Kensai / Bladebound(?) Tank Build


Advice


Playing one of these soon, and need some help/advice on the build. Here's what I've got to work with:

25 point buy, starting at 5th level, and could very well go all the way to 20.

Trying to build around fighting defensively, so looking to get high AC, and reduced penalties from fighting defensively, especially as Spell Combat is already a -2.

DEX build, obviously, unless you can make an EXTREMELY good argument.

Specifically looking for help with race and feat selection. We are using traits. Bonus points for dex-to-damage without costing two feats. I'm well aware of Crane Style, but unsure if multiclassing or just taking it as a feat is a better option.


Just spam Haste/Blur/Mirror Image and you'll be fine.

I think the Magus is better off going offense with feats and taking defensive and buffing spells, since Mirror Image is amazing.


On most magi, yes. However, the Kensai gets Canny Defense, among other things. The trade-off is that they have diminished spellcasting, so even a 20 Int (which they will have anyway) only offsets the penalty and gives you one extra 1st level slot, so regularly having spells like Mirror Image, Blur, and the like running just isn't going to happen at 5th level. I have a few Pearls of Power for my 1st levels, but that's about all I can do at this level. Fighting defensively doesn't have any additional action cost, can be used as much as you want, and can be pushed to pretty ridiculous levels, if you want to do some serious multiclassing. Such builds, unfortunately, are not for the Kensai. However, it's still relatively easy to get the bonus to +5 and the penalty to -2, for the cost of a trait, 3 ranks in acrobatics, and Crane Style.


Rather than a defensive tanking build, I would recommend an Offensive tanking build (debuffs).

A Whip with a +2 Anchoring Enchantment would be kinda scary for a tanky Magus. Get Long Arm spell for additional 5ft range (and deliver touch powers/anchor at 20ft range).

Make sure you have Blur, Mage Armor, and Mirror Image.

Frostbite/Frigid Touch + Rime Spell Feat is a nice combo. Fatigue + Stagger + Entangle is absolutely debilitating to Melee and Casters alike (entangle causes Conc checks).

Also, get some Spellstrike gloves so you can turn spells like Slow into Touch Effects. And get some Voidfrost Robes.

Spell Focus/Greater Spell Focus (Evocation) and Elemental Focus/Greater Elemental Focus (Cold) can increase your DC's by an additional +4. Persistent Spell Feat will make your enemies save twice, ensuring maximum debuffing potential.

.

Gloves, Spellstrike

Aura strong (no school); CL 17th; Slot hands; Price 8,000 gp; Weight —

DESCRIPTION

These black leather gloves are lined with soft black velveteen and have silver buckles that run from the wrist to the elbow.

Three times per day, the gloves allow the wearer to treat a ranged magus spell as a spell with a range of “touch,” allowing him to deliver the spell with his spellstrike ability. The glove can only affect spells that normally affect one or more creatures at a range greater than “touch” (such as slow), not rays or other created effects. The altered spell only affects the creature attacked (any other targets normally allowed by the spell are lost).

.

Robe, Voidfrost

Aura moderate abjuration and evocation; CL 10th; Slot body; Price 11,000 gp; Weight 1 lb.

DESCRIPTION

This blue and white silk robe gives the impression of ice and frozen fog forming over its surface.

The robe grants the wearer cold resistance 5 and increases the wearer’s caster level for all spells with the cold descriptor by +1.

Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of cold. Creatures other than the wearer within the area take 2d6 points of cold damage (Reflex DC 16 half).


Using a whip would mean dropping Bladebound (which I'm not adamantly against, if anything, it could save me a feat for an Agile weapon), and I like using a crit-fishing Scimitar anyway. Spellstrike Gloves are lower priority for me, especially if I drop Bladebound. Already grabbed Mirror Image, and debating using an Arcana for Mage Armor. Got Long Arm as well.


Dazing Spell is great too for shutting down enemies :) If they can't attack you, they can't cause dmg :D


And you don't need to make the Whip your primary weapon, just get a whip with a +2 anchoring enchantment and use it situationally. You can still use a scimitar like you normally would.


