| Sayer_of_Nay |
The ability to have witch hexes is huge, and well worth the delay of getting spell recall, IMO. But you aren't a witch, and you'll never match the sheer number of hexes they get. Seeing as you will be receiving a much smaller number, which hexes would you take for a hexcrafter?
My first pick would be Prehensile Hair (mainly because I want to make a character based off of the White-Haired Witch from Forbidden Kingdom), followed by the Healing Hex; even a small bit of healing is useful, especially if you have no dedicated healer in the party.
| pad300 |
In terms of power, Slumber. Having a save or lose spell for everything you meet is punchy. Especially as it's a complete step away from the things a Magus normallly tries to. A second tactical path is nice.
All the other attack hexes are really just much less punchy - if you landed one of them, you could have landed Slumber and taken that guy out (at least until someone else wakes him up...).
My second choice would be Flight...It's probably the best general utility hex.
Major Hexes would start with Ice Tomb, for much the same reasons as Slumber - only it's a fort save as a opposed to will, and works on things immune to mind-affecting effects...
After that you are probably running out of hex space.
| Sayer_of_Nay |
A second tactical path is nice.
I do like the theory of an alternate path, but I find that the more I consider it, the less likely it seems. The magus has to balance spellcasting and hitting stuff with swords; they get few arcana as they level , and while taking extra hex is an option, doing so would mean one less feat dedicated to spells or hitting stuff.
In addition, since your are sort of MAD, you can't invest too heavily in intelligence like the witch can, so the save DC's for stuff like Slumber Hex are going to suffer.
| pad300 |
pad300 wrote:A second tactical path is nice.
I do like the theory of an alternate path, but I find that the more I consider it, the less likely it seems. The magus has to balance spellcasting and hitting stuff with swords; they get few arcana as they level , and while taking extra hex is an option, doing so would mean one less feat dedicated to spells or hitting stuff.
In addition, since your are sort of MAD, you can't invest too heavily in intelligence like the witch can, so the save DC's for stuff like Slumber Hex are going to suffer.
In response to your first argument, there are no hexes that help you with your magus spellcasting or hitting stuff with your sword. A few could be used for utility (Flight, Feral Speech, Water lung), which might free up spell slots. Hexes will not interact with your primary fight and cast spells simultaneously focus.
As far as DC's - your hexes will actually be more potent than your spells. They scale with level, rather than spell level. At say 9th level, your hex DC is 15+Int bonus. Your spell DC peaks at 13 + int. Yes, your hexes will be weaker than a witch's. That's why you've got that sword and armour, right...
| Sayer_of_Nay |
Sayer_of_Nay wrote:pad300 wrote:A second tactical path is nice.
I do like the theory of an alternate path, but I find that the more I consider it, the less likely it seems. The magus has to balance spellcasting and hitting stuff with swords; they get few arcana as they level , and while taking extra hex is an option, doing so would mean one less feat dedicated to spells or hitting stuff.
In addition, since your are sort of MAD, you can't invest too heavily in intelligence like the witch can, so the save DC's for stuff like Slumber Hex are going to suffer.
In response to your first argument, there are no hexes that help you with your magus spellcasting or hitting stuff with your sword. A few could be used for utility (Flight, Feral Speech, Water lung), which might free up spell slots. Hexes will not interact with your primary fight and cast spells simultaneously focus.
As far as DC's - your hexes will actually be more potent than your spells. They scale with level, rather than spell level. At say 9th level, your hex DC is 15+Int bonus. Your spell DC peaks at 13 + int. Yes, your hexes will be weaker than a witch's. That's why you've got that sword and armour, right...
Good points. I stand corrected. For some reason I had forgotten that hex DC's scale as you level.
calagnar
|
Hex: Evil Eye: -2 (-4at level 8) to AC, ability checks, attack rolls, saving throws, or skill checks pick one. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This can help you in melee if target AC. The main reason you take this power.
This can help you in spell combat by targeting Saves. not somthing I recomend if your the only caster.
Hex: Fly: Alows you to fly with out casting a spell. Enough sayed.
Hex: Misfortune: It is nice but not as good as evil eye for a magus.
Hex: Slumber: Is there ever a good reason to pass up CDG's a target?
Major Hex: Retribution: Im going to say this one is ok. It's not great but it's not bad.
Major Hex: Hag’s Eye: from my experence with this it's one of the best major hex. It dose the same thing as arcane eye but alows you to split up the use of it's ability as needed. Way send a scout when you can just use a few min of your hag's eye ability to do the same thing? And you can still use it a few more times a day if you need. Unlike casting the spell where you get one use out of it.
| Sayer_of_Nay |
Hex: Evil Eye: -2 (-4at level 8) to AC, ability checks, attack rolls, saving throws, or skill checks pick one. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This can help you in melee if target AC. The main reason you take this power.
This can help you in spell combat by targeting Saves. not somthing I recomend if your the only caster.
You know, I think Evil Eye has become my new favorite offensive hex; misfortune is handy too, but it can't compare with evil eye when it comes to staying power. And the fact that the target is affected even on a failed saving throw is icing on the cake. And since you can extend the hex using cackle, save or not, you're boned. And it's a great way to increase the effectiveness of save or suck spells.