As per title I'm looking for ways to optimize a magus meant mainly for assassination and boss-dispatching. I know about the shocking grasp "trick", but I feel that's not enough for higher-level characters.


  • Prestige classes and archetypes are allowed
  • No multi-classing otherwise
  • Only official Paizo material available
  • Character level 10+
  • Character has "decent" to-hit bonuses, through either feats or arcana.


  • Not having only 1 type of elemental damage
  • No traits

For combating single opponents, one of the more potentially lethal archetypes for a magus is the Hexcrafter. Hexcrafter to gain the slumber hex, and possibly the evil eye/misfortune hexes. Take the Elemental Spell metamagic and the Maximized/Empowered magus arcana.

It would allow for a coup-de-grace requiring a pair of natural 20s to survive while still inflicting a great deal of damage.

The damage(done with a basic scimitar/rapier) with a strength score of 14, will be 2D6+4(weapon) + 15d6(spell). This will result in 11(average weapon damage) + 90(Maximized spell damage), for a total of 101. The DC of a Fort save vs Coup-de-grace is equal to the damage dealt(101) + 10, for an average DC of 111.

  • \$\begingroup\$ What part of a coup-de-grace forces you to make a pair of natural 20's? Even with the misfortune hex, the DC isn't that high. \$\endgroup\$ – GreySage Jun 17 '15 at 22:17
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    \$\begingroup\$ The part where the coup-de-grace is from a maximized, empowered, and possibly Elemental shocking grasp critical hit for 15d6(or 90 + base weapon critical damage) or around 100 points of damage minimum. Coup-de-grace Fort DC is 10 + damage dealt. If you know of anything that can make that save without a natural 20, please let me know. \$\endgroup\$ – Guest Jun 18 '15 at 7:47
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    \$\begingroup\$ While Coup de Grace is powerful, this method relies on getting Slumber to stick first, which can be difficult, considering it is will negates and mind-affecting. \$\endgroup\$ – MrLemon Jun 18 '15 at 10:40
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    \$\begingroup\$ It follows all the normal rules for critical hits when delivered as a Spellstrike, or 10d6, then Empowered to 15d6. As to the Slumber DC, invisibility, evil eye, Hexing runes and an very high intelligence are the solution. \$\endgroup\$ – Guest Jun 18 '15 at 19:39
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    \$\begingroup\$ Also, Intensified Spell is definitely noteworthy (and no Magus should ever not have it, at least in Rod form), bringing the base damage up to 10d6, for a total of 20*6+10d6, averaging 155 points of damage. \$\endgroup\$ – MrLemon Jun 28 '15 at 9:41

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