I'm mostly concerned with making an effective build NOW, I'll be fine with further level ups. My largest problems are deciding on a race and trying to decide if Crane Style is worth it, or even if I should just scrap the defensive fighting concept altogether. A +2 weapon costs 8,000 and I only get 10,500 to play around with. Pearls of Power are practically a must for me, as I'm a little over-cautious when it comes to resources.


Spell Shield for your lvl 3 arcana imo. Take Elf as a Race, as it boosts your Dex and Int and you get 1/6 arcana as an FCB. Elven Maguses pwn.


Arcane Accuracy is good too.


Arcane Accuracy and Spell Shield were definitely in the running, as was Elf. Tiefling is the other major consideration. Better stat bonuses, and extra pool points to fuel AA and SS, not to mention weapon enchantments for that sweet 30% critical chance. I suppose the larger question has arisen: is Bladebound worth it for this build?


Black Blades are pretty cool. It's rough giving up a familiar though. I personally prefer having a familiar.

Grand Lodge

Diminished spellcasting (Kensai) makes multible-charge-spells a lot better and then spell combat i less important. You could go for a glaive build with the Bladed Brush feat?


Was already looking into the Frostbite build. Bladed Brush doesn't help much, as it doesn't give me DEX to damage, nor does it allow me to use it one-handed, so no Spell Combat. At this point, I'm considering ditching fighting defensively completely, and just going for Frostbite build, Crane Style is just too expensive.

Grand Lodge

Perhaps thiefling with bruising intellect trait for an Intimidate build with enforcer feat and cold subdual damage (frostbite) ??


That was the plan. Also trying to see if a STR build is at all viable, since weapons like the katana (which is thematically perfect for the Kensai), rhoka sword, and urumi. There aren't any STR/INT classes though, so Tiefling still works just fine.


Here's what I've got now:

Sarvin, Tiefling (Bladebound?) Kensai 5.
STR 16
DEX 16
CON 14
INT 20
WIS 10
CHA 5

Feats: Enforcer, Rime Spell, Toughness, Extra Arcana/Improved Initiative

Traits: Magical Lineage (frostbite), Bruising Intellect, Cautious Warrior

Equipment: +2 Black Blade Katana, +2 Headband of Vast Intelligence,Pearl of Power x4, +1 Silken Ceremonial Robes, Wand of Shield

FCB to pool points at every level. The idea would be to simply not use Spell Combat when fighting defensively, for a total of -4 to hit and +4 to AC. May as well throw Fiend Flayer on there as well, doesn't cost anything.

Bonus question: does Intimidating Prowess work with Bruising Intellect?

Grand Lodge

Hmm Kensai benefits to much from max int and max dex to make a str. build.
You could grab combat expertise to elevator your AC higher. With all your debuff the to hit penalty should not matter much.


See, I keep coming back to the idea that Paizo just hates dex to damage. It's definitely better, and I could get an AC as high as 23 before any buffs, but I just really hate having to spend two feats on it. If I had some way to get an Agile Black Blade, that would all change. Otherwise, just getting the build online requires all four feats, no room for anything else.


Etob wrote:
Using a whip would mean dropping Bladebound (which I'm not adamantly against, if anything, it could save me a feat for an Agile weapon), and I like using a crit-fishing Scimitar anyway. Spellstrike Gloves are lower priority for me, especially if I drop Bladebound. Already grabbed Mirror Image, and debating using an Arcana for Mage Armor. Got Long Arm as well.

Why would you have to drop Bladebound? Whips are one-handed slashing weapons.


Since fiendish sorcery is non existent for you, you should get prehensile tail :)


I would like to suggest you to take a short look at the Spiritualist's Phantom Blade archetype if you want a tank with Spell Combat and a Black Blade.

