Question about equiping a level 6 hex / staff / magus


Advice


Here is my character that I'm going to playing a game starting Sunday. I have all of the basics set, however I still need to equip him and that is where I'm running into issues.

Here are the rules that need to be followed.

Starting Gold:
All characters will start with 3,000gps and 1 or 2 magic items whose total market price does not exceed 12,000gps. Magic items must have an accompanying story!

Spell Point System
I still plan to use the spell point system in pathfinder, some adjustments will be needed for some classes.

------------------------------------------------------------------------
Build:
Level 6 Hex-Staff Magus
Race: Tiefling

Traits: Magical Linage (Magic Missile), Quantum University Graduate

STR 14
DEX 14 +2 (16)
CON 14
INT 16 +2 +1 (19)
WIS 8
CHR 10 -2 (8)

Feats
1. Toppling spell, Quarterstaff Master
3. Weapon Focus (staff)
5. Heighten Spell, Weapon Specialization
7. Power attack
9. Spell Penetration
11. Craft Staff, spell focus ()
13. Greater Spell Focus ()
15. quicken spell
17. Spell Perfection, Spell Perfection
19. Greater spell Penetration

Arcana:
3. Arcane Accuracy
6. Evil Eye
9. Wand Wielder
12. Cackle
15. Retribution Hex
18. (Life Giver, Dire Prophecy, Summon Spirit)

Hex:
Prehensile Hair
-----------------------------------------------------------------------
Equipment:
Here is where I’m stumped. See above creation rules. Only 2 Magic Items hurts. also the 2 magic items cannot exceed 12,000gps total combined.

I was thinking about buying Elven chain because it is the best armor outside of celestial chain and i doesn't take up a magic item, but it does eat into my total for magic items leaving only 9,850 left.

Elven chain -5150 (Not Magic)
Just under 9,850gp left for magic items.

Thanks for the advice.


any ideas?

Dark Archive

Well first, why buy elven chain ? Just buy a regular chain shirt made from mithral. The elven chain is only +2 AC and -1 ACP. Is that really worth 5 grand and one of your magic item slots (named magic armor will always be counted by most DM's with restrictions).

With such a low cash limit for items you should probably invest it all into either a good rod (Extend is good) or useful Wondrous Item (boots of speed are nice and so is Headband/belt of +stat, ioun stones or Figurines of power)

Your real issue is not how much cash you have it's how few items you are allowed to have. By 6th level you would usually have about half a dozen to a dozen minor items instead of 1-2 big ones.


I have to disagree with MaN above.

A magus is a fighter/mage, and he's going to be in combat a lot. Not in the background, in the foreground, his abilities require him to be in melee most of the time. That means he needs a good offense/defense. At 6th level, his best bet is an enchanted staff (enhancement only) and using his arcana pool to put special properties on the staff as needed.

I'd go with +1/+1 Quarterstaff (4,600gp), leaving 8,000gp for his other item. I'd make that +1 Elven Chain (6,150gp). This is a combo that will ALWAYS be useful for him in every fight. The elven chain only makes sense if you are going with a high dex though. If not, I'd go with +2 Studded Leather. And then maybe glamour it if there's enough money left over.

For other equipment, you're limited to normal equipment for the 3000gp, I'd pick things that are expensive but useful. MW backpack, MW tools, things like that. I'd say stock up on potions, but those are magic items.

Dark Archive

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mdt wrote:

I have to disagree with MaN above.

A magus is a fighter/mage, and he's going to be in combat a lot. Not in the background, in the foreground, his abilities require him to be in melee most of the time. That means he needs a good offense/defense. At 6th level, his best bet is an enchanted staff (enhancement only) and using his arcana pool to put special properties on the staff as needed.

I'd go with +1/+1 Quarterstaff (4,600gp), leaving 8,000gp for his other item. I'd make that +1 Elven Chain (6,150gp). This is a combo that will ALWAYS be useful for him in every fight. The elven chain only makes sense if you are going with a high dex though. If not, I'd go with +2 Studded Leather. And then maybe glamour it if there's enough money left over.

For other equipment, you're limited to normal equipment for the 3000gp, I'd pick things that are expensive but useful. MW backpack, MW tools, things like that. I'd say stock up on potions, but those are magic items.

My recommendations where based on this characters existing powers.

this build is not really a front line fighter. It tends to spend most of it's time in the back casting support spells and doing ranged trips with the toppling spell power at which point it's doing reach based melee damage (hair whip & staff/spear)
Burning a hex on prehensile hair without a rod to take advantage of it is a wasted option especially as focused on spells as this build is.

the Staff Magus special ability keeps his AC high enough for a Striker build when it does get into melee, leaving the cash available to keep his mobility high and spells lasting longer, being harder to resist.


