Spirits of War

A guide to the Phantom Blade Spiritualist
(author: Moonheart, last updated: 04/07/2018)


I - Introduction

Why this guide?

Options and Ratings

Understanding the gap: Why the Phantom Blade is -NOT- a Magus

II - Spells

General important concepts and pitfalls

Cantrips

First Level Spells

Second Level Spells

Third Level Spells

Fourth Level Spells

Fifth Level Spells

Sixth Level Spells

III - The phantom weapon

Weapon’s personality

Base properties

Ectoplasmic abilities

Familiars

IV - Strength and weaknesses

Offense

Defense

V - Main building choices

Dexterity versus Strength

Shape of Phantom weapon

Use of save-or-suck spells

VI - Build components

Races

Feats

Skills

Equipment

VII - Managing encumbrance

VIII - Build ideas

Specialist build: “Mindshocker”

Versatile build : “Spirit of Mercy”

Mixed build : “Death Blade”

Unarmed build: “Phantom Dragon”


I - Introduction

Why this guide?

The gish, a weapon master using magic to enhance his martial abilities, is very old kind of character that have been present since multiclassing exist.

In Pathfinder, the class which has been incarnating the gish concept is the Magus, weaving martial and arcane abilities together through his signature abilities Spell Combat and Spellstrike.

However, since the release of Psychic Anthology in 2017, there is another class that gained access to those two abilities: the Spiritualist, through its Phantom Blade archetype.

This archetype looks like a weird mix between the Bladebound (gaining a black blade as a signature weapon), the Mindblade (gaining the ability to reshape his weapon and using psychic magic) and the Esoteric (gaining the ability to use Spellstrike while unarmed) magus’ archetype… but at the same time, it is completely a different animal from any Magus you could try to build.

Reading a Magus guide can give you some ideas for a Phantom Blade, but in many ways it will also mislead you… this is why this guide to the Phantom Blade archetype exist, providing insight centered on this archetype only.

Options and Ratings

As many Pathfinder guides, the present document use a simple color code to rate the different options in each section:

Understanding the gap: Why the Phantom Blade is -NOT- a Magus

The Phantom Blade is a powerful gish, but he’s a completely different animal from the Magus, for one very important reason: 90% of the Spiritualist spell list is made of spells that are not common with the Magus spell list.

Among many many differences, the Phantom Blade lack all the spells around which most of the Magus character are built, like Shocking Grasp and Blade Rush, for example.

The Spiritualist spell list is not however inferior to the Magus one, it’s just that it is built from the Cleric spell list, while Magus spell list is made out of the Wizard spell list.
As a result, the Spiritualist have a lot less of good damage option, but a lot more of good sustain/survival options.

This fact change a lot of things, like, as an example: a Phantom Blade do not gain as much benefit as a Magus from critical hits, because the best touch spells a Phantom Blade has are not damage touch spells, but save-or-suck touch spells.

On the other hand, this very nature of the best touch spell for this archetype tend to make the DC more important than they are on a Magus.

Also, while the best role a Magus can fit is the one of a Striker, the Phantom Blade, with his large arsenal of survival tool, is best suited as an off-tank, or even has the main tank of the party.

He’s simply a lot sturdier than a Magus, featuring spells to heal himself, to remove his own afflictions, to prevent cripple the foe trying to hit him, and much more... 

Phantom Blade vs Magus archetypes

Since the Magus spell list is truly good and the Phantom Blade is quite close to several Magus archetype, someone could wonder why not simply play one of those archetypes instead.

Here is a list of some key differences between the Phantom Blade against every of those archetypes:

The true difference stay however the spell list, and this is based on which one suits the most the player’s wishes that the choice between a Magus archetype and a Phantom Blade Spiritualist should be made.


II - Spells

General important concepts and pitfalls

As the Spiritualist spell list drives the core nature of a Phantom Blade, speaking of the spells is the thing that guide must do first.

But before we come to describe and rate each spell, an important thing is to speak of some important concepts and pitfalls of the spell list.

Cantrips

Starting at level 1, up to 6 known

First Level Spells

Starting at level 1, up to 5 known

Second Level Spells

Starting at level 4, up to 6 known

Third Level Spells

Starting at level 7, up to 6 known

Fourth Level Spells

Starting at level 10, up to 6 known

Fifth Level Spells

Starting at level 13, up to 5 known

Sixth Level Spells

Starting to level 16, up to 5 known

III - The phantom weapon

“Phantom weapon” refers at the weapon used by the Phantom Blade.

As a Phantom Blade your phantom weapon serve altogether as a companion, weapon, and class ability.

To know the powers of the phantom weapon and the full extent of what it can do is the second part to understanding perfectly the Phantom Blade.

