ngc7293 |
The title says most of it. I once asked for help with a Magus build and was told I should build a Kensai. When I told why I didn't like Kensai, things got slightly heated.
I have looked at the Kensai guide but there isn't a build there.
I have looked at a few threads having to do with Kensai build help but no actual builds.
I have never actually seen what makes them so great.
A lot of people hold high regard for Haramaki and Silk Ceremonial Armor. Are these two armors building blocks for the Kensai build?
So I am just trying to understand how you would go about a successful Kensai build.
Thanks for the information.
Kiinyan |
The Kensai is not the end all be all of Magus's I'm not sure why you were told that. The kensai has many weaknesses, especially his reduced spellcasting, and to some extent his AC (though that can be overcome). Haramake and the Silk armor are both completely viable for the kensai.
A successful Kensai build puts a bit more priority in intelligence than normal magi. They definitely have lower AC early on, and similar to higher AC by the end. I'd strongly suggest the dervish dance magus, since you won't be restricted by max dex penalties anyways, and the str magi usually go with the heavier armors.
There are some arcana that are very important to the kensai. Arcane accuracy is a pretty huge arcana, giving you a ton of offensive capability.
I think the greatest part of the Kensai kicks in around mid-game, and is the critical perfection ability. Seriously, unless you specialize in the debuffer magus style (very strong, though I'd suggest hexcrafter) the magus is all about critting. Critting makes your burst scary strong, and critical perfection not only lets you confirm every crit under the sun, it let's you take the critical feats (though critical focus is a waste, you're already adding you int to the confirmation, possibly twice).
Also, here's a Kensai guide I found when I was pulling up the class details.
MrSin |
A lot of people hold high regard for Haramaki and Silk Ceremonial Armor. Are these two armors building blocks for the Kensai build?
Not too keen on how much it affects kensai, but it is cheaper than bracers of armor for the same bonus until bracers of armor +7(armor only goes to +5, +6 effective AC for haramaki/silken gown). From that point on you would use the bracers of armor for the higher bonus(if you want to dish out the cash for the +2 extra you could get). Its an armor you can wear and enchant without spellcasting fallure. Another option is to use mage armor for a +4 from some source and then also put special armor qualities on the armor and that would stack.
Kiinyan |
ngc7293 wrote:A lot of people hold high regard for Haramaki and Silk Ceremonial Armor. Are these two armors building blocks for the Kensai build?Not too keen on how much it affects kensai, but it is cheaper than bracers of armor for the same bonus until bracers of armor +7(armor only goes to +5, +6 effective AC for haramaki/silken gown). From that point on you would use the bracers of armor for the higher bonus(if you want to dish out the cash for the +2 extra you could get). Its an armor you can wear and enchant without spellcasting fallure. Another option is to use mage armor for a +4 from some source and then also put special armor qualities on the armor and that would stack.
The problem w/ mage armor is it isn't on the kensai list. And like you mentioned, I'd argue the +5 of other bonuses easily outweigh the +2 from the bracers (plus frees the bracers slot)
Mojorat |
1 person marked this as a favorite. |
I can't really give you a build as I'm on my phone but here goes.
Kensai get to double up on defense using Their primary casting stat. This means they can stacks defenses and depending on how much they focus on int their spells are poent.
My jade regent kensai had 26 int at the end I think. That's +8 to ac +8 attacks of opportunity +8 crit confirmation and +8 arcane pool. Finally the one ability let me add +8 to hit. Oh and initiative. Once we hit lvl 8 or so the character was a ginsu machine. If I had also been dervish dance it would have been even stronger.
zergtitan |
Pros:
1.add Int to your AC dodge bonus (limited by class level)
2.gains a specialty with one weapon.
3.can add Dex and Int to initiative + first strike power.
4.Add Int to critical hit rolls.
5.Can make multiple attacks of opportunity.
Cons:
1.Lose access to select wizard spells at level 19.
2.can't use spell recall to recast previously cast spells.
3.can't use knowledge pool to access spells on the magus list that are not in your spellbook.
4. lose armor proficiency.
5.Reduced Spellcasting
Conclusion:
this is an excellent path for an Int based fighter with spellcasting powers. though you lose armor you gain powerful reaction speeds and cunning defenses. not as "Wizardy" as a typical magus but still combativly possible. Excellent for the "wise-guy" type of character.