I actualy played both Magus and Phantom Blade as tanks, and I felt the Phantom Blade was a LOT more satisfying for this role.
You lose some attack spells, but you gian in return things truly useful for a tank:
1- Free medium armor proefficiency
2- Ability to use even heavy armor and a buckler without any spellcasting penality (psychic magic)
3- Better saves than a magus (wisdow based character, so better will saves)
4- Better perception rolls (wisdow based character + free alertness)
5- Cure Wound spells are in your spell list !

A Phantom Blade based on STR, with a Scimitar, Heavy Armor and Bucker, can actualy stand in melee a LOT longer than any Magus archetype simply because he can regenerate himself every turn with the Divine Fightning Technique + Mindshock combo... and then throw additional Cure Wounds on himself while still taking full-round attack actions.


I would like to suggest you to take a short look at the Spiritualist's Phantom Blade archetype if you want a tank with Spell Combat.
I actualy played both Magus and Phantom Blade as tanks, and I felt the Phantom Blade was a LOT more satisfying for this role.

You lose some attack spells, but you gian in return things truly useful for a tank:
1- Free medium armor proefficiency
2- Ability to use even heavy armor and a buckler without any spellcasting penality (psychic magic)
3- Better saves than a magus (wisdow based character, so better will saves)
4- Better perception rolls (wisdow based character + free alertness)
5- Cure Wound spells are in your spell list !

A Phantom Blade based on STR, with a Scimitar, Heavy Armor and Bucker, can actualy stand in melee a LOT longer than any Magus archetype simply because he can regenerate himself every turn with the Divine Fightning Technique + Mindshock combo... and then throw additional Cure Wounds on himself while still taking full-round attack actions.


arg, forum bugged when I posted... sorry for the double post

One additionnal thing, however: The Phantom Blade is also actualy using a Black Blade, if you wonder.
Except that his black blade is actualy even better than the one of the bladebound magus.


Gisher, so it is, my bad. Still largely in favor of an actual sword.

Ryze, one step ahead of you on that one. Debating Scaled Skin and Vestigial Wings as well.

Moonheart, while I am a huge fan of spontaneous casters, I really don't like the Phantom Blade. Its spell list doesn't seem to complement well with a magus-like playstyle, a DEX magus tends to have better total saves (my current build has 7, 6, and 4), it doesn't get arcana (so no spell blending to fix their spell list, among other things), and it's a far cry from the build I was initially going for. If I wanted a bulky, armored tank, I'd bust out my Sacred Shield/Phalanx Soldier. I may attempt to build one for use in a different game, though.


You can build a phantom blade on dex, too, if you want, so it's not truly an advantage of the magus vs a phantom blade. A dex-based phantom blade would still have better saves than a dex magus, because they have the same base for saves, but the phantom is wisdom-bases.

For the spelllist, I also disagree.
The Phantom Blade as some truly nice spells to use Spellcombat and Spellstrike with... those are just spells which aren't focused on damage.

For exemple, using Spell Combat to cast a Cure Wounds on yourself and still use in the same round a full attack action is a perfectly valid use of Spell Combat.
You can also use cast Jaleous Rage on the chief of an ennemy group, then Spellstrike his allies with Virtue. It's a fun combo that can completly turn the tide of a fight.

The "Magus Playstyle" does not end at casting Shocking Grasp......

Grand Lodge

I’m thinking myself the same the best way to build a dex kensai bladebound tank

With frostbite build and wand wielder arcana at 6 you can spam shield or mirror image on each fight

The other thing is to find a way to cast mage armor on yourself


Spell Blending Arcana can get you Mage Armor, or find someone else to cast/wand it for you.

Here's what I've got now:
Sarvin,Kensai Bladebound 5
STR: 7
DEX: 20
CON: 16
INT: 18+2
WIS: 10
CHA: 5

Feats: Weapon Finesse, Dervish Dance, Enforcer, Rime Spell
Traits: Bruising Intellect, Cautious Warrior, Magical Lineage

On the note of Phantom Blade, they can get Crane Style much easier thanks to Weapon of the Mind (my group's rule is that if you can meet the requirements for a feat indefinitely, you can qualify for that feat). I might tinker with a Samsaran Phantom Blade, even though I don't really like the Occult classes in general.


