Optimize character - Magus Hexcrafter LVL 4 Rogue Rake LVL 1


Advice


Wondering what i can do with my character?
For feats I dont rly know.

Cast alter self --> Troglodyte --> Cast frostbite, run in: Rapier 1d6+1 + 1d6+4 non lethal, fatigued. Next turn 3 natural attacks with frostbite rapier 1d6+1 frostbite 3x1d6+4. Dip to rogue for class skills, sneak attack or free intimidation and weapon finesse (gives all my natural attacks dex bonus to hit)

Zeish
Male Elf magus 4 / rogue 1 Archetypes Hexcrafter, Rake,
TN Medium humanoid (elf)
Init +4, Senses darkvision (60 ft.), low-light vision; Perception +11
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex, )
hp 39 ((4d8)+(1d8)+5)
Fort +5, Ref +7, Will +5, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee rapier +7 (1d6+1/18-20)
Special Attacks Bravado's Blade, Sneak Attack 1d6, Spell Combat, Spellstrike,
Innate Spell-Like Abilities comprehend languages (DC ,1/day), detect magic (1/day), detect poison (1/day), feather fall (DC 15,at will), levitate (1/day), read magic (DC ,1/day),

Prepared Spells
Magus (CL 4th; concentration +8)
2nd-alter self(2)(DC )
1st-frostbite(3), vanish(DC 15)
0th-arcane mark, detect magic, mage hand, prestidigitation(DC 14)
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TACTICS
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STATISTICS
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Str 13, Dex 18, Con 12, Int 18, Wis 13, Cha 12,
Base Atk +3; CMB +4; CMD 18
Feats Ability Focus (Witch Hex ~ Slumber), Extra Arcana, Extra Hex, Weapon Finesse
Skills Acrobatics +8, Appraise +8, Bluff +12, Diplomacy +9, Disable Device +8, Escape Artist +8, Fly +8, Intimidate +12, Knowledge (Arcana) +8, Knowledge (Planes) +8, Perception +11, Ride +8, Spellcraft +9, Stealth +12, Use Magic Device +5,
Traits Clever Wordplay (Bluff, Intimidate),
Languages Common, Elven, Giant, Gnome, Goblin, Orc
SQ arcane accuracy, arcane focus, arcane pool (6/day), armor proficiency, bonus magus arcana (4x), cantrips, darkvision, elven immunities, envoy, finesse training, flight, hex arcana, hex magus, keen senses, low-light vision, slumber, spells, spell-scars, , , ,
Combat Gear
Other Gear rapier, leaf armor, spellbook, 0.0 gp
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SPECIAL ABILITIES
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Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +4 insight bonus on all attack rolls until the end of your turn.

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 6 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Magus Arcana (4x) Magus: The magus gains 1/6 of a new magus arcana.

Bravado's Blade (Ex) When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Clever Wordplay (Bluff, Intimidate) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy (Ex) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Flight (Su) DC 16 The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall on herself at will and gain a +4 racial bonus on Swim checks. She can cast levitate on herself once per day.

Hex Arcana You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.

Hex Magus (Su) You gain access to a small number of witch's hexes (see the Advanced Player's Guide). 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.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Skills

Slumber (Su) DC 18 If the creature fails a will save, it falls into a deep, magical sleep for 4 rounds. This hex can affect a creature of any HD.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spells (Su) You add the following spells to your magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Spell-Scars (Ex) The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat. The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

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Spellbook
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Magus Spells Spells

Grand Lodge

Well you only get an extra bite attack as a secondary attack (-5 BAB) from Troglodyte most of the time.
The claw holding your rapier is occupied and if you use spellcombat (two weapon fighting) to get an extra rapier attack, then you cannot use the offhand claw.

If possible dont dip when making a magus build. You lose to much.
But if you do - then go with 2 level brawler to get access to greater two weapon fighting with just one weapon.

If you take the Enforcer feat (frostbite deals nonlethal dm) then you dont need the rake archtype.
Also consider rimespell metamagic feat to further debuff with frostbite.


Thanks! Should have mentioned a few more things :)

I will not be holding the rapier, only fighting using 2 claws and bite.
At lvl 8 i get monsterous physic which gives me 4 or 5 attacks with pretty amazing monsters.
At lvl 10 it becomes even stronger with new monsters to choose from, one with 6 arms, that's 6 frostbites one round + dmg from hits.

My dm doesn't allow the enforce spell to work when delivering a touch spell trough an attack that deals lethal damage.

I have arcane accuracy +4 to all hits to make up for multiple attacks with penalty to bab.

Grand Lodge

I was refering to the Enforcer Feat.
It would also work if you have merciful enchantment on your weapon.


My dm doesn't allow the enforce spell to work when delivering a touch spell trough an attack that deals lethal damage.

Yes I know.
As a magus i deliver spells trough my weapon, either natural attacks or trough my sword.

So I deal lethal damage, then deliver the spell at the same time.
My DM says since I deal damage Enforcer feat will not work.

I read a lot of post about it and most favored to not allow it.
For it to work, non lethal damage only has to be given.

Grand Lodge

Well as a GM, I would rather nerf Monsterous Physic. 4-6 natural attacks with a spell is way more powerful than the Enforcer feat.
Cornugon Smash will also give you free intimidate.


Well, your initial post says your second turn involves rapier damage but it wouldn't, you abandon the rapier for claw claw bite, or use claw rapier bite. Since the spell is charges this is fine but honestly it sounds less efficient than doing the attack->spell combat defensive cast->attack combo that a standard magus does. Additionally, you can elect to do nonlethal damage with a rapier at a -4 to hit. This is pretty steep up to the point that you can get merciful, but it allows your build to focus on nonlethal damage.

I'd suggest boosting defensive casting so that you have less chances of failing your spells, as well as looking for ways to ensure that you can continue to recast spells. Finally, you've invested a LOT into those two hexes and into that intimidate to demoralize even with ability focus slumber you're only at an 18 and you'll soon find that most monsters just shrug off slumber, which is why most witches go for ways to inhibit save DCs before trying to land their save or suck stuff. Skill Focus intimidate can boost your chances of success there, but I'm not really sure where you're going with the whole thing. Performance combat is a clunky relic that most DMs have no experience with and is an unreliable and feat intensive method of getting sneak attack, of which you only have 1 die. It feels to me like you've given up a lot of stuff to push yourself into this weird monster build then come to the forums wondering why you don't do much damage.

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