[Character Creation] Magus: straight, Hexcrafter, or Kensai? Help, please.


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Hmm, if one would take both Prehensile Hair and White haired witch how would those abilities stack with each other?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Well you can't so it really doesn't matter. It's an overlapping feature White Haired witch already gets everything the Hex would have given her. There isn't anything to stack.


Well you can't since White haired witch doesn't get any hexes.
But let's say you went white hairded witch, Hexcrafter magus.

You would get 2 natural attacks - one secondary, one primary. Since it "your hair" I guess you could let one be your beard and the other the hair on your head.

One would use int for dam (the primary from white haired witch) and CMB for a few things.
The other would replace str with int for to hit/dam - and well most things...

But since they would be to diffent abilities you wouldn't get the free grapple with the hex hair..


That was what I thought, and no LazarX,, the white haired does not get everything prehensile gets, it does not get INT to hit, sadly.


Spell Dancer is a nice Archetype...


The whole using a one handed weapon two handed should TOTALLY be retconned. I've always hated it, making the ONLY reason to have things like bastard sword and dwarf axe...d10 damage instead of d8.... noooop.

Been one of my house rules for a while.... should be RAW IMO


Pendagast wrote:

The whole using a one handed weapon two handed should TOTALLY be retconned. I've always hated it, making the ONLY reason to have things like bastard sword and dwarf axe...d10 damage instead of d8.... noooop.

Been one of my house rules for a while.... should be RAW IMO

The thing is you can wield them that way IRL.

One of the things that turned me off of 4e was how they handled weapons.


you can weild it that way IRL, so how many things in the game mechanics run on IRL?

If I were going to that kind of switch hand fighting IRL why would I not want a hand and a half hilt sword?

See you really cant do it that well IRL with a hilt that only fits one hand and get any decent benefit from it in actual combat, it's not ergonomically made to do that efficiently. Which is why the extra hilt was made for swords in the first place.

However, IRL, ability to use one does not preclude ability to use the other.

So there is no "why would I train with THAT weapon, when I can do everything I want with this weapon"... IRL no extra training was needed, AND you couldnt gain full benefit without the extra space for your hand.

I mean has anyone tried to fight with a small axe in both hands? It's not really conducive.
longer hilt... much better.

It's the meta gaming of the "i dont want to blow a feat" that bugs me.... If you character is going to use this as a standard tactic, then the feat is needed.

There is nothing IRL that says you get 50% more damage by sticking an extra hand on the weapon.... It's a meta game cheat I do not like. So I rule against it.


how are 4e weapons different? I never so much as looked at a copy of the rules.


You can only 2H a 1H Weapon if it has the Versitile feature.

And there are no Small or Medium-Sized Weapon.


Question: does Arcane Accuracy arcana add int bonus to combat maneuver too?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
lro wrote:
That was what I thought, and no LazarX,, the white haired does not get everything prehensile gets, it does not get INT to hit, sadly.

It sounds like it's supposed to. It gets Int to damage, and Int for CMB calculation, so it looks like Int was just simply left out for to hit.


LazarX wrote:
lro wrote:
That was what I thought, and no LazarX,, the white haired does not get everything prehensile gets, it does not get INT to hit, sadly.
It sounds like it's supposed to. It gets Int to damage, and Int for CMB calculation, so it looks like Int was just simply left out for to hit.

Yeah, I would like that being the case, but sadly as there are no faq/errata on it, it stands that the hex that gives hair, is better at fighting with it than the archetypes that sacrifices all hexes for it. Quite ironic if you ask me! :)


Azaelas Fayth wrote:

You can only 2H a 1H Weapon if it has the Versitile feature.

And there are no Small or Medium-Sized Weapon.

well I guess i agree with that.

I liked in 1e when small characters could not use long swords or two handed swords because they were too big (or long bows)

I prefer that the halfling can find and use a +1 shortsword and not that he must have a SMALL sized +1 longsword.

also it causes ganked random treasure, the small folk get spunked (no small size treasure found) or the big folk randomly find small stuff...oh great! mithral chain for my granddaughter! wont she look so cute come halloween!

I also, as already mentioned, do not like the exploit of using one handed weapons, two handedly.

Most two handed builds use two handed weapons anyway. the one handed as a two handed thing is always someone looking for a loophole to create some kind of versatility (like freeing up a feat they would otherwise need to spend). which is why I dont like it.