Are you planning on using Crane Style? There's no real need to boost your AC that high, I would think.

You already have an AC of 20, and can just as easily buy a Haramaki or Silken Ceremonial Robes to enchant as armor. They both have 0 Arcane Spell Failure as well as 0 Armor Check Penalty, meaning anybody can wear them for free, with or without proficiency. They also have no Max DEX, so you can boost your DEX all you want without issue.

For a mere 1180 you could have +1 Silken Ceremonial Armor and have a walking AC of 22. Looking at the "Bench Pressince" Guide that denotes what numbers you should aim for by level, 22 AC is in the Green.

So I wouldn't go for the Crane Style Build, IMHO. Instead, it might be a good idea to replace your "Cautious Warrior" trait with a trait that boosts your Will saves, since you are tanking them so hard. Your current saves are 7/6/4, so I would definitely also consider buying a +2 cloak of resistance. Maybe even a +3 cloak, since you'd just about have the money if the only other thing you purchased was the +1 armor. Course, that requires that the GM doesn't limit you on how much a single item can cost.


Yeah, I've ditched Crane Style at this point. Better left to the monks, I guess. I could consider a cloak, as well as the +1 armor, but other items of high priority include Pearls of Power and an INT headband.


The INT headband is probably your highest priority item as a Kensai Magus. If you keep to only a +2 cloak, you should still be able to afford one. And if you get a trait that increases your Will Save by +1, then a +2 cloak is just enough to make your saves green by the guide.

Pearls of Power really aren't that important with the Frostbite build, though. A single cast should get you through any one battle, so it's not too harrowing to just prepare it more than once. As long as you're not the utility caster of the group, you should be fine.

That said, a level 1 pearl of power should still be affordable with a +2 cloak, a +2 headband, and +1 armor.


Etob wrote:
On the note of Phantom Blade, they can get Crane Style much easier thanks to Weapon of the Mind (my group's rule is that if you can meet the requirements for a feat indefinitely, you can qualify for that feat). I might tinker with a Samsaran Phantom Blade, even though I don't really like the Occult classes in general.

Well, my goal wasn't to push you to play something you don't like, I just thought that most people don't know how much a Phantom Blade can do a good "tank magus" and that you could one of them.

But the most important thing is actualy to enjoy your build and roleplay, so if you don't like the occult classes, just forget what I said.

PS: Weapon of the Mind allows you to access easily to a lot of Styles, yes. But to truly use them this way, you must decide to fight unarmed.
Not that a Phantom Blade is weak when fightning unarmed, however...


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Sample builds for comparison.

