Giantslayer Phantom Blade - Looking for Spell Advice.


Advice


Hey everyone, still playing Giantslayer with my group (about to go into the tomb in book 4) and after the tragic death of my dwarven warpriest I threw together a phantom blade spiritualist rather quickly to keep playing with the group. The rest of the group consists of a Shield Bash Fighter, Martial Occultist, Cleric, and Ranger.

So quickly, in fact, that I may have made a couple of errors in spell selection.

We just hit level 12 and its caused me to take another look at my spell list and consider my options. For each spell level I'm trying to decide a few things:

1) What spells I already know are worth keeping vs trading out at appropriate levels (next time is lvl 14) or retraining.

2) What spells I'm considering are worth adding to my spells known either through normal leveling, or retraining.

3) What spells I have access to that should be put on a spell lattice, or taken as a wand.

The only feat I have right now that affects any of my spells is fey foundling (I'm a scimitar-wielding sarenite with the divine fighting technique).

Current wands: CL3 Cure light wounds, bless weapon, remove fear

Knacks: detect magic, read magic, mage hand, open/close, light, touch of fatigue

1st: burst of adrenaline, burst of insight, chill touch, cure light wounds, protection from evil, inflict light wounds

2nd: mindshock, cure moderate wounds, false life, invisibility, resist energy
Under consideration: stricken heart, lesser restoration, see invisibility, spiritual weapon, surmount affliction

3rd: displacement, heroism, haste, vampiric touch
Under consideration: slow, invisibility purge, dispel magic, bestow curse, force punch, fly, cure serious wounds, sands of time (this is always a busy spell level, and hard to pick for. A big oversight so far is that I didn't pick fly yet)

4th: freedom of movement, dimension door, etheric shards, shadow conjuration
Under consideration: shadowform, cure critical wounds, death ward

I don't have 5th or 6th level spells yet but here are the planned lists for consideration:

5th: breath of life, plane shift, shadow evocation, withdraw affliction
6th: greater dispel magic, getaway, harm

Planned spell lattices: true Seeing (6th), possession (4th)

The campaign should end around 17th level. Any help curating my spell list a little is appreciated.

Sovereign Court

Stricken Heart is huge, it basically fulfills the role of Frigid Touch for Magus. If nothing else, get Spell-Storing on your armor and shut down a full attack against you every combat.

Mindshock is super weak and you can't spell-strike it(personal, not touch). It's non-lethal, mind-affecting and only 1d4 per hit for round/level. I would much rather have an enemy be staggered no save for a round (stricken heart) and get a free melee swing as well. Depending on how much your normal melee swing hits for, of course.

It looks like you need a way around Invisibility, so See Invisibility or Invisibility Purge is useful. Or a wand of Glitterdust or Faerie Fire. Glitterdust is more expensive... but is SR:No so you don't have to worry about CL checks, and is also a 10' radius. Personally, I'd probably take See Invis, and also have a wand to help the party.

Similarly, Flying... but you already mentioned that. It's a shame Overland Flight is a 5th level spell for Spiritualists.

Personally for condition removal, I like having Remove Fear/Sickness over Surmount Affliction... especially if your GM doesn't allow you to cast the spell while paralyzed/dazed/frightened. But I suppose Remove Fear on a wand works well for a psychic caster.

Possession is good at 4th. Since your phantom weapon is associated with your consciousness... you can use it while possessing something else. Giants... tend not to have great will saves.

Telekinetic Charge looks useful in your party, since you have a couple other melee. If nothing else, it basically gives your ally 'pounce' or set up a flank.


Firebug wrote:
... Words about spells ...

I agree with you about Stricken Heart, not having it before now was an oversight (like Fly) and I'm gonna do what I can to fix that.

Mindshock is to enable free constant healing from Sarenrae's fighting style in bigger fights. 2d6+4/round with Fey Foundling.

I didn't think about the wands. Spiritualist has 1/day See Invis (for 10min) as an SLA, but I dont think thats enough by itself, a wand might be enough to cover the party though.

I definitely need to fix my flying situation sooner rather than later.

Our party is big on raw and as a psychic caster paralyzed isnt a big deal to me. Dazed and Frightened still present problems though. The remove fear wand was to let me deal with fear outside my own spellcasting.

I like Possession too, but I dont see myself casting it enough to justify a spell known, hence it being on the list for spell latices.

Id forgotten Telekinetic Charge was on my list. I'll add it to my considerations.

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