Suggestions:
1.Adding Bladebound Magus to this will ensure the weapon you choose won't be limited by loot and always available and over time even more powerful.
2.House Rule: I don't reduce the Spellcasting just because you don't really gain anything major in compensation. (like the reduction in wildshape for the terrain archetypes, it doesn't make sense.)
3.House Rule: If you do add Bladebound Magus, try suggesting to keep you normal arcane pool levels since the main power for them is shifted to a lesser position. (Normal:1/2+Int Bonus (10 + Int Bonus at 20th), BB:1/3+Int Bonus (6+Int Bonus at 20th), Just a 4 point Difference.)
insaneogeddon |
Its kind of ironic kensai loose casting but end up better casters due to int focus and so higher DCs.
Never mind as someone mentioned above a higher arcane pool (i forgot about that) ..
Being able to increase your crit multiplyer from 4th (often overlooked but it used to be the capstone of old 3rd and 3.5 weapon master classes) also does wonders for your base weapon damage..and is good for that Coup de Grace.
No hexcrafter archetype hurts though!
ngc7293 |
Thanks for the information.
My GM will likely say no to Haramaki and Silken Ceremonial Armor. Not because of its stats, but because of how rare it is.
So if I am going to build a Kensai, I will likely build a Bladebound version (not sure what weapon though good crit range).
I wouldn't get Mage Armor until 6th level (Spell Blending)
Athaleon |
Its kind of ironic kensai loose casting but end up better casters due to int focus and so higher DCs.
Never mind as someone mentioned above a higher arcane pool (i forgot about that) ..
Nothing about a Kensai suggests they'll have higher Int than a default Magus, let alone a Hexcrafter.
It's an okay archetype, but my problem with it is that you don't start to see real advantages until the mid to high levels - And that's when Eldritch Knight starts pulling ahead of Magus in both fighting and casting ability. If I'm building a character to be a "Fighter first, Wizard second" (which is what the Kensai is definitely designed to be) I much prefer an Eldritch Knight, with the Conjuration (Teleportation) Wizard making up his caster side.
insaneogeddon |
Wand of mage armour is easy enough someone in the party will have it on their spell list or want to show off their UMD skillz.
Could go the classic kensai: katana or wakazashi, kensai are literally asian 'sword saints' so with some back story would help to pull the asian armour as it fits theme.
I always find the falcata tempting but no good on a dex build.
Check out the sylph race it has much goodness to offer a magus.
MrSin |
Wand of mage armour is easy enough someone in the party will have it on their spell list or want to show off their UMD skillz.
If you have a wizard/sorc, summoner, or witch you can also just hand them a pearl of power and ask them to cast mage armor on you and use their CL instead of burning your cash on wands. Alternatively they may not even care that much for the first level slot later on.
master_marshmallow |
I would strongly suggest the scimitar, and going the dervish dance route. 18-20 crit, dexterity for attack and damage, boosts, your AC early, where it's likely to be weak until the int scales.
Can't the Kensai qualify for the katana for free?
Same crit range, but a higher damage die? Or am I thinking of something else?Kiinyan |
Kiinyan wrote:I would strongly suggest the scimitar, and going the dervish dance route. 18-20 crit, dexterity for attack and damage, boosts, your AC early, where it's likely to be weak until the int scales.Can't the Kensai qualify for the katana for free?
Same crit range, but a higher damage die? Or am I thinking of something else?
Yes, but the scimitar can use dex, which makes him less MAD, and have a higher AC, while the higher damage die is only 1 damage, not much in the long run.
master_marshmallow |
master_marshmallow wrote:Yes, but the scimitar can use dex, which makes him less MAD, and have a higher AC, while the higher damage die is only 1 damage, not much in the long run.Kiinyan wrote:I would strongly suggest the scimitar, and going the dervish dance route. 18-20 crit, dexterity for attack and damage, boosts, your AC early, where it's likely to be weak until the int scales.Can't the Kensai qualify for the katana for free?
Same crit range, but a higher damage die? Or am I thinking of something else?
Until ACG comes out with that purposed feat from STF allowing DEX to damage.
FavoredEnemy |
I run a tiefling dervish dance bladebound/kensai magus. I'm usually the party tank with 30+ AC at level 4-5. I always have mage armor up and shield from a wand when i know a battle is coming up.
