Warlock: STR Ranger's Guide to the Hexcrafter.


Advice

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@B0sh1

Hmm; well, the Hexcrafter loses Spell Recall, which is one of the magus' primary use of arcane pool points. I'd suggest that the feat isn't necessary. Particularly since, if you're out of points, you can just hex away.


GM Arkwright wrote:

@B0sh1

Hmm; well, the Hexcrafter loses Spell Recall, which is one of the magus' primary use of arcane pool points. I'd suggest that the feat isn't necessary. Particularly since, if you're out of points, you can just hex away.

They get spell recall when they would normally get improved spell recall.


Yes, that's what I am curious is once you get spell recall. Also arcane points are valuable if you're busting 2 at a time to hit something's touch AC every round instead of regular AC or boosting attacks with arcane accuracy.


@Martiln

Heh, I always forget that; such a handy ability.

Is your game going to go anywhere near level 11? If not then what I said about no spell recall is correct.

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Martiln wrote:
GM Arkwright wrote:

@B0sh1

Hmm; well, the Hexcrafter loses Spell Recall, which is one of the magus' primary use of arcane pool points. I'd suggest that the feat isn't necessary. Particularly since, if you're out of points, you can just hex away.

They get spell recall when they would normally get improved spell recall.

The primary use of arcane pool points is actually for Arcane Accuracy/Accurate Strike and weapon enhancements. Spell Recall is almost never necessary with just a bit of planning.

With that said it really comes down to how big of a pool you'll think you need to keep using those powers.


@GM Arkwright

It's a home game and not an AP and as far as I know there is no hard cap planned, so I am assuming we'll see those levels. GM is a convert from 3.5 whose campaign would regularly hit into above 20th level games.


I am planning to build "The Melee Transmorgifist" kind of Hexcrafter.
For 15pt buy, I am thinking an Elf with stats:
STR 13, DEX 14, CON 12, INT 17, WIS, CHA

I doesn't follow recommended stat distribution INT>STR>CON>DEX>WIS>CHA but an an Elf it is expensive to raise CON and DEX is cheep.

What stats would you recommend to Transmorgifist Elf?

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Kuolio wrote:

I am planning to build "The Melee Transmorgifist" kind of Hexcrafter.

For 15pt buy, I am thinking an Elf with stats:
STR 13, DEX 14, CON 12, INT 17, WIS, CHA

I doesn't follow recommended stat distribution INT>STR>CON>DEX>WIS>CHA but an an Elf it is expensive to raise CON and DEX is cheep.

What stats would you recommend to Transmorgifist Elf?

My recommendation is don't do it.

The point of the transmorg build is to use shapechanging abilities to assume melee bruiser forms to maximize your number of attacks with a significant strength damage added onto each hit. This is a strict in your face melee build so you will be getting full attacked OFTEN.
A dex based elf build will be lacking in strength (the core of every natural attack build) lacking in Con (to absorb the MANY attacks directed your way) and will be spending all your feats/resources on inefficient pre-requisites (You'll need Weapon Finesse and Pirhanna Strike just to get your to-hit and damage equal to base build).

It is possible to build a dex based natural attack build but that is a cash/feat expensive design and it falls apart around 10th-ish level. With the constant need to focus on raising your Dex you quickly run into max dex bonus that armor has (until you can afford Celestial Armor and that won't be enough past 14th or so) as well as the large number of things that will deny you your Dex Bonus stripping you of your AC and you won't have the hit points to fall back on when that happens.


Mathwei ap Niall wrote:
Kuolio wrote:

I am planning to build "The Melee Transmorgifist" kind of Hexcrafter.

For 15pt buy, I am thinking an Elf with stats:
STR 13, DEX 14, CON 12, INT 17, WIS, CHA

I doesn't follow recommended stat distribution INT>STR>CON>DEX>WIS>CHA but an an Elf it is expensive to raise CON and DEX is cheep.

What stats would you recommend to Transmorgifist Elf?

My recommendation is don't do it.

