Hexes for a Hexcrafter?


Advice


Hi All. A quick search didn't turn up any consolidated information on this topic, so I thought I'd start a new thread.

Does anyone have any suggestions for hexes for a Hexcrafter, particularly of the offensive variety (as opposed to for utility)? I like the archetype's ability to add longevity to the class, but I still haven't fully wrapped my head around how a offensive-minded Hexcrafter would be built, and how they would play out in combat. Any input would be much appreciated.

Thanks!


Retrebution ???


Alright, here's an idea I had:

hexcrafter staff magus/ monk of many styles 2.

I would level it like thus:
Magus
Magus
Monk (crane style/ crane wing)
Magus
Magus
Magus
Monk (Kirin Style/ Kirin Strike)
Magus

Feats of interest: Hex strike, Monastic legacy

Basically put you'll use Hex strike to put evil eye on your enemies while spell striking. The staff is primarily for the AC since you'll be using up swift action on hex strike you'll avoid arcane strike.

Grand Lodge

Prehensile hair hex is awesome. After your first Hex, take a level in white-haired witch for extreme madness.


You might check out Walter's Guide to the Magus for general magus goodness. Not much detail on Hexcrafters though:

Walter's Guide wrote:

Hexcrafter: the magus with witch’s hexes.

Pros: You get access to witch hexes, and you can spellstrike curse through your sword. Some hexes of particular interest to you might be Evil Eye or Flight. Major Hexes become available at level 12 and include Agony, Hoarfrost and Retribution. Grand Hexes are your capstone at level 20, some good one are Life Giver, Forced Reincarnation and Summon Spirit. If you want to, you can even grab healing hexes to supplement the magus’s total lack of self healing.

Cons: Delay your Spell Recall until level 11. The only drawback, but a pretty hefty one.


Don't get any that are cackle-based, you lack the hexes/feats to support that, and most rounds you'll either have no move action cause you're using spell combat, or you'll need it to move into position so you can spell combat next turn. Stick to ones that stand up on their own as very good. Slumber, Flight, and Prehensile Hair would be the top ones for me. Later on, Ice Tomb and maybe Retribution (depends on how harshly your DM interprets Ice Tomb, it's really poorly written).

Slumber is the only offensive regular hex worth taking for you, Misfortune and Evil Eye both rely too much on cackle. Major hexes, you get two good choices for offense, at least. Grand Hexes...by RAW you'll never ever be able to get. ;)


blackbloodtroll wrote:
Prehensile hair hex is awesome. After your first Hex, take a level in white-haired witch for extreme madness.

I would second prehensile hair. Its most important feature is it provides you a third open "hand", greatly helping a magus to manage action economy and allowing the easy use of metamagic rods while using spell combat.

Flight is also nice for a hexcrafter's mobility.


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Abraham spalding wrote:

Alright, here's an idea I had:

hexcrafter staff magus/ monk of many styles 2.

I would level it like thus:
Magus
Magus
Monk (crane style/ crane wing)
Magus
Magus
Magus
Monk (Kirin Style/ Kirin Strike)
Magus

Feats of interest: Hex strike, Monastic legacy

Basically put you'll use Hex strike to put evil eye on your enemies while spell striking. The staff is primarily for the AC since you'll be using up swift action on hex strike you'll avoid arcane strike.

Interesting. Hex Strike is definitely one of those feats that begs to be used. My only concern is that both Kirin Strike and Hex Strike require swift actions, although I assume you're just utilizing Kirin Strike when it's available, and otherwise leaning on Hex Strike.

StreamOfTheSky wrote:

Don't get any that are cackle-based, you lack the hexes/feats to support that, and most rounds you'll either have no move action cause you're using spell combat, or you'll need it to move into position so you can spell combat next turn. Stick to ones that stand up on their own as very good. Slumber, Flight, and Prehensile Hair would be the top ones for me. Later on, Ice Tomb and maybe Retribution (depends on how harshly your DM interprets Ice Tomb, it's really poorly written).

Slumber is the only offensive regular hex worth taking for you, Misfortune and Evil Eye both rely too much on cackle. Major hexes, you get two good choices for offense, at least. Grand Hexes...by RAW you'll never ever be able to get. ;)

Yeah, my concern had primarily been in terms of the action economy between full attacking and Cackle-ing (and the hexes that lean on it). Slumber would probably be the best bet for my line of thinking: it gives me some nice flexibility to be able to volley slumbers or to go melee, depending on the circumstances.


Qik wrote:
Abraham spalding wrote:

Alright, here's an idea I had:

hexcrafter staff magus/ monk of many styles 2.

I would level it like thus:
Magus
Magus
Monk (crane style/ crane wing)
Magus
Magus
Magus
Monk (Kirin Style/ Kirin Strike)
Magus

Feats of interest: Hex strike, Monastic legacy

Basically put you'll use Hex strike to put evil eye on your enemies while spell striking. The staff is primarily for the AC since you'll be using up swift action on hex strike you'll avoid arcane strike.

Interesting. Hex Strike is definitely one of those feats that begs to be used. My only concern is that both Kirin Strike and Hex Strike require swift actions, although I assume you're just utilizing Kirin Strike when it's available, and otherwise leaning on Hex Strike.

Basically -- I'm assuming that since you're only able to use Hex strike once per opponent you'll switch over to Kirin strike the next (and subsequent) rounds. I would Evil Eye for AC or attack rolls personally since your follow up attacks are iterative attacks with lower bonuses, and your AC still isn't the best in the world.


What are some good curse spells for a hexcrafter? People seem to neglect the other benefit of the archetype. Other than brand, I think that's super cheesy and annoing.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Healing Hex is a nice one, too, especially if you expect to fight a lot of undead.


Jackissocool wrote:
What are some good curse spells for a hexcrafter? People seem to neglect the other benefit of the archetype. Other than brand, I think that's super cheesy and annoing.

Magus already gets Arcane Mark anyway.

Cause being Zorro is awesome. :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jackissocool wrote:
What are some good curse spells for a hexcrafter? People seem to neglect the other benefit of the archetype. Other than brand, I think that's super cheesy and annoing.

Bestow curse. Hit em' once with amnesia and they are DONE.

Hell, you can lie your ass off to them afterwards and make them your puppet. It's not like they will have any skill ranks left in Sense Motive.

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