
williamoak |

So, one of the weirder hexes I know of is the "prehensile hair" hex, which allows you to have a natural attack (your hair) who'se attack & damage comes off int. If it's your only natural weapon, you get 1-1/2 times damage, and normal attack. Quite sweet.
So I've deceided to build a hexcrafter around it. The char would be quite useless before level 4, but afterwards it would be quite interesting.
Race: Samsaran (for int-bonus & extra cool spells)
Class: magus (hexcrafter)
Stats (25 pts):
Str: 10 Dex: 14 Con: 12 Int: 20 Wis: 14 Cha: 7
Feats:
1 Toughness
2
3 Intensify spell, magus arcana (Spell Shield)
4 Hex: prehensile hair
5 Craft magical arms& armor, Craft wondrous item
6 Hex/arcana=?
7 Lightning reflexes
8
9
10
Any ideas that would synergize well?

TGMaxMaxer |
Much better btw to be taking Kirin Style and Kirin Strike... single big hit build. Int to hit bonus, to damage, then if you make the knowledge check (you should have the 5 basic creature id skills maxed with that int) to id the creature you can add double int again after you know your attack is successful.
I have that on my MoMS monk 2/witch3 but a hexcrafter could have it by level 9.

Cap. Darling |

As a natural weapon wont the hair start to suck when you should get more than one attack from BAB at level 8?
And is it clear how it interacts with spell combat? The basic reading risk to be it is not in a hand so it dosent work with spell combat.
I think aiming for a debuffer role like hexcrafters often does would be a good way to take it.

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As a natural weapon wont the hair start to suck when you should get more than one attack from BAB at level 8?
And is it clear how it interacts with spell combat? The basic reading risk to be it is not in a hand so it dosent work with spell combat.I think aiming for a debuffer role like hexcrafters often does would be a good way to take it.
I think you would need to take a one level dip into monk. You could then take Feral Combat Training for your hair. This would be nice as you 1: increase the damage die of the hair to a d6, 2: can flurry with the hair and use it for iterative attacks.
As for the spell combat question, the ability states you have to be wielding a one handed weapon in your other hand. Per the FAQ, you wouldnt be able to use attacks from spell combat with the Hair
Magus: When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?
Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.
—Pathfinder Design Team, 04/05/13
emphasis mine

Drachasor |
It's a really cool idea. It IS inferior to the gold standard Magus, because Paizo loves making Gishes all about crits for some reason. But I find the idea nice.
You do need the DM to house rule on some things though.
1. 10' reach on the hair makes how it works with size changes unclear. I'd request the DM to treat it as a reach weapon that can also attack adjacent targets (like 3.5 Spiked Chain). A DM should bear in mind Paizo writes a LOT of stuff assuming anyone using the ability/item is small or medium.
2. I personally think Natural Spell Arcana is rather stupid. As a DM I'd let a natural weapon like Tail Slap or hair be used instead of a weapon in one hand with Spell Combat. It's not like it is unbalancing. See if your DM agrees or disagrees. You could always say the hair is from the back of your hand -- which is stupid but possible, and just emphasizes how stupid the hand-rule is (it has nothing to do with balance).
3. If you are using your hair as a main weapon, the single biggest issue is the fact it isn't adamantine, you can't enchant it, and magic items to make it better are overly expensive (a common monk problem). See if your DM will let you enchant it normally, or get an item that enchants it at the same price as a normal weapon. And/or let you replace the Magic Weapon and similar spells with Magic Fang and related spells.
You want Combat Reflexes. You have reach and can attack adjacent creatures. So you can get quite a few attacks of opportunity.
And point out how you are trading off getting frequent crits with Shocking Grasp for this.

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Well since I've already written the guide for the hair based Magus let's fix a few assumptions.
1. The hair functions as a hand and has been ruled is a valid choice for spellcombat.
2.The point of the Magus is to use the spellcombat/spellstrike combo to get 2 attacks a round while using your weapon (remember spellcombat requires you to have an actual weapon in your other hand) as a backup.
3. Make sure to take combat reflexes and pump the dex a bit. Like most reach weapon wielders you want to make your opponents provoke as many AoO's as possible your maximize your effectiveness.
Some of the style feats can be very useful for this kind of build but you need to decide what type of Magus you want to be. Debuffer focusing on laying down status effects and combat maneuvers, Heavy hitter with massive melee damage with hexes & spells to allow you to deliver steady regular damage every round or the burst damager letting you deliver massive 1 shot hits like the typical shocking grasp magus.
All three are easily doable with a hair build some just take longer to come on line.
What do YOU want to do with your character?

alchemicGenius |

I'm surprised no one mentioned hex strike with feral combat mastery. With that, you can use your swift action to hit someone with a sleep hex, evil eye, icy tomb, etc while still laying the beatdown on someone. while you couldn't use it with kirin strike, knocking an enemy out could be a good way of controlling the enemy forces.

Trainwreck |

Much better btw to be taking Kirin Style and Kirin Strike... single big hit build. Int to hit bonus, to damage, then if you make the knowledge check (you should have the 5 basic creature id skills maxed with that int) to id the creature you can add double int again after you know your attack is successful.
I have that on my MoMS monk 2/witch3 but a hexcrafter could have it by level 9.
A potential problem with this for a magus is that kirin strike requires a swift action and the magus class is using swift actions for all kinds of other abilities most rounds.

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Actually, Kirin style is terrible. It requires THREE ROUNDS of wasted swift actions before you can get any benefit of the style.
Round one: Use a swift action to enter Kirin Style, use a standard action + move or full attack
Round Two: Use a swift action to Make a Knowledge check to identify a foe (better hope it's one you spent knowledge ranks on), use a standard action + move or full attack
Round Three: Use use a standard action + move or full attack, and if you hit, you can use your swift action to add twice your int bonus. Lets say you take this at level 10, and you have an INT bonus of 24. you just got +14 damage on one hit for an investment of 4 feats and 12 ranks in knowledge skills. Yay.
During these rounds, you could have been using swift actions for Arcane Pool, Activating Magus Arcana, Spell Assault, and so on. You could have taken Arcane Strike, and gotten +3 damage per hit from round one.
Its a trap