Well, that was my first thought when I was tinkering with the build, but guide says:

"Elf: The best Magus race reguardless of Archetype. BAR NONE!!"
And in Transmorgifist part again:
"Elf is best race for racial arcanas."

And I really agree that Elf favored class options is great. That's why Elf is so tempting.

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Kuolio wrote:
Mathwei ap Niall wrote:
Kuolio wrote:

I am planning to build "The Melee Transmorgifist" kind of Hexcrafter.

For 15pt buy, I am thinking an Elf with stats:
STR 13, DEX 14, CON 12, INT 17, WIS, CHA

I doesn't follow recommended stat distribution INT>STR>CON>DEX>WIS>CHA but an an Elf it is expensive to raise CON and DEX is cheep.

What stats would you recommend to Transmorgifist Elf?

My recommendation is don't do it.

Well, that was my first thought when I was tinkering with the build, but guide says:

"Elf: The best Magus race reguardless of Archetype. BAR NONE!!"
And in Transmorgifist part again:
"Elf is best race for racial arcanas."

And I really agree that Elf favored class options is great. That's why Elf is so tempting.

The only reason Elf is flagged so highly is MOST magi are built as dervish dancers before much thought was put into what downsides Dex Builds have with the favored class and spell penetration bonus.

I've recently accepted that honestly, strength builds are better for Magi and have been re-examining these old builds wih new eyes.

Transmorgs benefit far too much from high str and are hit too hard by high dex to really claim that Elf is the single best option.
Right now the number 1 magus race is the Tiefling. It loses the racial arcana's but the stat allowance, spell-like abilities, resistances and free archetype really pushes it over the edge.


Mathwei ap Niall wrote:
Kuolio wrote:
Mathwei ap Niall wrote:
Kuolio wrote:

I am planning to build "The Melee Transmorgifist" kind of Hexcrafter.

For 15pt buy, I am thinking an Elf with stats:
STR 13, DEX 14, CON 12, INT 17, WIS, CHA

I doesn't follow recommended stat distribution INT>STR>CON>DEX>WIS>CHA but an an Elf it is expensive to raise CON and DEX is cheep.

What stats would you recommend to Transmorgifist Elf?

My recommendation is don't do it.

Well, that was my first thought when I was tinkering with the build, but guide says:

"Elf: The best Magus race reguardless of Archetype. BAR NONE!!"
And in Transmorgifist part again:
"Elf is best race for racial arcanas."

And I really agree that Elf favored class options is great. That's why Elf is so tempting.

The only reason Elf is flagged so highly is MOST magi are built as dervish dancers before much thought was put into what downsides Dex Builds have with the favored class and spell penetration bonus.

I've recently accepted that honestly, strength builds are better for Magi and have been re-examining these old builds wih new eyes.

Maybe you are right, maybe Elf isn't good race choice.

The Melee Transmorgifist in the guide is heavily build on Elf favored class option of (3 bonus arcana), IF Elf is not good choice whole build should be updated.

What kind of build would you recommend?
Do you still see build that is based on Rime Spell+Frostbite+Magical Lineage+Enforcer and Combat Expertise+Blindfight/Moonlight Stalker viable?


I do. I wrote the original Melee Transmorgifist.

Remember the Transmorgifist part doesn't really come online till level 7 when you get 3rd level slots.

The Rime Spell+Frostbite+Magical Lineage+Enforcer and Combat Expertise+Blindfight/Moonlight Stalker build still works great.

Str Ranger here. Posting as Varrel, the very build in question.
You can read back through his Crimson Throne game to see how it plays out.

In a nutshell.

He scouts quite effectively using the BLEND elf spell.
It's basically Hide in plain sight with +4 bonus.

1 BBEG. Slumber. CdG.
If that fails. Go SHIELD spell and then SG his ass.

If multiple enemies? DEFINITELY Rime Frostbite w/Enforcer.
Varrel has 7 CHA but Maxed Intimidate is still a decent shot.
Even at level 6- doing an extra 1d6cold+ 6non lethal is a nice hit.
And Connecting still isn't a problem cause my arcane pool enchanted weapon erases my to hit loss.

Note he doesn't have power attack yet but he will along with Arcane Accuracy.

