As a "healing witch," the Healing hex is absolutely worth it. One free healing spell for anyone every day. You will use this all the time instead of wasting potions/money. You will use this hex forever.
Be very aware that Cackle requires a move action, and can very quickly degrade your action economy until you are caught in a move-and-cackle trap.
Don't worry about the Fly skill until 5th level.
Against anything mindless or immune to mind-affecting effects, your hexes are all but useless.
Prehensile Hair is extremely useful for touch spells or trip attacks.
The Spite spell + Vampiric Touch is a fantastic combination, doing a minimum of 3d6 points of damage to a successful attacker, and granting you that as temporary HP.
Do everything in your power to get a Witching Gown.
When optimizing a character, it is key to identify what you will be spending most of your time doing.
In this case, it seems like you want to make a melee character who fights in melee. The problem is, as a Magus, you will be combining spell use with melee attacks, and relying on spells to do your damage or to attach Saving Throw based effects. However, your melee attacks still need to hit to apply these spells. So we need to optimize two things - your to hit and your spell effects.
Why not rely more on melee damage? As a non-Fighter and non-Barbarian and non-Rogue, your melee damage is low. You can't easily use PA to increase your damage as your to-hit is key. Ergo, relying on pure melee damage is a bad idea with this build.
To Hit is made of three parts -
- Stat added to to-hit
- spell bonuses and gear bonuses to hit
- feat bonuses to hit
Spell and gear bonuses are simple - you select spells (such as Haste and Cat's Grace) that give you bonuses to hit and try to have them cast before combat goes up. Additionally, you buy or steal or barter or trade or select items (gloves of dexterity, magical swords, banners, duelist's gauntlets, sashes etc) that increase your to-hit. It's usually fairly binary, and choices between say, a great save or die to apply via sword hits or a spell that increases the chance of hitting, can be decided upon by comparing the great spell to your pre-existing spells, thinking about how often you hit currently, etc.
Stat added to hit is also fairly simple. You want more of the stat that adds itself to your to-hit, within reason, again, by comparing it to other things you might get with the same money.
Feat bonuses are slightly more complex, as some feat chains offer debuffs which can affect to-hit, and computing the result is non-trivial. However, as you aren't a Fighter, you can't afford enough feats to make the Improved Trip line worthwhile (Expertise, Trip 1, Trip 2, Fury's Fall), as you aren't a rogue the Shatter Defenses line isn't worth it, and most of the others aren't great shakes. Weapon Focus is an okay choice as it pays off immediately, doesn't require anything else, and is easy to use with your weapon choice of 'always scimitars'. The Two-Weapon Fighting chain is mandatory. That leaves you with very few feats, so the only real 'bang for buck' feat choice is Dazing Assault. Daze is a great status effect and worth applying.
Here we start to run into problems. In the proposed build, you have 4 lost caster levels. In a partial casting class like the Magus, that's effectively suicide. Unless there are some vastly powerful low level spells in the Magus list that you are going to be able to rely on, and you're taking the levels in those classes later - which there is no sign that you are, as they appear to be low level dex and BAB boosting classes.
Unless you are going to dual-wield scimitars and take power attack/twf chain etc, I recommend you only take one level instead of four. Taking a second level later might be workable, but 4 levels of delayed casting as a Magus will suck.
If you have 3.5e backwards compatibility, things like the Abjurant Champion prestige class might help you out in getting a better BAB while maintaining your casting progression (although you still lose out on arcane pool and arcana - the only worthwhile things about advancing pure magus).
Now, as for advancing your spell effects, we have two main things to worry about - save DC and damage.
Save DC is increased by int and various feats, none of them amazingly good. Spell Specialization is a good choice, as is spell Focus in a school you have multiple good options in (like Conjuration or Transmutation).
Damage is increased by CL and metamagic feats. The Gifted Adept and Metamagic Master traits are key to increasing the power of a spell you'll use a lot, such as Shocking Grasp. Otherwise Spell Focus, Mage's Tattoo (Varisian Tattoo), Spell Specialization, can all increase your CL. At lower levels, an Empowered Shocking Grasp for 5d6 x 1.5 damage is crazy at level 4 or whatever. At higher levels, an Intensified Empowered Shocking Grasp out of a 2nd level spell slot for 10d6 x 1.5 damage is great in addition to a full attack.
Taking a level in Crossblooded Sorcerer (Draconic/Orc, or anything else that boosts damage) can greatly increase the damage of touch spells you use also.
Once you have all that handled, damage, status effects, how you are applying them, then you can think about ratios of int to dex.
And in this case, mathematically speaking, you want 2 more points of Int than Dex at any one time, but both are important.
Okay once again not much of a pathfinder player, but dexterity it is then.
“My character knows where he is but I don’t.”
(dex/cha with minimum 13 int)
The character is a Catfolk (see racial notes) Rogue. Take the Clever Cat alternative racial (for the +2 bluff), take the rogue talent Without a Trace, get the Improved Feint Feat, an enchanted Longbow with Fog Cloud (your location) and put skills points into bluff and stealth. Nothing about Feint says it has to be in melee so this is your turn.
Since you made a bluff check and created an area of total concealment now you can make a hide check under the diversion rule. Any reasonable DM will see that this combination of effects is exactly what a feint is by definition, but even a purist should allow you to exchange the Feint effect for the stealth check.
Now take your DM aside and ask them not to reveal what comes next since the other players can destroy you with this information, and they cannot see you anyway.
Racial Notes: If you want to use Halfling instead of Catfolk then take either Shiftless or Swift as Shadows alternative racial, but then you have to use a shortbow or crossbow. Human is also just fine for this build. A Ratfolk with the Burrowing Teeth feat would make your hidden 5ft step absolutely incredible, and since the cloud lasts your opponent will think you are still inside the cloud somewhere.
Other Devilish Equipment: The Pharmaceuticals Hype (optional it depends on if the DM agrees it prevents spell casting), Vive (intelligence and wisdom damage), Zortaphen (expensive! But instant 1 shot knock out for most casters on a failed save). The poisons Drow Poison (cheap knock out! Yes please and now for the Coup De Grace), Black Adder Venom (cheap repeating constitution damage).
Attributes (I recommend that your level 4 bonus be in dexterity)