Hexcrafter Magus Arcana... would this be balanced?


Homebrew and House Rules


Ok... I couldn't find what I was looking for. I was sure I saw a feat or Magus Arcana that let you use hexes with spellcombat.

It's been a while since I saw it, possibly was from a forum thread discussing the topic, and a home brew was proposed. I found all the d20pfsrd arcana including 3pp stuff, and it's not there, although they only list 2 splat books, I'm sure there are more.

However, based on the Hex Strike feat, and the Hexcrafter Magus Archetype, I'm asking you to consider this as a Magus Arcana.

Combat Hex (Su)

This arcana allows a Hexcrafter magus to choose one Hex that can be used to affect a single target. When using the spellcombat class feature (including taking the -2 to all attacks), instead of casting a spell as part of the full round action, you may deliver the effects of that Hex as a swift action after a successful hit. You must choose spell or hex for the round before making any attack rolls for the round. The target makes a saving throw as normal for the Hex, although a successful critical hit applies a -2 penalty on this saving throw. You must have the Hex or Hex Arcana class feature, and be at least 6th level to select this Arcana.

This keeps it in line for the Hex Strike feat, and also keeps it from stacking with other swift action Arcana. I didn't think it needed the AoO line, since hexes are SU and don't provoke normally. Since spell combat normally doubles damage on a crit, I thought a small penalty to the save was fair.

UC Hex Strike wrote:

Chanting and cursing, you put a hex on your enemy as part of your unarmed strike.

Prerequisites: Hex class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.

Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex.

Alternately I had considered making it more like stunning fist, where you had to declare which attack carried the hex that round, and if that attack in the sequence missed it was wasted, but then it shouldn't cost your swift action.

My question, is it fair and balanced? Let me know what you think.

RPG Superstar Season 9 Top 16

I think it's overpowered as this would allow a magus to cast a spell, use a hex, and get a full attack all in one round. What balances the Hex Strike feat is that you have to make an unarmed strike, which is a bad option for a magus or witch. You can't use that feat as a benchmark.


Cyrad wrote:
I think it's overpowered as this would allow a magus to cast a spell, use a hex, and get a full attack all in one round. What balances the Hex Strike feat is that you have to make an unarmed strike, which is a bad option for a magus or witch. You can't use that feat as a benchmark.
Quote:

Combat Hex (Su)

This arcana allows a Hexcrafter magus to choose one Hex that can be used to affect a single target. When using the spellcombat class feature (including taking the -2 to all attacks), instead of casting a spell as part of the full round action, you may deliver the effects of that Hex as a swift action after a successful hit. You must choose spell or hex for the round before making any attack rolls for the round. The target makes a saving throw as normal for the Hex, although a successful critical hit applies a -2 penalty on this saving throw. You must have the Hex or Hex Arcana class feature, and be at least 6th level to select this Arcana.

I don't think it lets you cast, full attack, and swift action hex. It sounds like it lets you just use a hex instead of casting a spell, and deliver it as a swift action (which would mean you couldn't spellstrike it; odd considering it gets a boost on the save DC if you crit).

It seems balanced to me. I'd just straight up have it replace a spell and let it be used with spell strike, rather than also costing a swift action. Few hexes do damage anyway, so having it attached to your scimitar isn't going to matter that much.

RPG Superstar Season 9 Top 16

If so, that's really confusing. You have to spell combat and you have to use up a swift action to substitute a hex for a spell. And, for some reason, you have to deliver it through a melee attack. Why not just let the magus treat hexes as a magus touch spell? Why not make it a magus arcana instead of a feat since only a hexcrafter magus can select this?


Sorry if it wasn't clear. It was intended to be a Magus Arcana, but I allowed for a multi class witch/magus to take it in case they weren't a Hexcrafter archetype.

It doesn't allow you to cast a spell and hex with spell combat, it allows a hex to be used in place of the spell for spell combat, but still applies the spellcombat attack penalties. I had it cost a swift, to balance the fact that hexes are unlimited use, as opposed to spells that are finite, and to balance the relative power of some hexes, so that you can't use other swift action arcana in the same round.

It is also intended to be applied to a melee attack as a swift after it hits.

Let's try again.

Combat Hex (Su)

When you take this Arcana, choose one Hex you know that affects a single target. You may treat this hex as if it were a touch spell on the Magus list while using the spellcombat and spellstrike class features, except that it is applied as a swift action after a successful melee attack. You must choose whether you will cast a spell or use a hex before making any attack rolls for the round. The target is allowed a saving throw as normal for the Hex, although a critical hit applies a -2 penalty on this saving throw. You must have the Hex or Hex Arcana class feature, and be at least 6th level to select this Arcana.


Does that make it any better btw?

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