Look at my Caedmon The Hunter. He primarily uses a Bow but he has his Longsword/Battle Axe for Switch Hitting.

And what feat are you talking about?


For a Kensai, what I recommend for maximum swinging potential is this:

Half Giant, Permanent Enlarge, Impact Weapon. If you don't mind using a 2h weapon, then use a "too large" bastard sword in two hands which gives you 6d8 weapon dice on one swing. If you don't want to give up spell combat, then you get 4d8, or 3d8 when enlarged.

Feats to take:

Weapon Focus
Greater Weapon Focus
Weapon Specialization
Greater Weapon Specialization
Improved Initiative (so that you always get to go first in surprise rounds).

Quickened Magus Arcana is nice, and some feel like it's a trap, but with it you can get the maximum damage potential of a magus in a single turn by casting Greater Bladed Dash, then quickened Greater Bladed Dash (a 5th level spell, but the arcana lets you quicken it for free).


Come back in my topic. I've started a good hexcrafter, for now I'm 4th level, and I'm pretty satisfied (aside the little fact that I have too much arcana/hex to choose and too few times I get them - even with extra arcana feat). By now I've Evil Eye, Cackle, and next at 5th lev will be fly hex (absolutely a must), with 2 arcanas at 6th lev (elf favored class bonus),and I'm thinking on take arcane accuracy and fortune (cackle the fortune hex is a win-win, as I have a paladin and a rogue that would deal massive damage).

Aside that, I've a big trouble: the concentration checks. I've a +10 (+4 CL + 4 int + 2 racial), And I plan to raise my int anyway, but, do you know something aside combat casting that raise concentration? The ideal thind would be a magus spell, but it could be even a spell from any other list (our wiz is going to take create wondrous items at 5th lev). But, aside the traits, that I cannot select again, do you know any way to raise concentration? Feats (I don't have enough feat slot, anyway, so if you advice me with a feat, it must totally worth a slot), or spell, or magic items. Until now I saw 2 items that give concentration, but a really low value. My Pc has a pair of gloves that raises the CL of +2 2/day of a spell of 1st lev or lower, but I'd like a continuos bonus...

Dark Archive

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Blackstorm wrote:

Come back in my topic. I've started a good hexcrafter, for now I'm 4th level, and I'm pretty satisfied (aside the little fact that I have too much arcana/hex to choose and too few times I get them - even with extra arcana feat). By now I've Evil Eye, Cackle, and next at 5th lev will be fly hex (absolutely a must), with 2 arcanas at 6th lev (elf favored class bonus),and I'm thinking on take arcane accuracy and fortune (cackle the fortune hex is a win-win, as I have a paladin and a rogue that would deal massive damage).

Aside that, I've a big trouble: the concentration checks. I've a +10 (+4 CL + 4 int + 2 racial), And I plan to raise my int anyway, but, do you know something aside combat casting that raise concentration? The ideal thind would be a magus spell, but it could be even a spell from any other list (our wiz is going to take create wondrous items at 5th lev). But, aside the traits, that I cannot select again, do you know any way to raise concentration? Feats (I don't have enough feat slot, anyway, so if you advice me with a feat, it must totally worth a slot), or spell, or magic items. Until now I saw 2 items that give concentration, but a really low value. My Pc has a pair of gloves that raises the CL of +2 2/day of a spell of 1st lev or lower, but I'd like a continuos bonus...

Yes, learn this spell Warding Weapon and you will no longer need to cast defensively when in combat. In general though once you hit 7th level your Concentration checks should become almost automatic so it's not that big a deal.

As for your upcoming hex/arcana choices; Fortune/Cackle has been nerfed into the dirt so I wouldn't bother with those two anymore. Arcane Accuracy is a must get and the Familiar Arcana is underestimated but REALLY powerful.
As for Hexes Aura of Purity, Misfortune and Slumber are all extremely useful as well.


Mathwei ap Niall wrote:


Yes, learn this spell Warding Weapon and you will no longer need to cast defensively when in combat. In general though once you hit 7th level your Concentration checks should become almost automatic so it's not that big a deal.

God, totally forgot that. Thank, I'd see it, but really forgot it. I'll get it as soon as I can. For concentration check, at 7th level I'll have a +13 or so, if I can't afford magic items.

Quote:


As for your upcoming hex/arcana choices; Fortune/Cackle has been nerfed into the dirt so I wouldn't bother with those two anymore. Arcane Accuracy is a must get and the Familiar Arcana is underestimated but REALLY powerful.
As for Hexes Aura of Purity, Misfortune and Slumber are all extremely useful as well.