Thanks for the great thoughts. I think I will get a Meta-magic rod of extend (3,000gps). then get a belt of dexterity +2 (4,000gps). then I think my GM will allow me to get a few expendable magic items like wands and scrolls to finish out the money. (waiting to hear back from him)

Would you get the Ability increase item or something else?

The reason I want to get the elven chain now is because we will be plane hopping and I don't know how often we will get to buy stuff, And it does not eat a magic Item because it says non-magical in the description. I can always have it enchanted later.

Dark Archive

Ability increases are always nice and well worth the cash. If your GM will let you have a few wands scrolls instead then definitely grab as many wands as you can.

There are really only two areas you need to worry about.
At 6th you picked up evil eye which is awesome but you don't get cackle till 12th. This means you will pretty much be getting 1 round of evil eye per round. If you have some other players who can drop that opponent in that round awesome, otherwise....

Also, you are a Dex based 3/4 BaB character with Power Attack. I've seen the math and it can work, especially with Arcane Accuracy but it just feels a little Nova-like and too early a level to me.

Ever thought of switching Cackle and Power Attack?
Your -2 (-4 soon) to anything the opponent does lasting the whole fight instead of 1 round seems like a much better contribution to the party to me.


Mathwei ap Niall wrote:

Ability increases are always nice and well worth the cash. If your GM will let you have a few wands scrolls instead then definitely grab as many wands as you can.

There are really only two areas you need to worry about.
At 6th you picked up evil eye which is awesome but you don't get cackle till 12th. This means you will pretty much be getting 1 round of evil eye per round. If you have some other players who can drop that opponent in that round awesome, otherwise....

Also, you are a Dex based 3/4 BaB character with Power Attack. I've seen the math and it can work, especially with Arcane Accuracy but it just feels a little Nova-like and too early a level to me.

Ever thought of switching Cackle and Power Attack?
Your -2 (-4 soon) to anything the opponent does lasting the whole fight instead of 1 round seems like a much better contribution to the party to me.

How would I do this?

Cackle is from Arcana, power attack is from 7th level feat selection

Also

3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

so that's 7 rounds on a will save DC 17 when I reach 8th level the DC will be 19+ depending on int boosting item maybe.

Dark Archive

Dalamar666 wrote:
Mathwei ap Niall wrote:

Ability increases are always nice and well worth the cash. If your GM will let you have a few wands scrolls instead then definitely grab as many wands as you can.

There are really only two areas you need to worry about.
At 6th you picked up evil eye which is awesome but you don't get cackle till 12th. This means you will pretty much be getting 1 round of evil eye per round. If you have some other players who can drop that opponent in that round awesome, otherwise....

Also, you are a Dex based 3/4 BaB character with Power Attack. I've seen the math and it can work, especially with Arcane Accuracy but it just feels a little Nova-like and too early a level to me.

Ever thought of switching Cackle and Power Attack?
Your -2 (-4 soon) to anything the opponent does lasting the whole fight instead of 1 round seems like a much better contribution to the party to me.

How would I do this?

Cackle is from Arcana, power attack is from 7th level feat selection

Also

3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

so that's 7 rounds on a will save DC 17 when I reach 8th level the DC will be 19+ depending on int boosting item maybe.

There's a feat called: Extra hex. Spend a feat get a hex.

And never assume an opponent is always going to fail their save. One lucky roll and boom, your biggest debuff goes away.
With cackle you don't care if they make the save, as soon as you start laughing that de-buff stays on, letting you stack more and more versions of it on the BBEG.


Mathwei ap Niall wrote:
Dalamar666 wrote:
Mathwei ap Niall wrote:

Ability increases are always nice and well worth the cash. If your GM will let you have a few wands scrolls instead then definitely grab as many wands as you can.

There are really only two areas you need to worry about.
At 6th you picked up evil eye which is awesome but you don't get cackle till 12th. This means you will pretty much be getting 1 round of evil eye per round. If you have some other players who can drop that opponent in that round awesome, otherwise....

Also, you are a Dex based 3/4 BaB character with Power Attack. I've seen the math and it can work, especially with Arcane Accuracy but it just feels a little Nova-like and too early a level to me.

Ever thought of switching Cackle and Power Attack?
Your -2 (-4 soon) to anything the opponent does lasting the whole fight instead of 1 round seems like a much better contribution to the party to me.

How would I do this?

Cackle is from Arcana, power attack is from 7th level feat selection

Also

3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

so that's 7 rounds on a will save DC 17 when I reach 8th level the DC will be 19+ depending on int boosting item maybe.

There's a feat called: Extra hex. Spend a feat get a hex.

And never assume an opponent is always going to fail their save. One lucky roll and boom, your biggest debuff goes away.
With cackle you don't care if they make the save, as soon as you start laughing that de-buff stays on, letting you stack more and more versions of it on the BBEG.

As the resident witch expert, let me ask you a question. Can a hexmage take extra hex at 1st or 3rd level? Should they be able to?