You can always give a level 1 pearl of power to an arcane caster for mage armor or hand them your wand. Don't forget UMD is a class skill, max it!
If you take the tiefling favored class bonus for +1/3 to arcane pool it helps with the penalty from bladebound. Wearing no armor makes you mobile,DEX to AC attack and damage is great. Losing spell recall sucks, however, all the gp you save on weapons and armor means you can stock up on pearls of power.
When I get home I'll post my build.
FavoredEnemy |
Bob "Mega-Cheese-Min-Maxed" Smith
CN Tiefling
Init 5; Senses darkvision 60 ft; Perception +4
------------------------------------------------
DEFENSE
------------------------------------------------
AC 30, touch 21, flat-footed 19 (+4 armor +1 natural +4 shield +7 Dex, +4 dodge (INT))
hp 27 (4d84)
Fort +6, Ref +9, Will +3
------------------------------------------------
OFFENSE
------------------------------------------------
Speed 30 ft.
Melee +1 black blade scimitar +10(1d6+6 18-20x2), arcane pool +11(1d6+7), spellstrike +9(1d6+7+4d6 electricity 18-20x2)
Ranged shortbow +8 (1d6)
2nd level cats grace
1st level frostbite, shocking grasp (2) pearls of power x4
0 read magic, detect magic, arcane mark, acid splash
------------------------------------------------
STATISTICS
------------------------------------------------
Str 10, Dex 20, Con 12, Int 19, Wis 7, Cha 5
Base Atk +3; CMB +3; CMD 22
Feats dervish dance, weapon finesse, weapon focus(scimitar)
The 30 AC is with cat's grace, shield and mage armor up. He aslo took the scaled skin variant trait for the previously mentioned +1 natural armor. Add +2 to the attack rolls for cat's grace.
Thaago |
Kensai are nice - I think people like them so much because of their flavor, but they are also mechanically sound.
In particular, they are better at crit fishing and novaing than a standard Magus because of their bonus to confirm. The bonus on initiative gives them a chance to destroy the enemy before they can react.
What I would really like to play with a friend is a tag team of 2 Magus's. One goes for control type spells, the other goes for raw damage via shocking grasp, but BOTH go the Bodyguard route (from FrodoOf9Fingers guide). I know there is more to AC, but each granting the other a scaling bonus to AC of like 6-12 is just so sweet (10 AOO's a round at that point or something silly like that). Combine with Seize the Moment for some crazy teamwork.
insaneogeddon |
Thaago that sounds like a job for ratfolk -
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
(surprisingly well suited to magusing as weapon damage is less relevant so the dex and int bonuses and small size all add up and the sickening strikes spell is nifty and scent never hurts)
My group want to try a party of ratfolk next campaign, not sure if its just talk or their going to pain me with their shenanagans.
Corodix |
I'm doing a frostbite Kensai, using the Enforcer feat and Rime Spell metamagic, allowing me to Entangle, Fatigue and Shaken any target I hit.
To compensate for the lower amount of spells per day I plan to focus on the Spell-scar arcana and Wand Wielder arcana, together with Craft Wand. I was considering using bladebound, but I'd prefer to have Spell-scar, Wand Wielder (extra arcana feat) and Craft Wand by level 5.
Thaago |
Hrrrm, I think straight up Pearls of Power are better if you are worried about getting enough Frostbites out. The pearls restore the spell at full CL, while a wand or scar-scroll cost a lot more to be at full CL.
If you want the wand(s) for other utility 1st level spells that only need CL1 then Wand Wielder is great of course.
Corodix |
It's mostly for utility and defensive spells, I can also work together with the cleric and bard in the party to create wands with spells from their lists. I do anticipate mostly level 2 and level 3 spells ending up in those wands so I'll have to see how many I can make as that can get expensive. Both the Cleric and Bard wanted some spells, so it will probably become a group effort with us sharing the costs.
Same with Spell-Scar, I'll probably use that for situational spells which I might need in an emergency, like dispel magic, some polymorph spells (skull and shackles campaign, so it would be great if I can give myself some swim speed and water breathing when I really need it). Besides the Bard, I'm the only other arcane caster in the group, so I'm probably the only one with access to a nice amount of arcane utility spells.
I'll probably use my own spell slots for Frostbites, since it gets caster level to damage, hopefully I can get some Pearls of Power for it too.