Weapon’s personality

The phantom weapon is a sentient being acts as an semi-NPC with the same alignment and objectives as your own. Your alignment and goals cannot change without the ones of the phantom weapon changes in the same way: you are not just “one” you are a whole.

However, a phantom weapon can have slight differences about the smaller prints in your common goals, as for example if you must spare or not the ones getting in your way of your goals, if you must accept or not some additional rewards, and so on… the phantom weapon then use the “ego” rules of Intelligent Weapons to try to push you to do things his way when you aren’t.

Stay however aware that since you have the same alignment, those differences are always going to be about “gray” areas of the morality: you cannot have a conflict about if you are enough respectful of the law, since either both of you are loyal, either both of your are chaotic… the same way, you cannot have a conflict about if you can harm innocent people or not, because either you are both good, either you are both evil.

All black blades, and phantom weapons are included in that, have prideful personalities and dislike their owner to rely on other items or companions more than them. You will probably never be able to use another magic weapon without entering in conflict with your phantom weapon, you are forbidden to use a familiar and you will get in trouble accepting another intelligent item in your inventory.

Base properties

Ectoplasmic abilities

On top of permanent bonus mentioned earlier, the Phantom Blade gains an “Ectoplasmic pool” which can be used to perform tricks or further temporarily improve his phantom weapon:

Familiars

As the Bladebound Magus, you cannot have a familiar on a Phantom Blade, because your Phantom weapon is based on the same rules than this archetypes.

Your weapon is a quite jealous sentient being that suffer not concurrence to the attention of its wielder.


IV - Strength and weaknesses

Offense

The efficiency of the Phantom Blade’s offense is largely depending of the type of opponent he’s currently facing. Some are truly easy to dismiss, and some offer a large resistance to the Phantom Blade strategies:

Defense

Pathfinder features a large board of type of attacks that a main frontliner need to be able to withstand. Here is a little summary of the good/bad points of the Phantom Blood concerning defense :

Overall, a Phantom Blade is slightly more vulnerable to mundane attacks than a standard martial character, but has a much better toolset to deal with the supernatural aggressions.

A player taking this archetypes should to be more careful at the start of a campaign, where mundane agressions are really frequent, than at the end of a campaign, where supernatural aggression are much more dangerous.


V - Main building choices

Dexterity versus Strength

The Phantom Blade archetype actually offer balanced choices for Dexterity and Strength options.

Both routes have in common:

Dexterity builds benefits of better reflex saves, initiative... and stealth checks in case you need them.

Strength builds benefits of a slightly better damage potential (as they allow the use of Power Attack, for example), a better encumbrance management, and the possibility to benefit of the DR of an adamantine armor, something you will have the budget for, since your weapon is actually free and will not require any investment in gold.

No matter which option is kept, dexterity or strength, do not forget that a Phantom Blade will need to reach 16 in wisdom to be able to cast all his spells.

Shape of Phantom weapon

The Phantom Blade can choose the shape of his weapon among all the kind of weapon he’s proficient with.
However, to be able to use the Spell Combat ability, you need this shape to be one of a light or one-handed melee weapon, without a regard of how if you can use it with one or two hands (this abilities do not say “a weapon you hold in one hand” but a “light or one-handed weapon” which are weapon categories)

If you go to the Dexterity route, only two weapons actually are worth your attention: scimitar and rapier, because both those actually allow you to use your dexterity modifier to damage, through Dervish Dance and Fencing Grace feats.

The two weapon currently have the same damage and critical threat range, making the choice between the two relying on some details:

As per this FAQ, Slashing Grace do not work with Spell combat, which disallow other options.
The Phantom Blade having no access to the Shocking Grasp spell, the main damage source of the archetype is the weapon damage, and thus, building on dexterity without that kind of feat actually can screw you battle efficiency.

If you go to the Strength route, you have access to the whole panel of Simple and Martial light or one-handed weapon, and even to the exotic weapons if you are ready to invest into the Exotic Weapon Proficiency feat.

Rapiers and Scimitars are still excellent options if you can to base your build on critical hits… otherwise, you could pick a Longsword shape.

However, if you aim for the highest base damage, the unarmed route is actually the best of all options: by keeping your phantom weapon harbored at all times, you are allowed to use all your spell abilities with your unarmed attacks and you use the base unarmed damage of a monk with 2 less levels than you.

This can be further enhanced with feats like Dragon Style or Power Attack.

Use of save-or-suck spells

The Spiritualist actually feature some devastating spell that can utterly destroy a victim if this one fails a saving throw.

For example, someone hit by a Plane Shift spellstrike and failing his will save will immediately find himself banished in whatever hellish dimensional plane you chose, with very few hopes of coming back.

