Magus Sword Saint Guide !!exclusive!! | Pathfinder Kingmaker
Introduction
The Magus is a versatile class that combines arcane casting with martial prowess. The Sword Saint archetype is a great choice for a Magus, as it allows you to specialize in using swords and enhance your martial abilities. In this guide, we'll cover the basics of playing a Magus Sword Saint in Pathfinder: Kingmaker.
Class Features and Archetype
- Magus: The Magus class is a spellcaster that uses Intelligence to cast spells. They have access to the Arcane spell list and can choose from various archetypes.
- Sword Saint: The Sword Saint archetype is a Magus archetype that focuses on using swords and enhancing martial abilities. Sword Saints gain access to the Sword Saint spell list, which includes spells that benefit their martial prowess.
Key Abilities and Stats
- Intelligence: As a Magus, Intelligence is crucial for casting spells. Aim for a high Intelligence score (16+).
- Dexterity: Dexterity is important for a Magus's Reflex saves and AC. A moderate Dexterity score (12+) is recommended.
- Strength: As a Sword Saint, Strength is important for melee damage. A moderate Strength score (10+) is recommended.
Skill Selection
- Acrobatics: Useful for avoiding damage and maintaining mobility.
- Athletics: Useful for dealing damage and breaking objects.
- Insight: Useful for perceiving and disrupting enemy spells.
- Intimidation: Useful for demoralizing enemies.
Spell Selection
- Cantrips: Choose cantrips that benefit your martial abilities, such as Mage Hand or Spark of Life.
- 1st Level Spells: Choose spells that enhance your melee capabilities, such as Bless or Shield.
Equipment
- Sword: Choose a high-damage sword that fits your playstyle.
- Shield: A shield can provide additional protection and enhance your defensive capabilities.
- Armor: Choose armor that provides a balance between protection and mobility.
Build Example
Here's an example build for a Magus Sword Saint:
- Name: Eryndor Thorne
- Class: Magus (Sword Saint)
- Ability Scores:
- Intelligence: 18
- Dexterity: 14
- Strength: 12
- Constitution: 10
- Wisdom: 8
- Charisma: 8
- Skills: Acrobatics, Athletics, Insight, Intimidation
- Spells: Cantrips - Mage Hand, Spark of Life; 1st Level Spells - Bless, Shield
Gameplay Tips
- Melee Focus: Focus on using your sword and martial abilities to deal damage.
- Spell Support: Use your spells to enhance your melee capabilities or disrupt enemy spells.
- Positioning: Use your mobility and Acrobatics skill to position yourself for optimal melee attacks.
Sword Saint (Kensai) is a high-risk, high-reward Magus archetype that trades spellcasting quantity and armor for overwhelming critical hit potential and "dodge tanking" capabilities. It is widely considered one of the strongest melee classes in Pathfinder: Kingmaker
due to its ability to stack Intelligence and Dexterity for defense while maintaining massive damage. Core Build Foundations
Here’s a comprehensive Pathfinder: Kingmaker — Magus (Sword Saint) Guide covering attributes, skills, feats, spells, items, and gameplay tips. Focus is on hard/unfair difficulty viability, but works for all. pathfinder kingmaker magus sword saint guide
Part 10: Common Mistakes to Avoid
- Using a Shield: Canny Defense shuts off if you equip a shield. Do not equip a shield.
- Casting from range: Spell Combat only works when you make a melee attack. Do not stand back.
- Ignoring Intelligence: You need INT for Arcana and AC. Do not treat it as a dump stat.
- Forgetting Arcane Pool: Your weapon enhancement is free damage. Refresh it after every rest.
- Multi-classing: Sword Saint gains Perfect Strike (maximize weapon damage) at level 20. Stay pure until at least 18.
3. Race
- Human: Bonus feat + skill point — optimal.
- Elf: Longsword/estoc proficiency; bonus to Spell Penetration.
- Aasimar (Musetouched): Dex/Cha bonus, but less ideal.
- Half-Elf: Skill focus, immune to sleep.
Best: Human (flexibility) or Elf (estoc proficiency + spell penetration).
Magus Arcana: Supercharging Your Blade
You get Arcana at levels 3, 6, 9, 12, 15, 18. Choose these:
- Arcane Accuracy (Level 3): Spend Arcane Pool to add INT to attack rolls for 1 round. Mandatory for hitting high-AC enemies (looking at you, Wild Hunt).
- Enduring Blade (Level 6): Double duration of your weapon enchantments (e.g., Keen lasts minutes/level instead of rounds). Saves you spell slots.
- Ghost Blade (Level 9): Bypass all damage reduction. Essential for mid-game ghosts and golems.
- Bane Blade (Level 12): Add Bane property to your weapon (+2 to hit, +2d6 damage vs chosen enemy type). Pop this before a boss.
