| Cathulhu |
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Been thinking about building one of these for awhile, but not exactly sure which combination of hexes and Arcana are best. I have seen Prehensile Hair suggested several times to be built around, but Im not sure if I want to go this way. On the one hand, its seems weirdly cool, on the other, its noticeably bizarre.
Any build ideas/help would be very much appreciated!
| Cult of Vorg |
If you've got higher than normal ability scores, a monk dip to go unarmed is an idea i've been wanting to go with. Arcane pool to make up for the AoMF limit, metamagic rod use, and accursed/hex strike misfortune or slumber...
Or you could play as a standard SG magus, just paying for more PoPs in return for your hexes...
| lemeres |
Remember, once you have gotten your first hex or arcana, you can use feats to get extra ones. Also, remember that many hexes and arcanas are better than feats. I mean, you want flight hex as soon as you get level 5. That is when you actually fly.
Arcane strike, for adding your Int to hit by spending an arcane point, and Haste arcane, which lets you do another hit at the cost of an arcane point, are both good.
| MTCityHunter |
Been thinking about building one of these for awhile, but not exactly sure which combination of hexes and Arcana are best. I have seen Prehensile Hair suggested several times to be built around, but Im not sure if I want to go this way. On the one hand, its seems weirdly cool, on the other, its noticeably bizarre.
Any build ideas/help would be very much appreciated!
Barring fighting unarmed with hex strike (not a bad option if your focus is on debuffing/SoS vs. damage since you wouldnt miss the lost spell crit range as much), and barring a way to get additional arms (alchemist or synthesist dip), Prehensile Hair is the only way I am aware of for Magi to make use of metamagic rods while using Spell Combat. Thats kind of a big deal in mid-high levels. Plus it grants an Int based natural attack and the option to deliver touch spells at 10 feet. Just a really strong option IMO.
Flight, as mentioned, is great to have too. The debuff/SoD hexes like Evil Eye, Misfortune, Slumber, etc. are pretty powerful if you are willing to spend a round using them instead of using spell combat (or if you need to close the gap...although you can always do that via Bladed Dash or Force Hook Charge combined with Spell Combat). They're nice tactical options to have though. And if you DO go with the hex strike build, they get even better. Later on you can lump Agony in with these, as well as Retribution, which seems to me like an attractive option for a character likely to me in melee.
For Arcanas, IMO you will need to have either Arcane Accuracy or Accurate Strike. I like the latter better, but you can pick up the former much earlier. There are plenty of other good ones, but one of the "to hit" Arcanas are the only ones I'd consider indispensable. At high levels, Bane Blade is pretty nice, and Reflection is powerful (albeit expensive to use). Quickened Magic is the only way (other than metamagic rods or spell perfection) to quicken your higher level spells; its once a day, but thats still pretty useful.
Happy Hunting!
| MTCityHunter |
Also, I don't know what race you were planning to use, but access to the Paragon Surge spell is really attractive for a Hexcrafter.
You'll need to be a Half-Elf or a Human (with the Racial Heritage feat), but the spell (available to Magi at levels 10+) can be used to give yourself access to ANY Magus Arcana OR Hex you want but don't have by gaining access to the Extra Arcana feat.
It takes a round to set up since you need to cast the spell itself, but lasts a minute per level, so its usable before combat if you know you need it. Once you get to 15th level, you could even use Spell Perfection on Paragon Surge to be able to cast it as a swift action for instant access to any Arcana/Hex you qualify for.