Half-elf Hexcrafter


Advice


Half-elf Hexcrafter

Spoiler:
Stats:
STR: 17 (15+2)
DEX: 12
CON: 12
INT: 16
WIS: 10
CHA: 9

Race: Half-elf
Exchanged Adaptability for Exotic Weapon Proficiency (Katana? I mean, sometimes you just want to use a Katana because they are pretty cool and have good stats in PF.)

Traits:
Magical Lineage - Frostbite
Metamagic Master (Wayang Spellhunter) - Frigid Touch

Feats
1: Rime Spell
3: Power Attack
5: ?
B5: ?
7: ?
9: ?

Class Abilities
1: Arcane Pool, Cantrips, Spell Combat
2: Spell-strike
3: Magus Arcana
4: Hex Magus, Hex Arcana, Hex:
5: Bonus Feat;
6: Magus Arcana:
7: Knowledge Pool, Medium Armor
8: Improved Spell Combat
9: Magus Arcana:

Arcana/Hexes:
3: Arcane Accuracy
4: Flight Hex
6: ?
9: ?


At the moment that is what I have got going for me. My basic thought is a Melee support obviously with going a more debuff route with using Fridged Touch, Frostbite and Rimespell Metamagic. (And an obvious cold theme.)

I have never played the Magus and I love the idea of the class. This game will be level 3-4 starting from what I know and I have been poking my GM here and there about certain aspects of the character to make sure they are okay.

But I am drawing blanks on where I should go for my Arcanas and Feats beyond the point I have.


Luecian wrote:

Half-elf Hexcrafter

** spoiler omitted **
At the moment that is what I have got going for me. My basic thought is a Melee support obviously with going a more debuff route with using Fridged Touch, Frostbite and Rimespell Metamagic. (And an obvious cold theme.)

I have never played the Magus and I love the idea of the class. This game will be level 3-4 starting from what I know and I have been poking my GM here and there about certain aspects of the character to make sure they are okay.

But I am drawing blanks on where I should go for my Arcanas and Feats beyond the point I have.

To add one, why yes I will use shocking grasp at points potentially for damage, I do not plan on doing the whole shocking Grasp Murder route. While it is most optimal it is meh to me at the same time.


On my build, (with rolled stats)...

I took an Urumi (d8 18-20x2) instead, and after 10th level that allows you to take Hex Strike and Martial Versatility (ARG Human) in order to swift action channel a hex in addition to your spell and damage. Hex strike works only with unarmed strikes, and Martial Versatility lets you take a feat that requires a specific weapon and lets you instead use an entire weapon group. Urumi and Unarmed strike are both in the Monk group.

Requires 3 feats, but pretty badass at that point. Full attack + spell + Hex in a round. No swift action arcana that round but oh well.

1 Dip in Unarmed Fighter gets you Imp Unarmed Strike and a Style feat without pre-reqs.

Evil Eye, Misfortune, Slumber, and after level 12 Retribution are all awesome to add to attacks.

Dark Archive

TGMaxMaxer wrote:

On my build, (with rolled stats)...

I took an Urumi (d8 18-20x2) instead, and after 10th level that allows you to take Hex Strike and Martial Versatility (ARG Human) in order to swift action channel a hex in addition to your spell and damage. Hex strike works only with unarmed strikes, and Martial Versatility lets you take a feat that requires a specific weapon and lets you instead use an entire weapon group. Urumi and Unarmed strike are both in the Monk group.

Requires 3 feats, but pretty badass at that point. Full attack + spell + Hex in a round. No swift action arcana that round but oh well.

1 Dip in Unarmed Fighter gets you Imp Unarmed Strike and a Style feat without pre-reqs.

Evil Eye, Misfortune, Slumber, and after level 12 Retribution are all awesome to add to attacks.

Nice idea but it doesn't work.

The hexcrafter doesn't have the Hex Class feature so doesn't qualify for Hex strike.


Don't know why it wouldn't. He gets a hex, and can use it as a witch of his level.

Haven't seen a GM yet (including PFS) who doesn't let it work.

And based on the Weapon training FAQ, wherein getting an alternate class feature that references the original class feature (even though it is more limited), feats/abilities/items that modify the original work on the substitute.

CRB FAQ Archetypes:
Archetype: If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype's ability count as the original ability for the purpose of rules that improve the original ability?

It depends on how the archetype's ability is worded. If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype's ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn't count as the standard ability. (It doesn't matter if the archetype's ability name is different than the standard class ability it is replacing; it is the description and game mechanics of the archetype ability that matter.)

Example: The dragoon (fighter) archetype (Ultimate Combat) has an ability called "spear training," which requires the dragoon to select "spears" as his weapon training group, and refers to his weapon training bonus (even though this bonus follows a slightly different progression than standard weapon training). Therefore, this ability counts as weapon training for abilities that improve weapon training, such as gloves of dueling (Advanced Player's Guide), which increase the wearer's weapon training bonus.

Example: The archer (fighter) archetype gets several abilities (such as "expert archer") which replace weapon training and do not otherwise refer to the weapon training ability. Therefore, this ability does not count as weapon training for abilities that improve weapon training (such as gloves of dueling). This is the case even for the "expert archer," ability which has a bonus that improves every 4 fighter levels, exactly like weapon training.

You get a specific hex, which levels as if you were a witch.

UM Hexcrafter archetype:
Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch's hexes. The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.

Bold qualifies it as a limited version of a broader class ability. Italics qualify it as otherwise working as that same class ability.

Legal.

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