Pathfinder Kingmaker Magus Sword Saint Guide ✭
The Sword Saint is arguably the most powerful Magus archetype in Pathfinder: Kingmaker
. It trades the ability to wear armor and some spellcasting flexibility for unrivaled critical hit potential and a defensive suite that makes you nearly unhittable. Core Mechanics & Playstyle
The Hybrid Approach: You are a "gish"—a mix of a fighter and a wizard. You use Spell Combat to cast a spell and attack in the same turn, and Spellstrike to deliver touch spells through your weapon.
Canny Defense: You add your Intelligence modifier to your AC as long as you are unarmored and using your chosen weapon.
Perfect Strike: Spend Arcane Pool points to maximize your weapon damage or increase your critical multiplier. The Build Strategy
Most players choose between a Dexterity-based build (higher AC and Initiative) or a Strength-based build (higher raw damage and reach). 1. Attributes
Primary: Strength (for damage) OR Dexterity (for defense/accuracy).
Secondary: Intelligence (essential for AC, Arcane Pool, and bonus spells). pathfinder kingmaker magus sword saint guide
Tertiary: Constitution (for HP). You can usually dump Charisma and Wisdom. 2. Choosing Your Weapon
Falcata/Estoc/Bastard Sword: High damage and crit potential for one-handed builds.
Fauchard: Often cited as the "best" for its reach and high crit range, though it requires an Exotic Weapon Proficiency feat and prevents the use of Spell Combat since it is two-handed. 3. Essential Feats
Spells: Your True Damage Source
The Sword Saint is a 6-level caster. You do not cast Fireball. You cast touch spells delivered via your sword.
Cantrips (Orisons):
- Touch of Fatigue – Infinite use. Deliver on a missed attack for a debuff.
Level 1 (Spam these):
- Shocking Grasp – +3 to hit vs metal armor. Scales poorly but spammable. Your bread and butter until level 10.
- Corrosive Touch – No +hit bonus, but acid damage rarely resisted.
- Shield – +4 shield bonus to AC. You don't have a shield. Cast this before every fight.
- True Strike – +20 on next attack. Use before a Perfect Strike crit attempt on a boss.
Level 2 (Utility & Control):
- Mirror Image – Your best defensive spell. Better than AC. Cast immediately when combat starts.
- Blur (20% miss chance) – Stacks with Mirror Image.
- Frigid Touch – Deals cold damage; enemy is staggered if they fail save. No save on stagger? Actually, they get a save. Still good.
Level 3 (The Big Guns):
- Vampiric Touch – Damage + temporary HP. This keeps you alive.
- Haste – Your party buff. You are now a blender.
- Displacement – 50% miss chance (concealment). Cast this instead of Blur after level 7.
- Force Punch – Bull rush effect. Fun for pushing enemies off cliffs.
Level 4 (Death Dealer):
- Dragon’s Breath – Not a touch spell, but situationally good for mobs. Ignore it.
- Dimension Door – Your "get out of grapple" and "murder the backline" button.
- Greater Invisibility – Enemies are flat-footed. Combine with Shatter Defenses for guaranteed hits.
Level 5 (Endgame Destruction):
- Corrosive Consumption – Acid damage over time. Good for bosses.
- Calcific Touch – DEX damage per touch. Devastating to high-level enemies.
- Phantasmal Web – Control spell (but not touch).
Level 6 (The Nuke):
- Hellfire Ray (if you have it, but not touch) – Ignore. Use Sirocco? No.
- Your real Level 6 is Intensified Shocking Grasp (not in Kingmaker base game sadly). So just use Vampiric Touch with Maximize.
Level 3
- Slashing Grace (Estoc) or Fencing Grace (Rapier) – This allows you to add Dexterity to damage. Tip: Slashing Grace works for Estoc due to a game mechanic oversight (Estoc is piercing, but feat works). Take this ASAP.
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.
Part 6: Gameplay & Combat Tactics
Part 9: Companions & Party Synergy
You are a melee striker with high AC but low HP. You need:
- Tank: Valerie (Full plate + Tower Shield) to stand beside you for flanking.
- Divine Buffer: Tristian or Harrim for Bless, Prayer, Death Ward.
- Arcane Buffer: Jubilost (Alchemist) – he can cast Shield on you.
- Ranged DPS: Ekundayo with a bow. He also takes Outflank for free crit triggers.
- Skill Monkey: Linzi (Bard) – her Inspire Courage boosts your attack and damage.
Synergy Trick: Cast Enlarge Person on Valerie, then Reduce Person on you. Stand in her square (game allows overlapping). You gain the AC bonus from Reduce, she blocks enemies.
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).
1. Core Concept
Sword Saint is a Magus archetype that:
- Uses a single, chosen weapon (e.g., estoc, scimitar, dueling sword).
- Gains massive critical hit bonuses, AC from Intelligence, and spell combat.
- Plays as a high-AC, high-critical damage melee striker.
Key trade-offs: No armor (uses Int to AC), fewer spells per day, but deadly criticals.