However, the Spiritualist being a class with ⅔ of spellcasting progression and the Phantom Blade archetype disallowing to actually put all your ability points into your spellcasting ability make the base DC of all those spells rather average, and let a lot of opportunities for your targets to actually resist them.

If you chose to use those spells, you should invest into feats that will increase their DC, but even with them, you will make a true bet every time you choose to cast one of them: you have a notable chance to waste your Spell Combat round… but on the other side, if you win, you will annihilate the opposition.

There are enough spells to actually however do without those save-or-suck spells, so the choice is up to you, but you must try to make this choice early, to figure out if you will truly need or not those DC-improving feats

 


VI - Build components

Races

Value of a race for a Phantom Blade build strongly rely on the stats boost given by the said race:

All races features favored class bonus who revolves around the Spiritualist’s phantom, something a Phantom Blade doesn’t have. Those racial favored class bonus are useless and a Phantom Blade should rather pick the extra health point per level as its favored class bonus, tu further increase his survival chances.

Extra will saves are a good bonus to take.
Extra weapon proficiencies rarely bring any profit: dexterity builds should stick to the Scimitar, and strength build already have enough choices to pick as a phantom weapon shape.

Sample of evaluation of  the core races:


Feats

Phantom Blade gains extra feats to levels 3, 8, 13 and 18, through the Spirit of War class feature.

As the Magus, it treats his class levels as Fighter level and as his BAB for the purpose of feats prerequisites.

Since Feats are truly a vast topic, only options with a least a rating of acceptable will be listed here.


As a spontaneous caster, the Phantom Blade suffer from increased casting time when using metamagic, which prevent him to use any metamagic with Spell Combat.

Quicken Spell is an exception, but with only a ⅔ spell casting progression, there is almost no good use you can find for it.

You should treat all Metamagic feat as bad for a Phantom Blade build. You can’t even exploit Spontaneous Metafocus correctly to make up for this, since it relies on your dump stat (CHA) and it would only work for a single spell, and you have no such a centric spell as Shocking Grasp

Defensive Feats


Magic Feats

Mobility Feats

Offensive Feats

Toolbox Feats


Skills

Spiritualists gains 4+int skill point by level, which is 2 more than a Magus.

However, since the Phantom Blade has no other gain from his intelligence, this ability score is actually one of his dump stats, generally staying at 10, which in fact give him less skill point than Magus who never go under 16 intelligence to cast their spells.

Class Skills


Worthy Out-of-Class Skills


image2-under skills.jpg


Equipment

Since the Phantom Blade get his magical weapon for free, he can invest a bit more into other magical items.

Protective items are especially sought for the main role of a Phantom Blade.

Armors

Both dexterity and strength build take advantage of an armor, as psychic spellcasting ignore ASF.

Dexterity-based Phantom Blade will often use an Agile Breastplate, improving it to mithral material once their dexterity score raise enough. At very high level, this could also be replaced by a mithral chain shirt if dexterity modifier raise to sufficient level to get profit of this change.

Strength-based one will instead prefer Adamantine Full Pates, adding some damage reduction to their defense.

Shields

Phantom Blade are not naturally proficient with shields, making them susceptible to armor penalty from any shield they use, and they also need a free hand to be able to use Spell Combat.

Hopefully, it exist a kind of shield that actually both concerns: mithral bucklers.

Unlike Magus who lose any AC from a mithral buckler each time they use a spell with somatic components, the Phantom Blade is a psychic magic user that never use any kind of somatic component, which means they will never lose the benefit of the buckler’s AC.

Long story short: every Phantom Blade should try to buy a mithral buckler as it replace advantageously with time their low level Shield spell

Ability score enhancement items

AC/save-enhancing items

The basic trinity of protective magical item is in order on the phantom blade as on almost every king of character:

Other notable items


VII - Managing encumbrance

Dexterity builds have a lot of advantages: better initiative, better reflex saves, more attacks of opportunity if you take the Combat Reflexes feat, better stealth checks… however they need you to manage carefully your encumbrance.

It’s even more true for a dexterity-based Phantom Blade than for a dexterity Magus, since the Phantom Blade actually have reasons to wield an armor and a shield, which adds to the total “weight budget”

Here is what you can expect such a Phantom Build to always wear with him once he can afford them:

Total expected: 25 lbs

To wear this weight without suffering from a medium encumbrance, a character must have at least 8 strength.

It sounds quite a liberating conclusion, however: there is almost no adventure were you will not have need to carry something with you, and a 8 strength score leave you with only 1 lbs of free space before suffering penalties.

The best solution to all carrying capacity problems is the Handy Haversack, which will add 115 lbs to your carrying capacity for a price of 2000 gp.