- Devoted Blade (Level 15): Add Holy (+2d6 vs evil) or Axiomatic to weapon. Most enemies are evil.
- Critical Strike (Level 18): Swift action to make an attack at full BAB. Less useful for SS due to Spell Combat, but fine filler.
Avoid: Prescient Attack (you have Shatter Defenses), Spell Shield (your AC is high enough), Hasted Assault (you can cast Haste).
Late Game (Levels 13-20): The Unstoppable Duelist
You now have Greater Invisibility, Dimension Door, and Bane Blade.
- Tactics: Dimension Door directly behind the enemy cleric/wizard. Greater Invisibility (prevents attacks of opportunity). Full attack with Bane Blade (Evil Outsider) + Arcane Accuracy + Haste. Kill in one round.
- Defense: You have 50+ AC (Canny Defense + DEX + Shield + Reduce Person + Legendary Proportions? Wait, that increases size, reducing AC. Use Reduce Person for +2 DEX and +1 AC).
- The "One-Shot" Combo (Boss Killer):
- True Strike (Standard action previous round).
- Dimension Door behind boss.
- Swift: Arcane Accuracy + Bane Blade.
- Full attack with Spell Combat: Cast Maximized Vampiric Touch (requires Maximize Spell feat – you have to take it!).
- Deliver with Spellstrike. Hope for a crit.
- On crit, spend 3 Arcane Pool to use Perfect Strike. Your 1d8+20+60 damage becomes 8+20+60. The boss dies.
7. Equipment and crafting
Priority gear:
- Primary weapon: rapier, scimitar, longsword — choose based on finesse vs strength and critical range. Look for Agile enchantment (if available) or Weapon of Choice enchanted with Keen, Speed, or Dancing depending on flavor.
- Armor: Medium or light armor to preserve spellcasting; Mithral chain shirt or breastplate for less spell failure.
- Accessories: Amulet of Natural Armor, Cloak of Resistance, Ring of Protection, Belt of Physical stats (STR/DEX/CON), Headbands for Intelligence.
- Wondrous items: Ioun stones for bonuses, Boots of Speed (works with Haste stacks) and Cloaks with Spell Resistance or Mirror Image effects.
- Crafting: Enchant your own weapon to save gold; crafting relevant potions or scrolls as needed (e.g., Haste, Stoneskin) can be cost-effective.
Enchant priority:
- +X enhancement
- Keen (for crit builds) or Improved Critical
- Agile (for Dex builds) or Speed (if you want extra attacks)
- Holy/Unholy vs. alignments; Bane for favored enemies
Consumables:
- Potions of Remove Paralysis, Cure Serious Wounds, and Haste scrolls; use scrolls for higher-level buffs if low on slots.
9. Equipment & Items
- Weapon enchants: Keen (until Improved Critical), Speed (extra attack), Shocking/Flaming/Icy.
- Bracers of Armor (+AC)
- Headband of Vast Intelligence (+Int to AC)
- Cloak of Resistance
- Ring of Protection, Amulet of Natural Armor
- Boots of Speed (stacks with Speed weapon? No, but gives haste)
- Mnemonic Vestment (extra spell per day)
Turn-by-Turn (Standard Boss Fight)
Round 1:
- Swift Action: Activate Arcane Accuracy.
- Full Round Action: Spell Combat + Spellstrike.
- Cast Shocking Grasp (Intensified if possible).
- Make your full attack sequence (3-4 attacks at high level).
- If any attack is a critical threat (15-20), the Shocking Grasp damage is also multiplied.
Round 2+:
- If boss has insanely high AC: Swift Action Dimension Strike (touch attacks), then full attack.
- If boss is almost dead: Just full attack without spells to conserve spells.
Defensive Mode:
- Toggle Fighting Defensively (universal toggle under abilities).
- With Crane Style + 3 ranks Mobility, you gain +5 AC at only -2 attack penalty. Your high Dex + Int + this AC will make you nearly unhittable.
2. Choosing Your Weapon (The Most Important Decision)
You will pick one weapon. Do not deviate. Here are the top three picks:
| Weapon | Best For | Why | | :--- | :--- | :--- | | Dueling Sword | Optimized Defense | 1d8 damage, 19-20/x2 crit. Works with Slashing Grace for Dex to damage. Best endgame weapon: Bloodhound (extra attacks). | | Scimitar | Critical Spam | 1d6 damage, 18-20/x2 crit. Combine with Improved Critical (15-20 crit range). Best for proccing Outflank and Seize the Moment. | | Estoc | Raw Damage | 2d4 damage, 18-20/x2 crit. Exotic proficiency required, but higher base damage than scimitar. | Introduction The Magus is a versatile class that
Recommendation: Dueling Sword for a first playthrough. It is elegant, powerful, and has the best unique items in the game.