Sword Saint

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Sword Saint is an Archetype of the Magus class in Pathfinder: Kingmaker.

Description[edit | edit source]

Currently a stock page

Base Features[edit | edit source]

Chosen Weapon[edit | edit source]

A sword saint is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A sword saint is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

At 1st level, a sword saint gains Weapon Focus with his chosen weapon as a bonus feat.

Spellstrike[edit | edit source]

At 2nd level, whenever a magus casts a spell with a range of ""touch"" from the magus spell list, he can deliver the spell through any weapon he is 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 the magus makes 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 ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Perfect Strike[edit | edit source]

At 4th level, when a sword saint hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage — the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the sword saint confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1.

Critical Perfection[edit | edit source]

At 9th level, a sword saint adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon.

In addition, the sword saint may use his magus levels in place of his base attack bonuses to qualify for any feat for which it is a prerequisite.

Lethal Focus[edit | edit source]

At 13th level, when a sword saint is attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).

Weapon Mastery[edit | edit source]

At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Lightning Draw[edit | edit source]

At 7th level, a sword saint applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0).

Canny Defense[edit | edit source]

While wielding their chosen weapon and not wearing armor or wielding a shield, a Sword Saint gains a dodge bonus to their AC for each point of intelligence they have, up to their Sword Saint level.

Superior Reflexes[edit | edit source]

At 11th level, a sword saint can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

Perfect Reflexes[edit | edit source]

At 19th level, a sword saint's initiative roll is automatically a natural 20.

Cantrips[edit | edit source]

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

Detect Magic[edit | edit source]

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

Spell Combat[edit | edit source]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his 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).

Spellstrike[edit | edit source]

At 2nd level, whenever a magus casts a spell with a range of ""touch"" from the magus spell list, he can deliver the spell through any weapon he is 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 the magus makes 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 ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana[edit | edit source]

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once.

NOTE: a significant portion of the information on this page was inaccurate as it applied to the base Magus class, not Sword Saint. These portions have been removed.


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