Davick wrote:

As the resident witch expert, let me ask you a question. Can a hexmage take extra hex at 1st or 3rd level? Should they be able to?

You are correct that one could not take extra Hex because this character does not have the Hex class Feature.

However, you can take the Extra Arcana feat and get a new Hex that way.

Dark Archive

Davick wrote:
Mathwei ap Niall wrote:
Dalamar666 wrote:
Mathwei ap Niall wrote:

Ability increases are always nice and well worth the cash. If your GM will let you have a few wands scrolls instead then definitely grab as many wands as you can.

There are really only two areas you need to worry about.
At 6th you picked up evil eye which is awesome but you don't get cackle till 12th. This means you will pretty much be getting 1 round of evil eye per round. If you have some other players who can drop that opponent in that round awesome, otherwise....

Also, you are a Dex based 3/4 BaB character with Power Attack. I've seen the math and it can work, especially with Arcane Accuracy but it just feels a little Nova-like and too early a level to me.

Ever thought of switching Cackle and Power Attack?
Your -2 (-4 soon) to anything the opponent does lasting the whole fight instead of 1 round seems like a much better contribution to the party to me.

How would I do this?

Cackle is from Arcana, power attack is from 7th level feat selection

Also

3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

so that's 7 rounds on a will save DC 17 when I reach 8th level the DC will be 19+ depending on int boosting item maybe.

There's a feat called: Extra hex. Spend a feat get a hex.

And never assume an opponent is always going to fail their save. One lucky roll and boom, your biggest debuff goes away.
With cackle you don't care if they make the save, as soon as you start laughing that de-buff stays on, letting you stack more and more versions of it on the BBEG.

As the resident witch expert, let me ask you a question. Can a hexmage take extra hex at 1st or 3rd level? Should they be able to?

Unfortunately no you have to wait till 4th+ to take extra hex. He doesn't get access to any of the witch's hexes until he hits 4th level and gains the ability Hex Magus which he doesn't get till 4th.

Sucks since it costs you 3 possible hexes but it's that way for balance reasons.


Mathwei ap Niall wrote:

Unfortunately no you have to wait till 4th+ to take extra hex. He doesn't get access to any of the witch's hexes until he hits 4th level and gains the ability Hex Magus which he doesn't get till 4th.
Sucks since it costs...

Actually, after posting the question, I looked into it more myself. And it seems a little odd. Hex Magus is gained at level 4, and specifically says the magus gains access to hexes. However Hex Arcana doesn't have a listed level and says that any hex may be taken in place of a magus arcana. Which of course comes at 3rd level, and is also the level at which you could first take Extra arcana, and take a hex in place of that one too. Meaning you could have 3 hexes at level 4.

Unless there's something lost in the prd from the UM book...

Dark Archive

Davick wrote:
Mathwei ap Niall wrote:

Unfortunately no you have to wait till 4th+ to take extra hex. He doesn't get access to any of the witch's hexes until he hits 4th level and gains the ability Hex Magus which he doesn't get till 4th.
Sucks since it costs...

Actually, after posting the question, I looked into it more myself. And it seems a little odd. Hex Magus is gained at level 4, and specifically says the magus gains access to hexes. However Hex Arcana doesn't have a listed level and says that any hex may be taken in place of a magus arcana. Which of course comes at 3rd level, and is also the level at which you could first take Extra arcana, and take a hex in place of that one too. Meaning you could have 3 hexes at level 4.

Unless there's something lost in the prd from the UM book...

Hex arcana is a replacement for Arcana which is gained at third level.

but since you don't get hex magus until 4th you are restricted to spending your first hex arcana on an arcana.

The intent is easily understood but not spelled out. I put that on rushed editing and page count myself.


Mathwei ap Niall wrote:
Davick wrote:
Mathwei ap Niall wrote:

Unfortunately no you have to wait till 4th+ to take extra hex. He doesn't get access to any of the witch's hexes until he hits 4th level and gains the ability Hex Magus which he doesn't get till 4th.
Sucks since it costs...

Actually, after posting the question, I looked into it more myself. And it seems a little odd. Hex Magus is gained at level 4, and specifically says the magus gains access to hexes. However Hex Arcana doesn't have a listed level and says that any hex may be taken in place of a magus arcana. Which of course comes at 3rd level, and is also the level at which you could first take Extra arcana, and take a hex in place of that one too. Meaning you could have 3 hexes at level 4.

Unless there's something lost in the prd from the UM book...

Hex arcana is a replacement for Arcana which is gained at third level.

but since you don't get hex magus until 4th you are restricted to spending your first hex arcana on an arcana.

The intent is easily understood but not spelled out. I put that on rushed editing and page count myself.

I dunno. It's definitely hard to say the intent. I feel like it may have been intentional to give two hexes in a row like the witch gains when they start getting hexes. Its not really any more powerful than just taking two arcana instead.

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