Hmmmm. Can you point me to the nerf of fortune hex? I didn't see this. ..


i wouldnt go with a kensai if you are the only melee.

what i can see nobody realy got a decent STR and you might need it! :-)

bladebound hexcrafter is what you are looking for

probably Human with the dual talented trait

you could get stats like
18STR
12 DEX
14 CON
10 WIS
17 INT
7 CHA

getting 18 INT at 4

kensai has reduced spellcasting and with hexcrafter you can get Hexes you like! saving money on the weapon alows for pearl's of power good armor and a mithrill buckler!

Dark Archive

Blackstorm wrote:
Mathwei ap Niall wrote:


Yes, learn this spell Warding Weapon and you will no longer need to cast defensively when in combat. In general though once you hit 7th level your Concentration checks should become almost automatic so it's not that big a deal.

God, totally forgot that. Thank, I'd see it, but really forgot it. I'll get it as soon as I can. For concentration check, at 7th level I'll have a +13 or so, if I can't afford magic items.

Quote:


As for your upcoming hex/arcana choices; Fortune/Cackle has been nerfed into the dirt so I wouldn't bother with those two anymore. Arcane Accuracy is a must get and the Familiar Arcana is underestimated but REALLY powerful.
As for Hexes Aura of Purity, Misfortune and Slumber are all extremely useful as well.
Hmmmm. Can you point me to the nerf of fortune hex? I didn't see this. ..

Fortune wasn't nerfed, Cackle was.

You can now only cackle once per round, period. For Magi this means anytime you ever want to use spell combat all your Fortune hexes are lost and you can't put them back on that day.

Really takes away all the point of ever taking Fortune (and Cackle actually) and if I had the choice I'd get rid of both of them from all of my builds.


Mathwei ap Niall wrote:


Fortune wasn't nerfed, Cackle was.
You can now only cackle once per round, period. For Magi this means anytime you ever want to use spell combat all your Fortune hexes are lost and you can't put them back on that day.

Really takes away all the point of ever taking Fortune (and Cackle actually) and if I had the choice I'd get rid of both of them from all of my builds.

Too bad. I'll see if my master can make me change the cackle hex.

For the familiar, I can see his potential, but I think I need Improved Familiar for an effective use. At least I think.

Another question, I have the magical lineage trait, and it seems a little unclear: with this traits, does the discount on the metamagic cost apply for every single metamagic, or it's a final discount? So I could get a still silenced shocking grasp in a 1st lev slot or in a 2nd lev slot? I don't find that.

@Darkflame: ty, but I'm already running my Hexcrafter elf, I'm not the only melee: we have a paladin and a rogue that deal pretty much damage.


Sorry for double post, don't know why I can't edit. My dm allow me to change the hex. Now I don't know which take. ... my favorites are: arcane accuracy, prehensile hair, flight, slumber, misfortune. Aura of purity is not available. If you think some other arcana or hex could be taken please say :) my problem is what take now, at 5th level I'll get another arcana via feat and at 6th I'll get 2, one from class and one from favorite class bonus. So, at 5th I'll take flight. But now? And then? Thanks for any advice :)

Dark Archive

First the Magical Lineage question, that applies to your final total. So for your example your Stilled, Silenced shocking grasp would be in a 2nd level slot.

As for your replacement ability Arcane accuracy is great if you have an int over 16, anything less then that is not really worth the expenditure usually. Prehensile hair is amazing but at your level you could only use it 4 times a day and again I'd recommend at least a 16 int before taking it.
Slumber Hex is a game winner, it completely changes how the game is played. Misfortune is good but without cackle it's less then optimal.
My money would be on either Arcane Accuracy or Slumber. Both give you a much needed boost though Slumber is stronger overall.


Mathwei ap Niall wrote:
First the Magical Lineage question, that applies to your final total. So for your example your Stilled, Silenced shocking grasp would be in a 2nd level slot.

Ty, I've always read that way, but the prd seems unclear in wording, so I'd got some doubt :)

Quote:

As for your replacement ability Arcane accuracy is great if you have an int over 16, anything less then that is not really worth the expenditure usually. Prehensile hair is amazing but at your level you could only use it 4 times a day and again I'd recommend at least a 16 int before taking it.

