When did the Hexcrafter get errated?


Product Discussion


Just looking.on PFSRD and saw that Magai can now take Grand Hexes at 18 now. In my copy of Ultimate Magic it said level 20.

This is awesome. This has undoubtably confirmed Hexcrafter as the MOST POWERFUL of the magus/archetypes.

Taking a reflex DD class and adding ultimited Save or Lose affects per day (Slumber/Ice Tomb) at 10+Int+1/2HD?

Looks like I'm gonna have to finally write that Hexcrafter Handbook.

Grand Lodge

STR Ranger wrote:

Just looking.on PFSRD and saw that Magai can now take Grand Hexes at 18 now. In my copy of Ultimate Magic it said level 20.

This is awesome. This has undoubtably confirmed Hexcrafter as the MOST POWERFUL of the magus/archetypes.

Taking a reflex DD class and adding ultimited Save or Lose affects per day (Slumber/Ice Tomb) at 10+Int+1/2HD?

Looks like I'm gonna have to finally write that Hexcrafter Handbook.

March 30, when they published errata for Ultimate Magic.


That is awesome! I made an unarmed hexcrafter awhile back making use of the feat that let you swift action a hex after an unarmed strike and it was brutal. Punch, spellstrike Ill Omen, Sleep Hex was a great combo at all levels since my DC was good and they had to take worse of 2 rolls for the save.


How'd you get the Unarmed Strike to land? Permanent Gtr Magic fang?


Was a int/dex build with weapon finesse. The attack was pretty good as I used the arcane pool and enduring blade to longterm buff my unarmed strike. Don't need the dmg output of a normal Magus as you just put everything to sleep.

You could either use amulet of mighty fists or magic fang. Once you have IUS, most DM's I play with say Magic Weapon works as well since it says a monk can use it instead of Magic Fang.

Edit: forgot to mention depending on DM you might have to take 1 level of witch due to not technically having the "hex class feature".


Ok so ideas to focus on:

Save or Lose. - Witches get Slumber (Will), Icy Prison (Fort) as Standard actions. Magus spellist lacks Will/Fort save or lose.

Endurance- When you Hex, you conserve your spells.

Synergy- Cackle won't combine with spell combat. But It does combine with Spellstrike.
When a adjacent you could, Cackle (to keep misfortune etc going) and still deliver a singles.spellstrike attack. Hexes don't provoke either.

Hex Strike- WILL synerguise with spell combat, but you are sacrificing your scimitar crit range.

I see a few builds-

Mr Versatile- generally plays as a standard SG, spell perfection magus, bit takes some offensive hexes to save spells and Expand Save range.

Curse Crafter- Focuses on the hex arcana that let's you spellstrike with curse spells.

Kirin Magus- Took Imp Unarmed Stike, Hex Strike to focus on hex punch.

The wannabe cleric- focuses on the Healing Hexes and buff hexes.

Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / When did the Hexcrafter get errated? All Messageboards

Want to post a reply? Sign in.
Recent threads in Product Discussion
Pocket Editions