A bit point though. Varrel was a 24point buy.
He rolled well his last few level ups and rarely gets hit.

He is NOT the main tank (Yet). More a flanker who hits f#ck!ng hard.
He is also filling the wizard role a bit and the only char who can fly.

Currently level 6 he is a bit of a blend of Defiler (the rime Frostbite DEFINITELY counts as a debuff). The Transmorgifist will start with him taking a Gargoyle form. Charging the Rime spell and them using ARCANE ACCURACY to claw/gore the crap out of the enemy. Blurred if time allows.

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Varrel wrote:

I do. I wrote the original Melee Transmorgifist.

Remember the Transmorgifist part doesn't really come online till level 7 when you get 3rd level slots.

The Rime Spell+Frostbite+Magical Lineage+Enforcer and Combat Expertise+Blindfight/Moonlight Stalker build still works great.

Str Ranger here. Posting as Varrel, the very build in question.
You can read back through his Crimson Throne game to see how it plays out.

In a nutshell.

He scouts quite effectively using the BLEND elf spell.
It's basically Hide in plain sight with +4 bonus.

1 BBEG. Slumber. CdG.
If that fails. Go SHIELD spell and then SG his ass.

If multiple enemies? DEFINITELY Rime Frostbite w/Enforcer.
Varrel has 7 CHA but Maxed Intimidate is still a decent shot.
Even at level 6- doing an extra 1d6cold+ 6non lethal is a nice hit.
And Connecting still isn't a problem cause my arcane pool enchanted weapon erases my to hit loss.

Note he doesn't have power attack yet but he will along with Arcane Accuracy.

A bit point though. Varrel was a 24point buy.
He rolled well his last few level ups and rarely gets hit.

He is NOT the main tank (Yet). More a flanker who hits f#ck!ng hard.
He is also filling the wizard role a bit and the only char who can fly.

Currently level 6 he is a bit of a blend of Defiler (the rime Frostbite DEFINITELY counts as a debuff). The Transmorgifist will start with him taking a Gargoyle form. Charging the Rime spell and them using ARCANE ACCURACY to claw/gore the crap out of the enemy. Blurred if time allows.

Varrel is definitely an effective and potent character... at his 24pt build. The OP however is using a 15pt build and we know just how tight the stat allocation is.

With enough points anything works but with a limit this low I can't in good confidence recommend a dex-based elf transmorg.

The monlight stalker and rime+enforcer builds are still and probably always will be some of the most effective feat combos.


Mathwei ap Niall wrote:
Varrel wrote:

I do. I wrote the original Melee Transmorgifist.

Varrel is definitely an effective and potent character... at his 24pt build. The OP however is using a 15pt build and we know just how tight the stat allocation is.

With enough points anything works but with a limit this low I can't in good confidence recommend a dex-based elf transmorg.

The monlight stalker and rime+enforcer builds are still and probably always will be some of the most effective feat combos.

Tiefling and Elf both get the same +2 to DEX, but builds doesn't have to be DEX based.

Both races can get very similar stats, for example:
STR 15, DEX 10, CON 12, INT 17, WIS 10, CHA 8 (Tiefling still has 1 point to spend)

So i'd say that it totally depends on which one has better racial traits and favored class options.

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Kuolio wrote:
Mathwei ap Niall wrote:
Varrel wrote:

I do. I wrote the original Melee Transmorgifist.

Varrel is definitely an effective and potent character... at his 24pt build. The OP however is using a 15pt build and we know just how tight the stat allocation is.

With enough points anything works but with a limit this low I can't in good confidence recommend a dex-based elf transmorg.

The monlight stalker and rime+enforcer builds are still and probably always will be some of the most effective feat combos.

Tiefling and Elf both get the same +2 to DEX, but builds doesn't have to be DEX based.

Both races can get very similar stats, for example:
STR 15, DEX 10, CON 12, INT 17, WIS 10, CHA 8 (Tiefling still has 1 point to spend)

So i'd say that it totally depends on which one has better racial traits and favored class options.