Slumber Hex is a game winner, it completely changes how the game is played. Misfortune is good but without cackle it's less then optimal.
My money would be on either Arcane Accuracy or Slumber. Both give you a much needed boost though Slumber is stronger overall.

I've 18 int (rolled 17 and 16, so i put 17 in str for to hit, +1 of 4th lev, but now I'm planning to go up with int in any way - our wizard is going to take create wondrous items, yay!), so I think any option is valuable. The major issue I have on slumber is that it's usable once per day per creature, and the dm seems to give us encounter with more than one creature. I'm trying to guess how to use it in combat. I mean, if I have 3 or 4 creatures, I can't use up 3-4 rounds to hex them with slumber (adding the evil eye for cheese :)), don't you think? I'm not the main tanker, but anyway I need to do some damage sometimes. Can you give me some hint on how to use it in combat, strategically? I'm thinking about slumber a lot, but I'm a bit uncertain on how to use it effectively.

Dark Archive

Slumber is rarely something you use for yourself, it's a support power for your party members.
The normal way to use it is once any other party member is in range to coup de grace a target you slumber that target and they immediately CDG them.
Customarily you have the Ranged character (archer or wizard with a crossbow) delay to go after you so the target never gets a chance to be woken up by any of his companions.
Personally I spent the discovery for a familiar (improved) and gave him a longbow (tiny) and a wand of ill omen. I then just slumber one target after another and it CDG's them with it's tiny longbow (damage isn't important it's the fort save or die we are after).

If the target resets the first slumber the following round it gets ill omen'd and slumbered again (accursed Hex) and a different party member CDG it. Very efficient, fast and super deadly.

Evil Eye/Misfortune is for bosses, Slumber is for mooks and your spells & spell combat is for things that are immune to mind affecting abilities or have ridiculous saves. Knowing which to use on what is what makes you a great player.


Ty. I'll go with slumber. It'heavy give up arcane accuracy until 6th, but I deal with it. Unfortunately for me, my dm said he don't allow ability focus. That make me sad. Any idea to raise hexes dc aside the int boost?


Mathwei ap Niall wrote:

Customarily you have the Ranged character (archer or wizard with a crossbow) delay to go after you so the target never gets a chance to be woken up by any of his companions.

Personally I spent the discovery for a familiar (improved) and gave him a longbow (tiny) and a wand of ill omen. I then just slumber one target after another and it CDG's them with it's tiny longbow (damage isn't important it's the fort save or die we are after).

Why are you having ranged characters in melee? I'm not understanding this.

-James


james maissen wrote:
Mathwei ap Niall wrote:

Customarily you have the Ranged character (archer or wizard with a crossbow) delay to go after you so the target never gets a chance to be woken up by any of his companions.

Personally I spent the discovery for a familiar (improved) and gave him a longbow (tiny) and a wand of ill omen. I then just slumber one target after another and it CDG's them with it's tiny longbow (damage isn't important it's the fort save or die we are after).

Why are you having ranged characters in melee? I'm not understanding this.

-James

I think it's because generally speaking, a familiar has an higher dex than str, and a crossbow doesn't add str penalties. So you deal something like 3d4 (if I remember correctly) for an average 7.5 dm, so the save is about 17, but roll 2d20 taking lower greatly improve the chance to fail the save.

Dark Archive

Blackstorm wrote:
james maissen wrote:
Mathwei ap Niall wrote:

Customarily you have the Ranged character (archer or wizard with a crossbow) delay to go after you so the target never gets a chance to be woken up by any of his companions.

Personally I spent the discovery for a familiar (improved) and gave him a longbow (tiny) and a wand of ill omen. I then just slumber one target after another and it CDG's them with it's tiny longbow (damage isn't important it's the fort save or die we are after).

Why are you having ranged characters in melee? I'm not understanding this.

-James

I think it's because generally speaking, a familiar has an higher dex than str, and a crossbow doesn't add str penalties. So you deal something like 3d4 (if I remember correctly) for an average 7.5 dm, so the save is about 17, but roll 2d20 taking lower greatly improve the chance to fail the save.

Melee range is unimportant since Ranged weapons can be used to deliver a CDG from an adjacent square. My familiar is usually invisible on my shoulder and firing down with his longbow. The reason we use a longbow is for the x3 crit on CDG instead of the crossbow which is only a x2. Proficiency and str are unimportant since you auto hit and crit and the agile enchant is cheap and worth it if you want to guarantee these auto kill moves.

