where there are a lot of humonoids. Trip rocks. If it's a dungon or wilderness where there are not meny humonoids it's not so good.

Phasics |

Hexcrafter Magus
Feats: extra arcana(You can take hex's with this feet. You don't have the hex class ability to take exta hex. You can use a aracana to take a hex thow.), extra arcane pool(for two points i,ll pass),
Hah not sure why you bothered even writing that take a hex with extra arcana but can't take extra hex .... same diff from where I'm standing ;)
as for the campaign its kingmaker so trip not as useful. with an array of spells and hexes spending your turn attempting a trip or disarm seems a waste when you could use spells to knock people prone and not that a magus can cast it but fear spells are a more efficient way to disarm enemies since they drop what they're holding and run.
There are also other spells that let you do other CM's without feats and other control spells like walls of force
Hasted assualt is also a trap, since you can cast haste and effect your friends too.

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Im runing kingmaker. Most of your set encounters are humanoids. No so much your random encounters. You will have short work days most of the time. There are parts where that is not the case. Using spells to do combat manuver is a wast. If you don't want to do combat manuvers don't take the feat. But don't wast spell slots on them eather. Don't for get you have enlarge person as a 1st level spell. So you can trip up to hug size creatures.
Extra Aracana and Extra Hex do the same thing for you. The other part of that is you don't qualify for split hex or other hex effecting feats. Thats why it makes a difrence later on.
Hasted assualt is for after you have used all your castings per day of hast. Most of the time it will not be used.

Froze_man |

I'm not sure if it would be worth combining with the hexcrafter, but since you are talking about SG and metamagic, I threw together the skeleton of a build here.
I made it before I found Magical Lineage so the number crunching is wrong, and some tweaks should be made if it's going to be used for PFS (maximize seems kind of pointless if you're only going to 12), but I'm not sure I can squeeze much more out of Spellstrike. It would be nice to fit Elemental Spell in, but I wasn't too worried about it since once you hit level 5 you should never memorize SG, so you won't be hurt too badly if you can't use it. I just wish I could figure out how to make Heighten useful for the build.