Sword Saint

Magus Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8
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Max level of Spells
6
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Sword Saint is a sub-class in Pathfinder: Wrath of the Righteous. Sword Saints combines both magic and weapons while in combat. They use spells with focus on enhancing weapons and armor.

 

"A sword saint spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors. "

  

Sword Saint Information

 

Sword Saint Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  0 +2 0  +2 Cantrips, Chosen WeaponArcane PoolSpell CombatDetect Magic, Canny Defense
Level 2  +1 +3 0 +3 Spellstrike
Level 3  +2 +3 +1 +3 Magus Arcana
Level 4  +3 +4 +1 +4 Perfect Strike
Level 5  +3 +4 +1 +4 Arcane Weapon (+2)Bonus Magus Feat
Level 6  +4 +5 +2 +5 Magus Arcana
Level 7  +5 +5 +2 +5 Fighter Training, Lightning Draw
Level 8  +6/+1 +6 +2 +6 Improved Spell Combat
Level 9  +6/+1  +6 +3 +6 Arcane Weapon (+3), Critical Perfection
Level 10  +7/+2 +7 +3 +7  
Level 11  +8/+3 +7 +3 +7 Bonus Magus Feat, Superior Reflexes
Level 12  +9/+4 +8 +4 +8 Magus Arcana
Level 13   +10/+5 +9 +4 +9 Arcane Weapon (+4), Lethal Focus
Level 14  +10/+5 +9 +4 +9 Greater Spell Combat
Level 15   +11/+6/+1 +9 +5 +9 Magus Arcana
Level 16   +12/+7/+2  +10 +5 +10 Counterstrike
Level 17   +12/+7/+2 +10 +5 +10 Arcane Weapon (+5)Bonus Magus Feat
Level 18   +13/+8/+3 +11 +6 +11 Magus Arcana
Level 19   +14/+9/+4 +11 +6 +11 Perfect Reflexes
Level 20  +15/+10/+5 +12 +6 +12 Weapon Mastery

 

Sword Saint Abilities

 

Magus Proficiencies

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from Other classes.

Magus Arcana

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.

Lightning Draw

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

Cantrips

Magi 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

 

Spellstrike

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 rnodified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. 

Perfect Strike

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.

Fighter Training

Starting at 7th level, a sword saint counts sword saint level -3 as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Critical Perfection

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

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).

Counterstrike

At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack Of opportunity from the Use Mmagus after the spell is complete.

Weapon Mastery

At 20th level, any attacks a sword saint makes with his chosen weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes for example).

Chosen Weapon

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.

 

Arcane Pool

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend I point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses Of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane.

Arcane Weapon (+2)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Weapon (+3)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Weapon (+4)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

 

Arcane Weapon (+5)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat

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).

Improved Spell Combat

At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration

Greater Spell Combat

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus from Improved Spell Combat increases to +4

 

Canny Defense

When wearing light or no armor, wielding his chosen weapon, and not using a shield, a sword saint adds I point of Intelligence bonus (if any) per magus class level as a dodge bonus to her Armor Class. If a sword saint is caught flat-footed or otherwise denied her  Dexterity bonus, she also loses this bonus.

Superior Reflexes

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

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

Magus Bonus Feat

Possible Selections:
Armor Proficiency (Heavy Armor)
Armor Proficiency (Heavy Armor)
Martial Weapon Proficiency
Armor Proficiency (Medium Armor)
Shield Proficiecny

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard



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    • Anonymous

      ... Uh ... is it just me ... or are the Magus Bonus Feat selections absolutely USELESS for a SWORD SAINT ???

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