And James is right about the roll twice to save but he forgot the -4 from evil eye but that's usually only on boss fights that we bother with that.
I average a DC 30 Fort save or die EVERY round with this setup and requires next to no outlay of resources so I never have to worry about conserving spells, arcane pool points or consumables. I can nova freely anytime I decide to without caring about the big bad boss fight coming up.

The most important thing about this combo (more so with the witch then the hexcrafter but still relevant) is resource management. Spending a feat (or two for the magus) to get a free CDG attempt every round is amazingly cheap and throwing on an additional 8K gold to increase that save by +9 (or higher depending on the Familiars dex)


Mathwei ap Niall wrote:


Melee range is unimportant since Ranged weapons can be used to deliver a CDG from an adjacent square. My familiar is usually invisible on my shoulder and firing down with his longbow. The reason we use a longbow is for the x3 crit on CDG instead of the crossbow which is only a x2. Proficiency and str are unimportant since you auto hit and crit and the agile enchant is cheap and worth it if you want to guarantee these auto kill moves.

Are you talking about getting Agile placed on the bow? I didn't think that was possible.

Dark Archive

Experiment 626 wrote:
Mathwei ap Niall wrote:


Melee range is unimportant since Ranged weapons can be used to deliver a CDG from an adjacent square. My familiar is usually invisible on my shoulder and firing down with his longbow. The reason we use a longbow is for the x3 crit on CDG instead of the crossbow which is only a x2. Proficiency and str are unimportant since you auto hit and crit and the agile enchant is cheap and worth it if you want to guarantee these auto kill moves.
Are you talking about getting Agile placed on the bow? I didn't think that was possible.

You know what, you're right. We'll just skip that part and simply add on whatever staitc damage boost we can. Getting a +3 to damage on a ranged weapon is easy enough to do.


Mathwei ap Niall wrote:
Experiment 626 wrote:


Are you talking about getting Agile placed on the bow? I didn't think that was possible.

You know what, you're right. We'll just skip that part and simply add on whatever staitc damage boost we can. Getting a +3 to damage on a ranged weapon is easy enough to do.

Cool.

I'm paying close attention because I'm taking notes. I've got a raven that I just upgraded to an imp (We fluffed it as the raven gaining new powers and a bipedal, tiny tengu-looking form). I'm looking forward to making my enemies fear the "crow de grace" maneuver!


Ok. Back in topic. Sometime passed and I hit the 5th level. My setup: feats thougness, extra arcaarcane pool, extra hex. I have also evil eye, slumber and flight hexes. Not too much hp because a couple of low rolls. Now, at 6th level I'm going to get 2 arcana or hexes. One for sure would be arcane accuracy, but the other? I'm really appealed by prensihle hair, but do that really worth? I'm looking for familiar, but honestly I'd like to get it when I can access the improved familiar of my choice.


Mathwei ap Niall wrote:
Melee range is unimportant since Ranged weapons can be used to deliver a CDG from an adjacent square. My familiar is usually invisible on my shoulder and firing down with his longbow.

So you are slumbering someone that is adjacent to you?

I'm just trying to get the scenario pictured.

If you slumber someone not adjacent then the familiar needs to go back invisible, move to that square (or adjacent to it). They can then CDG on the NEXT round.. but that's a world of difference as someone can wake them before then...

The way you were saying it I wasn't sure if you realized that the CDG with a ranged weapon had to be from at most an adjacent square. The way you singled out 'ranged character' seemed to imply that.. I'm still not sure why you'd want ranged rather than melee in general.

As to the wand of ill omen.. if they fail a DC 11 will save, then they deserve to already be dead.

As to bow vs crossbow for the familiar, baring STR penalties you will want the bow with the x3 crit rather than the higher crit range 19-20x2 of a crossbow. Looking at only 2d4, that's only a DC 15 fort save, which is very survivable even if they were unlucky enough to fail a DC 11 Will save beyond the initial Will save from the sleep hex.

Of course there's the evil eye hex (which imho is the stronger hex), when you have the time to drop it on them.. but I'm not sure over how many rounds you are plotting their demise here.

-James


Ill Omen is a no save spell


STR Ranger wrote:
Ill Omen is a no save spell

Oh mea culpa!

Wonderful then should it have the opportunity to use it as well and force a save within the duration.

-James

Dark Archive

james maissen wrote:
Mathwei ap Niall wrote:
Melee range is unimportant since Ranged weapons can be used to deliver a CDG from an adjacent square. My familiar is usually invisible on my shoulder and firing down with his longbow.