Artanthos |
ngc7293 wrote:A lot of people hold high regard for Haramaki and Silk Ceremonial Armor. Are these two armors building blocks for the Kensai build?Not too keen on how much it affects kensai, but it is cheaper than bracers of armor for the same bonus until bracers of armor +7(armor only goes to +5, +6 effective AC for haramaki/silken gown). From that point on you would use the bracers of armor for the higher bonus(if you want to dish out the cash for the +2 extra you could get). Its an armor you can wear and enchant without spellcasting fallure. Another option is to use mage armor for a +4 from some source and then also put special armor qualities on the armor and that would stack.
I burn an arcana to grab Mage Armor and Touch of Fatigue.
No need to spend money on enchanting armor before +5 bracers and spellstrike every round.
Artanthos |
Artanthos wrote:Yeah, selling arcana slots for cash. Good call there.
I burn an arcana to grab Mage Armor and Touch of Fatigue.No need to spend money on enchanting armor before +5 bracers and spellstrike every round.
1. Depends on what your spending the cash on. I used it to buy more Dex & Int. (damage, accuracy, ac, saves, initiative)
2. Having armor that works vs incorporeal touch attacks has saved my character's life twice so far. Most recently, it was a life or death difference when attacked by a greater shadow.
3. I get an infinitely reusable spellstrike. The only other way is the Close Combat arcana with Ray of Frost
Rerednaw |
Bob "Mega-Cheese-Min-Maxed" Smith
CN Tiefling
Init 5; Senses darkvision 60 ft; Perception +4
------------------------------------------------
DEFENSE
------------------------------------------------
AC 30, touch 21, flat-footed 19 (+4 armor +1 natural +4 shield +7 Dex, +4 dodge (INT))
hp 27 (4d84)
Fort +6, Ref +9, Will +3
------------------------------------------------
OFFENSE
------------------------------------------------
...The 30 AC is with cat's grace, shield and mage armor up. He aslo took the scaled skin variant trait for the previously mentioned +1 natural armor. Add +2 to the attack rolls for cat's grace.
Interesting build...have a few questions.
Where is getting Shield and Mage Armor? They are not memorized and I don't see his combat gear.
How does his buffing routine fit in a typical 4-5/day combat cycle?
Is his real flat-footed AC 11?
Artanthos |
FavoredEnemy wrote:Bob "Mega-Cheese-Min-Maxed" Smith
CN Tiefling
Init 5; Senses darkvision 60 ft; Perception +4
------------------------------------------------
DEFENSE
------------------------------------------------
AC 30, touch 21, flat-footed 19 (+4 armor +1 natural +4 shield +7 Dex, +4 dodge (INT))
hp 27 (4d84)
Fort +6, Ref +9, Will +3
------------------------------------------------
OFFENSE
------------------------------------------------
...The 30 AC is with cat's grace, shield and mage armor up. He aslo took the scaled skin variant trait for the previously mentioned +1 natural armor. Add +2 to the attack rolls for cat's grace.
Interesting build...have a few questions.
Where is getting Shield and Mage Armor?
How does his buffing routine fit in a typical 4-5/day combat cycle?
Is his real flat-footed AC 11?
Shield is on the Magus spell list.
Mage Armor requires spending an arcana or drinking potions. Spending the arcana + a level 1 pearl of power allows you to keep Mage Armor up all day.
With Mage Armor the posted character would have a flat footed AC of 15, assuming Shield is not up. By 7th level, a kensai will rarely be caught flat footed.
When Bracers of Armor +5 become available, retrain the arcana used to obtain Mage Armor.
FavoredEnemy |
Rerednaw wrote:FavoredEnemy wrote:Bob "Mega-Cheese-Min-Maxed" Smith
CN Tiefling
Init 5; Senses darkvision 60 ft; Perception +4
------------------------------------------------
DEFENSE
------------------------------------------------
AC 30, touch 21, flat-footed 19 (+4 armor +1 natural +4 shield +7 Dex, +4 dodge (INT))
hp 27 (4d84)
Fort +6, Ref +9, Will +3
------------------------------------------------
OFFENSE
------------------------------------------------
...The 30 AC is with cat's grace, shield and mage armor up. He aslo took the scaled skin variant trait for the previously mentioned +1 natural armor. Add +2 to the attack rolls for cat's grace.