Tieflings have variable stat adjustments based on bloodline. The Oni-Spawn with their +2 Str & Wis and -2Cha and free alter self spell-like ability are among the better choices. Though the Daemon-Born with +2 Dex, +2 Int, –2 Wis with a prehensile tail make for quite effective Magi as well.


Mathwei ap Niall wrote:
Kuolio wrote:


Tiefling and Elf both get the same +2 to DEX, but builds doesn't have to be DEX based.
Both races can get very similar stats, for example:
STR 15, DEX 10, CON 12, INT 17, WIS 10, CHA 8 (Tiefling still has 1 point to spend)

So i'd say that it totally depends on which one has better racial traits and favored class options.

Tieflings have variable stat adjustments based on bloodline. The Oni-Spawn with their +2 Str & Wis and -2Cha and free alter self spell-like ability are among the better choices. Though the Daemon-Born with +2 Dex, +2 Int, –2 Wis with a prehensile tail make for quite effective Magi as well.

Nice, I didn't know that. It isn't from the Advanced Race Guide.

Tiefling seems like a good race choice, but so is Elf.


Varrel wrote:


The Rime Spell+Frostbite+Magical Lineage+Enforcer and Combat Expertise+Blindfight+Moonlight Stalker build still works great.

If multiple enemies? DEFINITELY Rime Frostbite w/Enforcer.
Varrel has 7 CHA but Maxed Intimidate is still a decent shot.

I am planning to change some feats to boost survivability (to compensate low CON and DEX)...

Maybe dropping Enforcer and taking Toughness.
How usefull Enforcer is based on your experience?
(I am just speculating, I haven't been playing magus)


Kuolio wrote:
Varrel wrote:


I am planning to change some feats to boost survivability (to compensate low CON and DEX)...
Maybe dropping Enforcer and taking Toughness.
How usefull Enforcer is based on your experience?
(I am just speculating, I haven't been playing magus)

Or maybe I keep Enforcer but build hexcrafter staff magus. That would ruin spell crits, but boost AC.


pad300 wrote:
STR Ranger wrote:


As for why no Staff Magus? Don't like losing crit range and the abilities it gives up.

Crit range I will discuss further below, but abilities. You mean the ones you aren't using - Med and Heavy Armor proficiencies and Fighter Training. You're wearing light armor (mithril breastplate)...

Staff magus can't wear mithral breastplate:

Mithral: "Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor."

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Kuolio wrote:
pad300 wrote:
STR Ranger wrote:


As for why no Staff Magus? Don't like losing crit range and the abilities it gives up.

Crit range I will discuss further below, but abilities. You mean the ones you aren't using - Med and Heavy Armor proficiencies and Fighter Training. You're wearing light armor (mithril breastplate)...

Staff magus can't wear mithral breastplate:

Mithral: "Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor."

Yes they can, they just have to spend a feat on Medium armor Proficiency or suffer the penalty.

Anyone can wear any armor they want provided they are willing to accept the Non-Proficiency penalty.


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Kuolio wrote:
Varrel wrote:


The Rime Spell+Frostbite+Magical Lineage+Enforcer and Combat Expertise+Blindfight+Moonlight Stalker build still works great.

If multiple enemies? DEFINITELY Rime Frostbite w/Enforcer.
Varrel has 7 CHA but Maxed Intimidate is still a decent shot.

I am planning to change some feats to boost survivability (to compensate low CON and DEX)...

Maybe dropping Enforcer and taking Toughness.
How usefull Enforcer is based on your experience?
(I am just speculating, I haven't been playing magus)

ENFORCER is turning an effective -3 debuff into a -5 debuff.

15 point buy?
I'd go
15 Str (1st stat point here at 4)
14 Dex
12 Con
17 Int (8th, 12th, 16th here)
8 Wis
7 Cha

A 16 str char is viable for damage
A 20 Int+6Belt+4Tome will get Int30 for great saves on your Mostly (reflex) spells and more importantly measures your arcane pool and hex DC.

Your favored bonus still should go to extra hex. With this build SHIELD spell is your friend. You have more reason to go MOONLIGHT STALKER because you rely on miss spells for concealment (TO HIT AND DAMAGE) and you need to avoid getting hit.