However, you need at least to be able to carry the extra weight of this bad, which is 5 lbs, making the total weight of your equipement reaching 30 lbs, and requiring a minimum of 9 strength to carry the whole… that being said, a Phantom blade would always need to carry a few things out of the bag, so a 10 strength is almost mandatory to get 3 extra lbs of carrying capacity.

You are then either confronted to a choice when you build a dexterity-based Phantom Blade:

In some extreme circumstances where you could need a lot more storage space, there is also the Bag of Holding - Type I, which will increase furthermore your capacity of 80 lbs. However, you will then need 12 strength to carry the bag on top of your basic gear as it weight 15 lbs instead of 5.

VIII - Build ideas

Specialist build: “Mindshocker”

A phantom blade use both of the two strong points of the spiritualist spell list: mind-affecting spells and anti-undead spells, switching for one to the other depending of the kind of foe.

Mandatory components:

The main goal of a the Mindshocker is to spread confusion across the battlefield using buffs who improves the strikes of his phantom weapon with disabling effects: It will use Mindshock to disrupt the ranks of living sentient creatures and Chill Touch to disrupt the one of undead ones.

The combination of a Scimitar, Improved Critical, Eldritch Assault and Displacement give to this build an insane rate of critical hits, which allow to deliver Mindshock’s secondary effect very often to control the Battlefield

Against other kinds of creatures, the Minshocker will rely on some complementary spells like Sands of Time top fill the gap, but will mostly buff itself to improve its defense and surround itself with Etheric Shard to grind the health of all the opponents approaching it.

Versatile build : “Spirit of Mercy”

A phantom blade concentrating on self-sustain to last as long as possible alive in battle, casting mainly buff spells and Cure spells.

Mandatory components:

The goal of the Spirit of Mercy is to self-regenerate constantly through the Divine Fighting Technique and Cure Wound spells.

Each round where he didn’t receive enough wounds to justify the use of a Cure Wounds, this build use a spell granting him some temporary health point instead, like Vampiric Touch, or if the targets aren’t vulnerable to it, False Life

Fey Foundling increase every heal he recieve, being from the Divine Technique, his own spell, or the party healer’s one.

The build mix well with disabling spells who works on every kind target like Bestow Curse, and spells that kills foes on the long term, like Etheric Shards.

 

Mixed build : “Death Blade”

A build with a strong emphasis on Spellstrike, trying to stay versatile despite of keep a few of the best speciality spell against the Phantom Blade’s favored opponents.

Mandatory components:

The Death Blade take opportunity of the fact that the necromancy school provides good touch spells against a wide array of creatures:Chill Touch against, Vampiric Touch and Harm against living (sentient or not), Sand of Time against constructs… not counting Bestow Curse that works almost against everything.

In this build, necromancy spells using saving throws are have augmented DC due to the Spell Focus and Greater Spell Focus feats, while the Eldritch Assault feat allows to frequently multiply the damage done by those who produce a such thing.

Cumultating both, an Harm spell can produce a spellstrike exceeding the 300 points of damage, which is more than any Magus can do.

To add to the advantages, Possession is actually also a necromancy spell, which allow this build to optimize one of the best multi-purpose spells of the Spiritualist list.

Unarmed build: “Phantom Dragon”

A build based on the phantom weapon “harboring” mechanic, improving the Phantom Blade ability to fight unarmed as much as possible.


Mandatory components:

The Phantom Dragon takes advantage that the Phantom Blade can wear a Full Plate Armor without any penalty to his damage output or spellcasting to focus fully on strength and wisdom, at the exception of a few requirements (Dex 13 for Stunning Feat)

Doing his allow the Phantom Dragon to stack a lot of damage improvements on his attacks:

He will usually try to enhance this further by using spells like Haste, Contagious Zeal, Chill Touch rather than using Spellstrikes, except for Virtue Spellstrike, when he thinks he has enough buffs to deal with the opposition.

Expeditious Retreat and Dimensional Agility are here used to compensate for the lost of movement speed caused by the heavy armor, and with Dimensional Agility, it also allow the Phantom Dragon to perform pounce-like attack at the first round of every combat.

Stunning Fist is a prerequisite for Dragon Ferocity, but actually blend well with the mix, as the wisdom score of a Phantom Blade is naturally high, which improves the DC for the stun effect, and there is apparently no rule stating you cannot combine a Spellstrike with a Stunning Fist attack.

Finally, Dragon Roar adds to the Phantom Blade one thing his spell list doesn’t contain: an all-purpose area of effect damage attack.
If you are wanting to meet the 13 CON prerequisite at the character creation, it is possible to also take Elemental Fist to further enhance the damage of the Dragon Roar attack, as well as giving you another option to use combined with your spell strikes.