Bladebound Kensai - 5:
Bladebound Magus - 5
Human (Garundi) magus (bladebound, kensai) 5 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (human)
Init +6; Senses Perception +12
--------------------
Defense
--------------------
AC 24, touch 19, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, +3 dodge, +1 natural)
hp 43 (5d8+15)
Fort +7, Ref +7, Will +6
Defensive Abilities canny defense +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +11 (1d6+9/18-20)
Special Attacks arcane pool (+2, 4 points), spell combat, spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 5th; concentration +8)
. . 2nd—alter self, mirror image
. . 1st—rime frostbite[UM], long arm[ACG], reduce person (DC 14), shield
. . 0 (at will)—arcane mark, detect magic, open/close (DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 14, Int 16, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 22
Feats Additional Traits, Arcane Strike, Dervish Dance[ISWG], Rime Spell[UM], Weapon Finesse, Weapon Focus (scimitar)
Traits magical lineage, seeker, trap finder, world traveler
Skills Acrobatics +8, Climb +4, Diplomacy +4, Disable Device +16, Fly +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +12, Perform (dance) +1, Sense Motive +3, Spellcraft +11, Swim +4
Languages Abyssal, Celestial, Common, Osiriani, Sylvan
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, perfect strike
Combat Gear potion of mage armor (10); Other Gear amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, cracked dusty rose prism ioun stone, ring of protection +1, magus starting spellbook, masterwork thieves' tools, 400 gp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Bladebound Kensai - 10:
Bladebound Magus - 10
Male human (Garundi) magus (bladebound, kensai) 10 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (human)
Init +13; Senses Perception +24
--------------------
Defense
--------------------
AC 30, touch 25, flat-footed 18 (+4 armor, +2 deflection, +7 Dex, +5 dodge, +1 insight, +1 natural)
hp 83 (10d8+30)
Fort +12, Ref +13, Will +11
Defensive Abilities canny defense +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +18/+13 (1d6+15/18-20)
Special Attacks arcane pool (+3, 8 points), improved spell combat, magus arcana (flamboyant arcana, spell blending [2 spells of lower level][UM]), spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 10th; concentration +15)
. . 4th—greater invisibility
. . 3rd—haste (2), vampiric touch
. . 2nd—alter self, bladed dash, frigid touch[UM], mirror image
. . 1st—blade tutor's spirit, rime frostbite[UM], long arm[ACG], mage armor, reduce person (DC 16), shield
. . 0 (at will)—arcane mark, detect magic, light, open/close (DC 15)
--------------------
Statistics
--------------------
Str 10, Dex 24, Con 14, Int 20, Wis 12, Cha 8
Base Atk +7; CMB +7; CMD 32
Feats Additional Traits, Arcane Strike, Dervish Dance[ISWG], Extra Arcana[UM], Rime Spell[UM], Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits magical lineage, seeker, trap finder, world traveler
Skills Acrobatics +10, Climb +4, Diplomacy +10, Disable Device +23, Fly +11, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (planes) +13, Perception +24, Perform (dance) +1, Sense Motive +3, Spellcraft +18, Stealth +17, Swim +4, Use Magic Device +12
Languages Abyssal, Aquan, Celestial, Common, Ignan, Osiriani, Sylvan
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection +5, iaijutsu, perfect strike
Other Gear amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +3, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, eyes of the eagle, headband of vast intelligence +4, ring of protection +2, magus starting spellbook, masterwork thieves' tools, 2,900 gp
--------------------
Special Abilities
--------------------
Arcane Pool +3 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Critical Perfection +5 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Phantom Blade - 5:
Phantom Blade_5
Human (Vudrani) spiritualist (phantom blade) 5 (Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Occult Adventures 72)
N Medium humanoid (human)
Init +8; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 43 (5d8+15)
Fort +7, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee phantom blade +11 (1d6+9/18-20)
Special Attacks spell combat, spellstrike
Spiritualist Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect undead
Spiritualist (Phantom Blade) Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—blur, cure moderate wounds, mindshock
. . 1st (5/day)—cure light wounds, protection from evil, shield, touch of gracelessness[APG] (DC 14)
. . 0 (at will)—detect magic, guidance, light, open/close (DC 13), stabilize, virtue
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 14, Int 12, Wis 16, Cha 8
Base Atk +3; CMB +3; CMD 18
Feats Additional Traits, Dervish Dance[ISWG], Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits reactionary, seeker, trap finder, world traveler
Skills Acrobatics +6, Bluff +3, Diplomacy +6, Disable Device +15, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Perception +14, Perform (dance) +1, Sense Motive +9, Spellcraft +9
Languages Abyssal, Common, Vudrani
SQ etheric focus, phantom blade: alertness, phantom blade: ectoplasmic pool, phantom blade: phantom touch, phantom blade: quick manifest, phantom blade: telepathy, phantom blade: weapon of the mind, spirit of war
Other Gear mithral agile breastplate[APG], belt of incredible dexterity +2, cloak of resistance +1, cracked dusty rose prism ioun stone, masterwork thieves' tools, 500 gp
--------------------
Special Abilities
--------------------
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Etheric Focus (Swift action) (Ex) Can center self more quickly.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Ectoplasmic Pool (5/day) (Ex) Spend points to manifest/harbor weapon, att vs. touch AC 1 rd, or apply weapon powers for 1 min.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Quick Manifest (Ex) Manifest phantom blade from consciousness as a swift action.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spirit of War (Ex) Gain several bonus feats, as though BAB were higher and full fighter levels.