I would not take toughness. You are NOT the melee bruiser.
You assume the forms for extra attacks and rely on using miss spells to avoid getting hit.

The rime/Enforcer trick is MORE important because it lowers the enemies chance of hitting you.

Use a farie dragon familiar to cast Ill omen on bad guys you fight to make them miss.

The Tiefling has strong point buy advantages at low levels. By 6th when you have the extra arcana it would be worth it.

I say again. YOU ARE NOT A BEATSTICK. The idea is to debuff the crap out of your opponent THEN kill them.


STR Ranger wrote:


ENFORCER is turning an effective -3 debuff into a -5 debuff.

With this build SHIELD spell is your friend. You have more reason to go MOONLIGHT STALKER because you rely on miss spells for concealment (TO HIT AND DAMAGE) and you need to avoid getting hit.

I would not take toughness. You are NOT the melee bruiser.
You assume the forms for extra attacks and rely on using miss spells to avoid getting hit.

The rime/Enforcer trick is MORE important because it lowers the enemies chance of hitting you.

Use a farie dragon familiar to cast Ill omen on bad guys you fight to make them miss.

I say again. YOU ARE NOT A BEATSTICK. The idea is to debuff the crap out of your opponent THEN kill them.

Thanks for the tips.

I really like this build.


I have a question about hex mechanics. Are there verbal or somatic components to them? I assume you have to at least see the enemy. Sorry for my ignorance, but all my info is limited to the pathfinder srd.


Hexes are Supernatural abilities and thus lack verbal and somatic components; though errata states that the Cackle hex specifically requires the equivalent of a loud speaking voice, I believe.


Question on Monstrous Physique: I turn into a Gargoyle and move into position. When I take my full attacks on my next turn, how many attacks am I getting? How many of these are with my sword, and how many are the Natural Attacks (Claws, Gore, etc)? Do I still get to cast Spells and do Spell combat while in this form?

I'm not at the level to do this yet, but I want to get it straightened out before my character gets there.

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Acclimation wrote:

Question on Monstrous Physique: I turn into a Gargoyle and move into position. When I take my full attacks on my next turn, how many attacks am I getting? How many of these are with my sword, and how many are the Natural Attacks (Claws, Gore, etc)? Do I still get to cast Spells and do Spell combat while in this form?

I'm not at the level to do this yet, but I want to get it straightened out before my character gets there.

It really depends on whether you are using spell combat or not and which gargoyle you turn in to.

If you are using Monstrous Physique 1 AND spell Combat AND casting a touch spell you would get either 2 claw attacks OR your normal iterative attacks with your sword +1.

If you are using Monstrous Physique 1 after casting a touch spell last round (or quickened one this round) then you would get 4 attacks (2 claws, a bite and a gore). If you decided to attack with your sword then you'd lose 1 attack but add all your iterative attacks with the sword.

The real point is any round you use spell combat you can only attack with your weapon AND CANNOT USE YOUR OFF-HAND OR ANY OTHER NON-HAND RELATED NATURAL WEAPON TO ATTACK WITH.
The gargoyle form is reduced to only using it's claws to attack so it's usually better to use the sword instead. If you aren't using Spell Combat however that restriction goes away and you can use all your natural attacks again.

At this point there are really only 5 forms you will want to rely on for this type of Magi now.
The Charda, the Calikang, the Four Armed Gargoyle the Four armed Sahuagin Mutant & the WitchWyrd. With the Charda and 4 armed sahuagin mutant being the best choice for MP 1 and the Calikang being the overall best form possible.

All of these forms share one simple fact, they have and only use hand based natural attacks so they are valid choices with spell combat while allowing you to make more attacks then you should normally be able to.


+1 to what he said.


For the defiler build, instead of the scribe scroll feat, do you think it would be good to maybe spend a feat on medium armor proficiency rather than waiting for around lvl 9?

I'm a little confused on the rime spell and magical lineage, casting frostbite with rime spell will make that lvl 0 so does that mean it becomes a cantrip and won't be expended?