Interesting build...have a few questions.
Where is getting Shield and Mage Armor?
How does his buffing routine fit in a typical 4-5/day combat cycle?
Is his real flat-footed AC 11?Shield is on the Magus spell list.
Mage Armor requires spending an arcana or drinking potions. Spending the arcana + a level 1 pearl of power allows you to keep Mage Armor up all day.
With Mage Armor the posted character would have a flat footed AC of 15, assuming Shield is not up. By 7th level, a kensai will rarely be caught flat footed.
When Bracers of Armor +5 become available, retrain the arcana used to obtain Mage Armor.
Mage armor via wand to arcane caster or UMD or pearl of power to arcane caster. Will be on spell list along with touch of fatigue at 6th level.
FrodoOf9Fingers |
I apologize for not having builds on the guide quite yet, I've been working on a character builder tool in my spare time to speed up the process (Someday I'll release it...)
But... Here's a straight up frostbite build.
Build Information:
Base Stats: Str: 10 Dex:15 Con: 12(10) Int: 18(20) Wis: 8(10) Cha:7
(Spells gained from:
Touch of Fatigue (Wizard, level 0),
Haste(Summoner, level 2),
Heroism (Bard, level 2),
Bestow Curse (Witch, level 3)
Dance of a Hundred Cuts (Barb, level 4),
Contingency (Wizard, level 6)
Traits, Feats and Arcana
0. Magical Lineage: Shocking Grasp
0. Bruising Intellect
1. *Weapon Focus
1. Weapon Finesse
3. Enforcer
3A Arcane Accuracy
5. Rime Spell
5. Intensified Spell
6A Wand Weilder
7. Greater Weapon Focus
9. Critical Focus
11. Empower Spell
11. Bleeding Critical
12A Maximized Arcana
13. Dazzling Display
15. Shatter Defenses
15A Quicken Arcana
17. Staggering Critical
17. Critical Mastery
18- Bane
19. Weapon Specialization
*Granted by a class
Gear:
Normal
+1 Agile, Keen, Cruel, Merciful, Courageous Wakishazi
Anti Undead
+1 Ghost Touch Agile Wakishazi
Anti Caster
+1 Spell Stealing, Spell Storing, Agile Wakishazi
Other Items:
+5 Greater Shadow,
Greater Energy Resistence Fire,
Determination, Silken Ceremonial Robe: 154,750
+6 dex/con belt 90,000
Otherworldly Kimono 67,000
Tunic of Careful Casting +2, 5,000?
Sandals of Quick Reaction 4,000
Crown of Conquests 24,600
+6 int/wis 90,000
Amulet Natural armor +5 50,000
Ring of Protection +5 50,000
polymorphic pouch 5,000
gloves of storing 5,000
Tome +4 of Intelligence 110,000
Manual +4 Dexterity 110,000
Metamagic rods
Extend Metmagic 3,000
mid Extend metamagic 11,000
Dazing Metamagic 28,000
Wands
Truestrike 750
Shield 750
Mage Armor 750
Buffs Available
Haste 1rd/lvl
Dance of 100 cuts 1rd/lvl
Mirror Image 1min/lvl
shield 1min/lvl
Elemental Body 1min/lvl
Heroism 10min/lvl
Stoneskin 1hour/lvl
STATS (unbuffed)
(At level 20)
Str: 10 Dex:26 Con: 16 Int: 32 Wis: 16 Cha:7
HP: 163 AC: 49 Saves: 19, 18, 19
A typical round (Hasted, using frostbite)
Arcane pool adds Bane, Corrosive, Flaming, and Shocking
24/24/24/19/14 (Arcane Accuracy adds + 11, Crit Confirm + 15)
Each hit deals: 6d6 + 31 non-lethal damage
If flat-footed: 6d6 + 42 non-lethal damage
Effects added onto enemy:
Auto fatigued
Auto entangled
35 +1d20 versus 10 + HD + Wisdom modifier to shaken
If successfully shaken, sickened
If successfully shaken, on second hit flat footed
DC 22 to daze (hardly will happen, but you got 20 attempts)
On a critical hit:
35 +1d20 versus 10 + HD + Wisdom modifier to frighten
2d6 bleed damage, stacks
staggered
It's been a couple months since I looked at this... it's not quite finished, but it should get the point across.