So you are slumbering someone that is adjacent to you?

I'm just trying to get the scenario pictured.

If you slumber someone not adjacent then the familiar needs to go back invisible, move to that square (or adjacent to it). They can then CDG on the NEXT round.. but that's a world of difference as someone can wake them before then...

The way you were saying it I wasn't sure if you realized that the CDG with a ranged weapon had to be from at most an adjacent square. The way you singled out 'ranged character' seemed to imply that.. I'm still not sure why you'd want ranged rather than melee in general.

As to the wand of ill omen.. if they fail a DC 11 will save, then they deserve to already be dead.

As to bow vs crossbow for the familiar, baring STR penalties you will want the bow with the x3 crit rather than the higher crit range 19-20x2 of a crossbow. Looking at only 2d4, that's only a DC 15 fort save, which is very survivable even if they were unlucky enough to fail a DC 11 Will save beyond the initial Will save from the sleep hex.

Of course there's the evil eye hex (which imho is the stronger hex), when you have the time to drop it on them.. but I'm not sure over how many rounds you are plotting their demise here.

-James

No, you slumber them at 30' with your standard action then you walk/fly next time them and end your turn. The familiar then takes his turn and since he's now adjacent to the target he performs his CDG. As for why you want a ranged weapon over a melee one is familiars have horrible strength penalties so it really lowers the damage and with it the fort save. Ranged weapons don't take strength penalties so it keeps the DC high.

The only issue that ever pops up is timing so remember for weak targets you slumber and move then CDG, for stronger ones you ill-omen and evil eye then on the following round it's slumber, move then CDG.

Finally there should never be a chance for the target to force a check to "eat the debuff", it requires you to take an action or a save and since you can't take an action on someone elses turn you can't burn the debuff.


Mathwei ap Niall wrote:

No, you slumber them at 30' with your standard action then you walk/fly next time them and end your turn. The familiar then takes his turn and since he's now adjacent to the target he performs his CDG. As for why you want a ranged weapon over a melee one is familiars have horrible strength penalties so it really lowers the damage and with it the fort save. Ranged weapons don't take strength penalties so it keeps the DC high.

The only issue that ever pops up is timing so remember for weak targets you slumber and move...

So you have your familiar with it's own initiative, then delay until after your turn.

You move them, and give them a full round action.

Bows do take STR penalties, while crossbows don't. But a crossbow is just a x2 crit.

Depending upon the familiar that is capable of wielding a weapon, the STR penalty might not be that severe, but that varies with the critter. An Imp, for example, doesn't have a STR penalty at all.

Mathwei ap Niall wrote:

stronger ones you ill-omen and evil eye then on the following round it's slumber, move then CDG.

Finally there should never be a chance for the target to force a check to "eat the debuff", it requires you to take an action or a save and since you can't take an action on someone elses turn you can't burn the debuff.

It doesn't get a turn between your ill-omen and evil eye round and the slumber?

-James

Dark Archive

Nope, unlike melee weapons if you build a tiny sized bow for a tiny sized creature it takes no str penalty when used and unlike a crossbow doesn't take an action to reload.

As for the second question, it gets a turn but there is no ill-omen debuff for it to try and get rid of. It consumed the ill-omen (or misfortune if you're under 8th level) debuff saving against the evil eye, all it can do now is try and flee or attack, either way it makes the fight easier.


Ehm... dumb question?


*casting Raise Thread*

Phew. Lot of money in onyx stones go away when you're an experienced Necroposter :)

Anyway, that's my setup at 6th level:

Str 18
Int 20

Hex: slumber, flight, evil eye
Magus Arcana: Arcane Accuracy.

Got a +2 int headband, a +1 cutlass, and my new shining armor (a uber chainmail that count as light, with +8 max dex, -2 armor penalty, no ACF, and go up as i level - I'm so happy :))

When I hit 7th level I'll have a feat. So I'm in doubt:

Extra Traits, if GM allow me to get wayang spellhunter as trait to add it on frostbite and then charge it with rime spell (obviously the next feat)?

Switch and take Rime Spell now and wayang spellhunter next?

Or take some other feat? In case, wich? Maybe Power Atacck? It would cost me a penalty, so I don't think it's worth.

Extra Arcana to get an arcana or a hex (or possibiliy the Accursed Strike arcana)?

What else?

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