You can't use this magical lineage to adjust a spell's effective level below the spell's original level.

But rime frostbite is still level 1 spell, not level 2 as it would be without magical lineage.
"A rime spell uses up a spell slot one level higher than the spell's actual level."

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Menas the White wrote:

For the defiler build, instead of the scribe scroll feat, do you think it would be good to maybe spend a feat on medium armor proficiency rather than waiting for around lvl 9?

I'm a little confused on the rime spell and magical lineage, casting frostbite with rime spell will make that lvl 0 so does that mean it becomes a cantrip and won't be expended?

Absolutely not. You don't get the ability to cast in medium armor until then so trying to wear it before just gives you a horrible spell failure penalty.

Anyway, the Defiler build is currently non-functional due to the massive nerf to spell combat so I can no longer recommend it in it's current form.
We are still working on a new version of it but at this time it's slow going.


I see, it looks really interesting.


At the moment this avatar is a decent Defiler.

Rime Frostbite/Enforcer puts -5 to enemy attack by doing Entangled, Fatigued and Intimidate all at once.

Doesn’t do grappled like Mathwei's old Hair hex build but works in a pinch.


Where is the ruling indicating you only get Spell Recall at lvl 11 rather than Improved Spell Recall?


It's in the ADVANCED PLAYERS GUIDE.

Under the rules for acquiring archetypes.

If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level.

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What are the thoughts on the Bruising Intellect trait from Ultimate Campaign? It makes Intimidate an Intelligence-based skill, and makes it a class skill.


STR Ranger wrote:

It's in the ADVANCED PLAYERS GUIDE.

Under the rules for acquiring archetypes.

If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level.

Ok. So many different books. I think I'm going to do some refresh reading on the official Paizo PRD.


Mergy wrote:
What are the thoughts on the Bruising Intellect trait from Ultimate Campaign? It makes Intimidate an Intelligence-based skill, and makes it a class skill.

It makes an awesome 3rd trait.

I mean Wayang Spellhunter and Magical Lineage are the two best bar none.
Buuut if you are gonna use Enforcer or Cornugon Smash Frostbites them it is pretty sweet.

Keep in mind ultimate campaign lets you take a char flaw for a 3rd trait.

I actually took Paranoid. Brusing Intellect is sweet, but I chose Student of Philosophy.

Why? Because the check to demoralize gets significantly easier as you level because it does not scale much.

Diplomacy is used more often and doesn't turn people against you.
Purely for demoralize though bruising Intellect is awesome


I don't know if it's been mentioned but I found an error in your Defiler build.

How it works:
This build hinges around using your Hair natural attack for ALL your attack actions. As your only natural attack it is always at Full Bab and does 1-1/2 times your Strength bonus on damage rolls. Since you use your Intelligence bonus in place of strength every time you boost your Int you boost your melee to-hit and damage.

You have Prehensile Hair listed as a regular Natural Attack, which isn't the case. I've made bold the relevant section.

Prehensile Hair (Taken from PFSRD):
Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows. Source: Ultimate Magic.

Unfortunately, secondary natural attacks tend to suck...

Secondary Natural Attacks (from PRD):
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

So, from how I'm reading all this, hair attacks would be d20+BAB-5 to hit with 1d3+(1/2 Int) damage. Not that impressive especially considering the Magus' already weak 3/4 BAB progression.

Seeing as how the Defiler is built heavily around using the Prehensile Hair as it's main attack, this one difference will have a huge impact on the build. Hopefully I'm wrong and I've simply over looked something here... if not, cheers anyways! It's a good read and I applaud your effort in getting this all together.

Mathwei ap Niall wrote:
Anyway, the Defiler build is currently non-functional due to the massive nerf to spell combat so I can no longer recommend it in it's current form.

What nerf? Link please?


He probably means the lack of Spell Combat working as a Full Attack.

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Varrel wrote:
Mergy wrote:
What are the thoughts on the Bruising Intellect trait from Ultimate Campaign? It makes Intimidate an Intelligence-based skill, and makes it a class skill.