MrSin |
Athaleon wrote:Arcane Mark gives you an infinitely reusable Spellstrike by default.I've seen people mention this before but what is the point of it?
Taking a -2 to your attack to get an extra attack during your full attack, over and over? Sure beats getting two weapon fighting.
MrSin |
Well, except for the DC 15 concentration if you can't do a 5 ft move in. Manageable, but hardly ideal.
Nice thing about concentration checks is that they quickly become something you can make even on a one. Scaling for DCs scales slower than your int+lvl scales, especially for six level casters and a static 15 doesn't scale at all! You also don't really lose anything. You lose the spell, but losing arcane mark, doesn't lose anything because its a cantrip. I mean, as long as you do more dpr for taking the -2 no reason not to take it! And it allows you to do thematic Zorro'ing in a way.
Dread Knight |
Dread Knight wrote:Taking a -2 to your attack to get an extra attack during your full attack, over and over? Sure beats getting two weapon fighting.Athaleon wrote:Arcane Mark gives you an infinitely reusable Spellstrike by default.I've seen people mention this before but what is the point of it?
But the extra attack is the spell with does nothing to hurt the enemy; it's the point I don't get if there was a cantrip that was a touch range damage spell I could but using Arcane Mark it does nothing but mark the enemy.
MrSin |
MrSin wrote:But the extra attack is the spell with does nothing to hurt the enemy; it's the point I don't get if there was a cantrip that was a touch range damage spell I could but using Arcane Mark it does nothing but mark.Dread Knight wrote:Taking a -2 to your attack to get an extra attack during your full attack, over and over? Sure beats getting two weapon fighting.Athaleon wrote:Arcane Mark gives you an infinitely reusable Spellstrike by default.I've seen people mention this before but what is the point of it?
I'd imagine the part where you stab them with your sword as part of your spell strike would do some damage.
So by using arcane mark and spell combat like this your taking a -2 to your attacks to get a bonus attack with your weapon.
Dread Knight |
Dread Knight wrote:MrSin wrote:But the extra attack is the spell with does nothing to hurt the enemy; it's the point I don't get if there was a cantrip that was a touch range damage spell I could but using Arcane Mark it does nothing but mark.Dread Knight wrote:Taking a -2 to your attack to get an extra attack during your full attack, over and over? Sure beats getting two weapon fighting.Athaleon wrote:Arcane Mark gives you an infinitely reusable Spellstrike by default.I've seen people mention this before but what is the point of it?I'd imagine the part where you stab them with your sword as part of your spell strike would do some damage.
** spoiler omitted **
Ah I guess I see now I didn't know you could combine the two. So by lvl 2 as a Magus you can get 2 attacks with your weapon but with a -2 to hit, seems good.
FrodoOf9Fingers |
Here's some of the main reasons why people love the Kensai Archetype:
1. The best initiative in the game (Beats the inquisiter, because the inquisiter doesn't get an auto 20. And a Kensai's int score should surpass 30, meaning that even the infamous divination wizard is left behind) Also acts in the surprise round, always.
2. The largest cap on AoO's in the game (besides using the mythic ruleset)
3. The best (if not, among the best) for crit fishing builds, on account of being able to increase the critical multiplier from a 2 to a 4 (who else can?), and having an extremely good chance of confirming criticals to automatically confirming criticals. Not to mention that they can place keen on their weapon as a class feature with little effort.
4. And finally, Fantastic touch AC, with moderate to good Flat-footed AC.
Artanthos |
insaneogeddon wrote:The loss of knowledge pool, spell recall, and the diminished spell casting say otherwise.Its kind of ironic kensai loose casting but end up better casters due to int focus and so higher DCs.
The kensai will cast spells other than cantrips less frequently, but is less reliant on damage from spells. He will tend to focus more on buffs and debuffs than burst.
It is a change in style, no a change in power.
LazarX |
LazarX wrote:insaneogeddon wrote:The loss of knowledge pool, spell recall, and the diminished spell casting say otherwise.Its kind of ironic kensai loose casting but end up better casters due to int focus and so higher DCs.
The kensai will cast spells other than cantrips less frequently, but is less reliant on damage from spells. He will tend to focus more on buffs and debuffs than burst.
It is a change in style, no a change in power.
Absolutely true. I don't think however that he's a better CASTER than the standard magus, which is the point I was replying to.