Phantom Blade - 10:
Phantom Blade_10
Human (Vudrani) spiritualist (phantom blade) 10 (Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Occult Adventures 72)
N Medium humanoid (human)
Init +10; Senses Perception +25
--------------------
Defense
--------------------
AC 27, touch 17, flat-footed 22 (+8 armor, +1 deflection, +5 Dex, +1 insight, +2 natural)
hp 83 (10d8+30)
Fort +13, Ref +14, Will +16
--------------------
Offense
--------------------
Speed 30 ft.
Melee phantom blade +20/+15 (1d6+12/15-20)
Special Attacks spell combat, spellstrike
Spiritualist Spell-Like Abilities (CL 10th; concentration +13)
. . At will—detect undead
. . 1/day—calm spirit[OA] (DC 11), see invisibility (10 min)
Spiritualist (Phantom Blade) Spells Known (CL 10th; concentration +13)
. . 4th (2/day)—cure critical wounds, greater invisibility
. . 3rd (4/day)—bestow curse (DC 18), cure serious wounds, dispel magic, heroism
. . 2nd (5/day)—blur, cure moderate wounds, mindshock, resist energy, lesser restoration
. . 1st (7/day)—chill touch (DC 16), cure light wounds, protection from evil, shield, touch of gracelessness[APG] (DC 16)
. . 0 (at will)—detect magic, guidance, light, open/close (DC 15), stabilize, virtue
--------------------
Statistics
--------------------
Str 10, Dex 24, Con 14, Int 12, Wis 20, Cha 8
Base Atk +7; CMB +9; CMD 26
Feats Additional Traits, Combat Reflexes, Dervish Dance[ISWG], Improved Critical (scimitar), Possessed Hand, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits reactionary, seeker, trap finder, world traveler
Skills Acrobatics +11, Appraise +3, Bluff +5, Climb +2, Diplomacy +15, Disable Device +25, Disguise +1, Escape Artist +8, Fly +8, Heal +7, Intimidate +1, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (planes) +11, Perception +25, Perform (dance) +3, Ride +8, Sense Motive +13, Spellcraft +13, Stealth +8, Survival +7, Swim +1, Use Magic Device +5
Languages Abyssal, Common, Vudrani
SQ etheric focus, phantom blade: alertness, phantom blade: ectoplasmic pool, phantom blade: phantom tether, phantom blade: phantom touch, phantom blade: quick manifest, phantom blade: reshape, phantom blade: telepathy, phantom blade: weapon of the mind, spirit of war
Other Gear +2 mithral agile breastplate[APG], amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, headband of inspired wisdom +4, ring of protection +1, masterwork thieves' tools, 2,000 gp
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Special Abilities
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Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Etheric Focus (Swift action) (Ex) Can center self more quickly.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Ectoplasmic Pool (10/day) (Ex) Spend points to manifest/harbor weapon, att vs. touch AC 1 rd, or apply weapon powers for 1 min.
Phantom Blade: Phantom Tether (Su) As a swift action, use 1 pool, recall blade in 1 mi to hand or consciousness.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Quick Manifest (Ex) Manifest phantom blade from consciousness as a swift action.
Phantom Blade: Reshape (Ex) Can choose new form for weapon when refreshing daily spells.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spirit of War (Ex) Gain several bonus feats, as though BAB were higher and full fighter levels.

The only spells up are Mage Armor and Heroism. Both spells have a long enough duration to be up the vast majority of the time.

Wisdom makes for better Will saves and perception.
Intelligence eventually makes for better AC and eventually more skill points.

Both builds are built to fulfill as many of the same roles as possible, in and out of combat. The big difference is, of course, spell lists. The magus will deal more damage, the Spiritualist is a much better healer.


There are some additionnal differences:
- immune to Silence
- more spells per day
- can use the Divine Fightning Technique while doing lethal damage through Mindshock

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