It makes an awesome 3rd trait.

I mean Wayang Spellhunter and Magical Lineage are the two best bar none.
Buuut if you are gonna use Enforcer or Cornugon Smash Frostbites them it is pretty sweet.

Keep in mind ultimate campaign lets you take a char flaw for a 3rd trait.

I actually took Paranoid. Brusing Intellect is sweet, but I chose Student of Philosophy.

Why? Because the check to demoralize gets significantly easier as you level because it does not scale much.

Diplomacy is used more often and doesn't turn people against you.
Purely for demoralize though bruising Intellect is awesome

I know the popular thing is to always have Intensified shocking grasp on every build; is it really necessary for a build primarily built to debuff and support? There's not a massive difference between 5d6 and 10d6 damage (17.5 on average). It will usually either one-shot the enemy anyway, or it won't be enough.


Raith Shadar wrote:
He probably means the lack of Spell Combat working as a Full Attack.

No, the OP specifically said Prehensile Hair is a full BAB attack using 1.5 Str (Int in this case) for damage, inferring it to be a Primary Natural Attack.

RAW, Prehensile Hair is a Secondary Natural Attack, as pointed out in my previous post. If this has an errata, please point me to it. When I found out PH is a Secondary, it killed a build idea I had similar to the Defiler build he posted.

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If a creature has only one natural attack, it's primary; this is true even if it's listed as a secondary natural attack.

Citation pending! :)


Mergy wrote:

If a creature has only one natural attack, it's primary; this is true even if it's listed as a secondary natural attack.

Citation pending! :)

How would that work with a creature that also has Primary and Off handed attacks? I.e. using a manufactured weapon or using Spell Combat that requires a "light or one handed weapon" in hand.

How would that work with Spellstrike specifying the attack must be made with a weapon?

If you have a weapon in hand but choose not to use it, would you still treat Secondary Natural Attacks as Primary?

Maybe it's just me, but I think the Defiler build needs to go back to square one and get rebuilt from the ground up.

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Citation provided. :)

PRD wrote:

Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Table: Natural Attacks by Size lists some of the most common types of natural attacks and their classifications.

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Mergy wrote:
Varrel wrote:
Mergy wrote:
What are the thoughts on the Bruising Intellect trait from Ultimate Campaign? It makes Intimidate an Intelligence-based skill, and makes it a class skill.

It makes an awesome 3rd trait.

I mean Wayang Spellhunter and Magical Lineage are the two best bar none.
Buuut if you are gonna use Enforcer or Cornugon Smash Frostbites them it is pretty sweet.

Keep in mind ultimate campaign lets you take a char flaw for a 3rd trait.

I actually took Paranoid. Brusing Intellect is sweet, but I chose Student of Philosophy.

Why? Because the check to demoralize gets significantly easier as you level because it does not scale much.

Diplomacy is used more often and doesn't turn people against you.
Purely for demoralize though bruising Intellect is awesome

I know the popular thing is to always have Intensified shocking grasp on every build; is it really necessary for a build primarily built to debuff and support? There's not a massive difference between 5d6 and 10d6 damage (17.5 on average). It will usually either one-shot the enemy anyway, or it won't be enough.

I personally am not a fan of the shocking grasp builds but it is far too effective not to use.

And you are right that it's only 17.5 damage on average but when you are dropping 2-3 of these a round that extra 50+ points of damage is hard to ignore. On a debuff build it's less pressing but you can't always sit back and debuff. You'll usually need to get in and put the target down at least once/twice a session and the cost of half a feat is cheap to make that happen easier.


Mergy wrote:
What are the thoughts on the Bruising Intellect trait from Ultimate Campaign? It makes Intimidate an Intelligence-based skill, and makes it a class skill.

Clever Wordplay from the PFS Primer can be used to make Intimidate an INT skill, as well.

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Mathwei ap Niall wrote:
Mergy wrote:
Varrel wrote:
Mergy wrote:
What are the thoughts on the Bruising Intellect trait from Ultimate Campaign? It makes Intimidate an Intelligence-based skill, and makes it a class skill.

It makes an awesome 3rd trait.

