
Ooze licker |

When my character hits level 6 I'm going to be using my INT for hitting and damaging. Trouble is, before that, levels 1 - 5, I'm stuck with either Str or dex using a feat for weapon finesse.
On the bright side I have 25 points to spend.
Option 1. Spend 10 points on Str for +3 to hit until level 6 when it becomes utterly useless to me bar for the occasional strength check or vs Str draining monsters.
Cost: 10 valuable stat points.
Option 2. Spend the same 10 points on dex and take weapon finesse (human bonus feat) for +3 to hit. The points stay useful throughout my career boosting a poor reflex save, granting AC, Initiative and extra AoO (taking combat reflexes in build)
Cost: one Feat.
Option 3. Spend 5 on each stat and suffer a +2 to hit instead, for 5 levels.
Cost: 5 stat points and -1 to hit for 5 full levels.
Help!
What would you do?
Extra info that my help...
Human Defiler Hexcrafter/White Haired Witch about to start Wrath of the Righteous where we'll end up level 20/Mythic Tier 10.

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What about spell-combat and spell-strike?
Ignore it until you get the hair. If you can't use retraining rules, you want to be out of melee until you can hit, and while spellcombat/spellstrike is nice, it is already being diluted by witch levels. Since that dilution is giving you more low level spell slots at the cost of less HP and less armor if you want to use them, I would just play ranged/normal casting and stay out of melee until the hair comes online.

Anachrony |

When my character hits level 6 I'm going to be using my INT for hitting and damaging.
What are you going to do for full attacks? Your hair natural weapon is good for one attack, but when you get to +6 BAB you're going to need an entirely different stat for any other attacks beyond one.

Ooze licker |

Nope, I'll stick with the one attack because I'm a Magus and one attack is never just one attack. Spell Combat plus Mythic means I'll usually have 3/rnd and the point of the build is to ruin the monsters' day with multiple debuffs so the other party members can take the kill.
Vs mooks I can double fireball.
I'm taking duel paths - arch mage/champion so I'll have both fleet charge when I want another attack and Wild arcana when I need to double cast.
Arcane accuracy adds my INT to attacks so my attack bonus will be INT +INT + bab + buffs. When I hit mythic tier 1 my INT will be +7. Whatever I hit will be prone/fatigued/entanled/shaken/grappled and taking 1d4+INT+1d6+level+buffs damage.