
Rerednaw |
Assumptions:
PFS.
Hexcrafter archetype Magus can take Hex Strike feat (there was a debate on whether or not the magus exchanging his spell recall class feature for the ability to gain witch hexes counts as hex class feature.)
The build doesn't come online before 5th. 4th level is first hex and 5th level is the earliest that would allow the Hex Strike feat.
The immediate concern I would have (if this is legal to begin with) is how to offset the opportunity cost. Hex Strike requires a swift to land the hex. However many of the Magus' abilities trigger off swifts as well, particularly those that increase his accuracy.
This was more of a flavor idea. I do realize it would be easier for him to hang back and act as a witch in armor instead.
Thanks!

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I would allow a Hexcrafter of 4th level to count as having the Hex class feature, but RAW, they don't. Expect table variation at PFS.
You are swift action gated, as Magi have a lot of swift action uses. That said, since you can spell combat and use a swift action, You could full attack with an unarmed strike, cast a spell, and inflict a hex on someone in the same round. That is one hell of an increase to action economy.

Rerednaw |
I would allow a Hexcrafter of 4th level to count as having the Hex class feature, but RAW, they don't. Expect table variation at PFS...
The only RAW I found is this:
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.[b] He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This [b]feature replaces spell recall.
So we have a feature that isn't a class feature...because 'class' was omitted from the last sentence.
And the clause "benefits or uses" also does not apply when hex-reliant feats are being used?
Please bear with me. I'm trying to understand this and the wording is confusing.
If that's the case then all of the hex feats are not usable, such as Accursed Hex, Extra Hex (though the Magus could use Extra Arcana), and so on? I didn't find anything in the FAQ, do we have a link to a dev post?

Paulicus |

It sounds to me like your asking for advice on swift-action management, rather than hex strike? Correct me if I'm mistaken.
If that's the case, I have a similar magus character in PFS. She doesn't have hex strike, but she is going for the arcanas that grant swashbuckler abilities, so I've had to consider swift action usage. My magus is a Hexcrafter (for the curses mostly), but also a Bladebound magus, meaning she gives up spell recall, which really only leaves enhancing my blade as a swift action, leaving plenty of room for parries (in my case) or hex strikes (in your's).
The only arcana I recall that was worth it and used a swift action was Arcane Accuracy, which I just didn't pick up. Though it is competing with Arcane Strike.
My advice: Pick up lots of pearls of power, considering trading spell recall away with an archetype, or just accept that you can't hex strike at the same time as spell recall.

Rerednaw |
It sounds to me like your asking for advice on swift-action management, rather than hex strike? Correct me if I'm mistaken.
If that's the case, I have a similar magus character in PFS. She doesn't have hex strike, but she is going for the arcanas that grant swashbuckler abilities, so I've had to consider swift action usage. My magus is a Hexcrafter (for the curses mostly), but also a Bladebound magus, meaning she gives up spell recall, which really only leaves enhancing my blade as a swift action, leaving plenty of room for parries (in my case) or hex strikes (in your's).
The only arcana I recall that was worth it and used a swift action was Arcane Accuracy, which I just didn't pick up. Though it is competing with Arcane Strike.
My advice: Pick up lots of pearls of power, considering trading spell recall away with an archetype, or just accept that you can't hex strike at the same time as spell recall.
I was asking that question until the poster said a Hexcrafter cannot take the Hex Strike feat. The debate is that the Hexcrafter Hex Magus feature that replaces the spell recall feature is argued to be not a (class) feature, which would mean the entire build is not legal. However I have not found it explicitly stated anywhere and was asking for a dev post before I go further with this build.

Lich Bard |

How would that not be a class feature? Moreover, in archetypes it says that certain thing replaces certain class feature. Is it really necessary that it says "This class feature replaces that class feature" to be able to grab feats and all that?
Just quoting the staff magus
Quarterstaff Defense (Ex)
At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.
This ability replaces the medium armor and heavy armor class abilities.
Oh no! it says "class abilities"! then the medium armor and heavy armor of the normal magus aren't class features, but abilities.
One thing that really makes me laugh is that metamagic feats don't actually have requisites, so a fighter can have metamagic feats, even when he obviously can't possibly use them. That's totally legal.
As I said in some other thread, if you have hexes, then you can grab any feat that requires having hexes. People (and mostly, GMs) should focus on the intent of what is written. And note that, with that previous phrase of mine, one could say that I believe that GMs are not people, right?
And also, given the hex arcana, the first level with hexcrafter that you can grab a hex is level 3, in exchange of your arcana.
Sorry if it was too long.

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It IS a class feature. It's a class feature named "Hex Magus". Hex strike requires a class feature named "Hex". That's why it's not a legal choice RAW barring a FAQ or clarification that "Hex Magus" counts as "Hex" for feat prerequisites.
I would absolutely allow it in a game I was running, but it's not the same class feature RAW.

kestral287 |
Here and here are links showing the legality of Hexcrafters taking Hex Strike.
Credit where it's due, Jeff Merola and Pupsocket linked me to those two posts when I asked the same question. And this is the second place I'm posting it, for completion's sake.
So the question seems to be Swift Action management, once we get legality aside. This would be my advice:
1. Consider your needs. If you think you can kill the opponent with Spell Combat Shocking Grasp, drop an Arcane Accuracy/Accurate Strike and take them down. No point Slumbering a target you could kill outright.
2. Consider your target. Do you need a heavy accuracy boost against them, or no? If not, drop them quickly.
3. A long-duration accuracy buff (Arcane Pool enhancement) should always be your first choice. The only time this isn't true is against a single target with low AC... how likely do you find that to be the case?
4. True Strike. True Strike, True Strike, True Strike. If you decide that Slumber (or whatever you're Hex Striking, but I like Slumber) is your ideal weapon of choice to put the target down but their AC is just too high, but you're not sold on your accuracy, dropping a True Strike into your punches should ensure you hit to nail them with a Slumber.