I mean Wayang Spellhunter and Magical Lineage are the two best bar none.
Buuut if you are gonna use Enforcer or Cornugon Smash Frostbites them it is pretty sweet.

Keep in mind ultimate campaign lets you take a char flaw for a 3rd trait.

I actually took Paranoid. Brusing Intellect is sweet, but I chose Student of Philosophy.

Why? Because the check to demoralize gets significantly easier as you level because it does not scale much.

Diplomacy is used more often and doesn't turn people against you.
Purely for demoralize though bruising Intellect is awesome

I know the popular thing is to always have Intensified shocking grasp on every build; is it really necessary for a build primarily built to debuff and support? There's not a massive difference between 5d6 and 10d6 damage (17.5 on average). It will usually either one-shot the enemy anyway, or it won't be enough.

I personally am not a fan of the shocking grasp builds but it is far too effective not to use.

And you are right that it's only 17.5 damage on average but when you are dropping 2-3 of these a round that extra 50+ points of damage is hard to ignore. On a debuff build it's less pressing but you can't always sit back and debuff. You'll usually need to get in and put the target down at least once/twice a session and the cost of half a feat is cheap to make that happen easier.

I can see how you might drop two in a round if you can full attack while holding a charge from a previous turn, but I can't for the life of me figure out a way to do three. Is it by using Quicken? I can't really justify that as a feat known for a 2/3 spellcaster.

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Mergy wrote:
Mathwei ap Niall wrote:
Mergy wrote:
Varrel wrote:
Mergy wrote:
What are the thoughts on the Bruising Intellect trait from Ultimate Campaign? It makes Intimidate an Intelligence-based skill, and makes it a class skill.

It makes an awesome 3rd trait.

I mean Wayang Spellhunter and Magical Lineage are the two best bar none.
Buuut if you are gonna use Enforcer or Cornugon Smash Frostbites them it is pretty sweet.

Keep in mind ultimate campaign lets you take a char flaw for a 3rd trait.

I actually took Paranoid. Brusing Intellect is sweet, but I chose Student of Philosophy.

Why? Because the check to demoralize gets significantly easier as you level because it does not scale much.

Diplomacy is used more often and doesn't turn people against you.
Purely for demoralize though bruising Intellect is awesome

I know the popular thing is to always have Intensified shocking grasp on every build; is it really necessary for a build primarily built to debuff and support? There's not a massive difference between 5d6 and 10d6 damage (17.5 on average). It will usually either one-shot the enemy anyway, or it won't be enough.

I personally am not a fan of the shocking grasp builds but it is far too effective not to use.

And you are right that it's only 17.5 damage on average but when you are dropping 2-3 of these a round that extra 50+ points of damage is hard to ignore. On a debuff build it's less pressing but you can't always sit back and debuff. You'll usually need to get in and put the target down at least once/twice a session and the cost of half a feat is cheap to make that happen easier.
I can see how you might drop two in a round if you can full attack while holding a charge from a previous turn, but I can't for the life of me figure out a way to do three. Is it by using Quicken? I can't really justify that as a feat known for a 2/3 spellcaster.

Spell Storing items.

Every hexcrafter should have spell storing on his weapon and for all the builds I've made should have an Amulet of Mighty Fists with it as well.
Properly done a good Magus build COULD drop 4 intensified shocking grasps a round. 40+D6 damage in the 1st full attack each combat tends to just win.


Mathwei ap Niall wrote:

Citation provided. :)

PRD wrote:

Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Table: Natural Attacks by Size lists some of the most common types of natural attacks and their classifications.

It's arguable that the wording there would apply only if the natural attacks aren't listed at being "Secondary". You conveniently left out the very next paragraph from the PRD.

PRD wrote:
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

As I'm reading it, if a creature only possesses one Natural Attack, and it's not denoted as being Secondary, apply full BAB and 1-1/2 Str mod to damage. If it's denoted as Secondary, like Prehensile Hair is, use those rules instead.

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And the search begins for a monster with only one wing, tentacle or other secondary attack.

I really do think that any single natural attack is primary though.

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