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Building a Str based Magus
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5902379" data-attributes="member: 35909"><p>I would switch the Int and Con, I know you want to front line, but con 18 is not required... Since you're a hexcrafter, int has much more importance to you than it does a normal magus. Obviously put the Human +2 into Strength for Str 20.</p><p></p><p></p><p>I would not bother with Evil Eye or any of the cackle-based hexes. They would take a lot of hexes to get the most bang out of, and you won't be able to basically ever cackle between moving to engage foes and full attacking for spell combat. Stick to useful hexes that are powerful all on their own - Flight, Slumber, and Prehensile Hair are good. The latter to give you a 10 ft threatened area or possibly to spellstrike with from safety if you don't think you can make the concentration check while threatened.</p><p></p><p>I agree with you on how questionable power attack is. IME, Magus does not struggle for damage, I wouldn't want to reduce my to hit with it most times. As for cleave...it sucks. As for cleaving finish...it's not worth having to take Cleave first.</p><p></p><p>There really isn't and great str-based magus feats. But, your feats will be so tied up in Extra Arcana (both for arcana AND hexes!) and Improved Familiar, perhaps that's a good thing. Intensify Spell is one you definitely want. Along with Magical Lineage (shocking grasp) trait.</p><p></p><p>For weapon, you still want a 18-20 threat range weapon, its so much worth the 1 dice size decrease in damage, I can't even describe it. Switching hands should be a free action, so untilited use (within "sane" limits...), but only during your turn. Of course, the magus class features require having the hand free anyway.</p><p></p><p>For feats...it's extremely feat intensive, but perhaps as an alternative to the cleave chain and toughness: Consider Improved Unarmed Strike (pre-req feat), Dodge (pre-req, though certainly helps defense), Crane Style, and Crane Wing. Now, w/ 3 acrobatics ranks, you can fight defensively for a -2 to hit for +4 AC, and the first melee hit on you each round is deflected, similar to Deflect Arrows for ranged. You can also w/ IUS feat grab the Hex Strike (Slumber, or Ice Tomb or Retribution, if picking it up later) feat to deliver a hex as a swift action after hitting with an unarmed strike (I'd suggest using an iterative attack after the first for this, all other attacks w/ your higher crit range weapon). Pretty nice combo, but that's 5 feats! And the most important one, Crane Wing, requires BAB +5 and thus won't be available till level 7 -- right when you're looking to pick up Intensify Spell and Improved Familiar. But certainly a cool combo. You can get crane wing slightly earlier and alleviate some of the feat weight by dipping Unarmed Fighter or Master of Many Styles Monk, but it'll only let you get it like 2 levels earlier and isn't worth the loss of casting and hex progression in the long run.</p><p></p><p></p><p>SteelDraco: Keep in mind, he won't get Spell Recall till like level 11, and will never get Imp. Spell Recall, due to archetype.</p><p></p><p>EDIT: Possible feat progression. Like I said, this is painfully feat heavy</p><p></p><p>1 Dodge</p><p>1 Improved Unarmed Strike [Human]</p><p>3 Crane Style</p><p>5 Extra Arcana (for a new hex) or Hex Strike (Slumber)</p><p>7 Crane Wing</p><p>9 Improved Familiar or Intensify Spell</p><p>11 Intensify Spell or Improved Familiar</p><p>13 Hex Strike (Ice Tomb or Retribution)</p><p>15+ Extra Arcana feats; maybe Split Hex if you have Slumber w/ Hex Strike</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5902379, member: 35909"] I would switch the Int and Con, I know you want to front line, but con 18 is not required... Since you're a hexcrafter, int has much more importance to you than it does a normal magus. Obviously put the Human +2 into Strength for Str 20. I would not bother with Evil Eye or any of the cackle-based hexes. They would take a lot of hexes to get the most bang out of, and you won't be able to basically ever cackle between moving to engage foes and full attacking for spell combat. Stick to useful hexes that are powerful all on their own - Flight, Slumber, and Prehensile Hair are good. The latter to give you a 10 ft threatened area or possibly to spellstrike with from safety if you don't think you can make the concentration check while threatened. I agree with you on how questionable power attack is. IME, Magus does not struggle for damage, I wouldn't want to reduce my to hit with it most times. As for cleave...it sucks. As for cleaving finish...it's not worth having to take Cleave first. There really isn't and great str-based magus feats. But, your feats will be so tied up in Extra Arcana (both for arcana AND hexes!) and Improved Familiar, perhaps that's a good thing. Intensify Spell is one you definitely want. Along with Magical Lineage (shocking grasp) trait. For weapon, you still want a 18-20 threat range weapon, its so much worth the 1 dice size decrease in damage, I can't even describe it. Switching hands should be a free action, so untilited use (within "sane" limits...), but only during your turn. Of course, the magus class features require having the hand free anyway. For feats...it's extremely feat intensive, but perhaps as an alternative to the cleave chain and toughness: Consider Improved Unarmed Strike (pre-req feat), Dodge (pre-req, though certainly helps defense), Crane Style, and Crane Wing. Now, w/ 3 acrobatics ranks, you can fight defensively for a -2 to hit for +4 AC, and the first melee hit on you each round is deflected, similar to Deflect Arrows for ranged. You can also w/ IUS feat grab the Hex Strike (Slumber, or Ice Tomb or Retribution, if picking it up later) feat to deliver a hex as a swift action after hitting with an unarmed strike (I'd suggest using an iterative attack after the first for this, all other attacks w/ your higher crit range weapon). Pretty nice combo, but that's 5 feats! And the most important one, Crane Wing, requires BAB +5 and thus won't be available till level 7 -- right when you're looking to pick up Intensify Spell and Improved Familiar. But certainly a cool combo. You can get crane wing slightly earlier and alleviate some of the feat weight by dipping Unarmed Fighter or Master of Many Styles Monk, but it'll only let you get it like 2 levels earlier and isn't worth the loss of casting and hex progression in the long run. SteelDraco: Keep in mind, he won't get Spell Recall till like level 11, and will never get Imp. Spell Recall, due to archetype. EDIT: Possible feat progression. Like I said, this is painfully feat heavy 1 Dodge 1 Improved Unarmed Strike [Human] 3 Crane Style 5 Extra Arcana (for a new hex) or Hex Strike (Slumber) 7 Crane Wing 9 Improved Familiar or Intensify Spell 11 Intensify Spell or Improved Familiar 13 Hex Strike (Ice Tomb or Retribution) 15+ Extra Arcana feats; maybe Split Hex if you have Slumber w/ Hex Strike [/QUOTE]
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