| mycerius |
Kensai
The current character concept I am working on is a Magus (Kensai) that specializes in taking down certain creature types. I have left out levels of Ranger because to get any significant number of favored enemies would take too many levels away from Magus. Instead, I am going the route of the Kirin Style feats. Using 1 level dips into Monk and Fighter, he picks up that feat and Kirin Strike to add his INTx2 mod to an attack's damage. Granted this bonus is only added to a single attack and takes a swift action, it falls into the concept well. Anyway, before any more explainations, here are his stats and level progression.
20-pt build
LN Human (Vundrani)
Alt Human Trait - Heart of the Wilderness (for fluff, can be removed with extra skill points going into Know skills)
+2 INT for Human
Favored Class - Magus (all points towards HP)
Starting Stats
STR 17
DEX 13
CON 11
INT 17
WIS 10
CHA 7
Traits
Magical Lineage (Shocking Grasp)
Rostlander (for KM AP, replaced with whatever you want, Anatomist is good)
0 Dodge (Human bonus feat)
1 Magus (Kensai) 1 - Weapon Focus (Katana) - chosen weapon, Combat Casting
2 Magus 2
3 Magus 3 - Arcane Accuracy, Craft Wondrous Items
4 Magus 4 - +1 INT stat bonus
5 Magus 5 - Craft Arms & Armor, Power Attack
6 Monk (Master of Many Styles, Sacred Mountain) 1 - Kirin Style
7 Fighter (Unarmed Fighter) 1 - Kirin Strike, Spell Focus (Evocation)
8 Magus 6 - Close Range, +1 STR stat bonus
9 Magus 7 - Intensified Spell
10 Magus 8
11 Magus 9 - Merciful Spell
12 Magus 10 - +1 INT stat bonus
13 Magus 11 - Maximize Spell, Lunge
14 Magus 12 - Ghost Blade
15 Magus 13 - Spell Perfection (Shocking Grasp)
16 Magus 14
17 Magus 15 - Enduring Blade, Critical Focus
18 Magus 16 - Bleeding Critical, Spell Penetration
19 Magus 17
20 Magus 18 - Quickened Magic, +1 CON stat bonus (just because)
I have not put much thought into the build past level 15 since this is still a WIP; and even past level 9, the build is still somewhat fluid. I like the idea of Spell Perfection, but the relience on a single spell (and hence damage type) is kind of scary. Getting around the limitations this character has (like the one just mentioned) is the reasoning behind taking the Craft feats (cheaper items). Luckily our group is one of those that allow item creation and even new items within reason. He will be replacing a 7th level character, so his starting money is the same as what that character has. Also, roughly 1.5 to 2 years time between when old character retires and new one starts up. (Remember, this is in the Kingmaker AP.)
Starting exquipment (major items)
2 +1 Silversheen Katanas (Bane: Undead and Dragons, Magical Beast and Montrous Humaniods)
Amulet of Natural Armor +2
Belt of Giant Strength +2
Bracers of Armor +3
Headband of Vast Intelligence +2: Linguistics
Ring of Protection +1
Cloak of Resistance +1
Gloves of Weaponsmithing (new, similiar to Cauldron of Brewing)
Wand of Shield (1st)
Wand of Enlarge Person (1st)
x Pearls of Power (1st and 2nd)
Future purchase
More +1 katanas with Bane and adding other Banes to current blades, most cost effect method first
Wand of Lead Blades (1st, when UMD is at least +10)
Grey Robe of the Archmagi (replaces Bracers, Cloak)
One of the characters also has the Inscribe Tattoo feat. Because of this, this character (the magus) will be pruchasing tattoos that are the equvilant of lesser meta-rods of Elemental Spell of each type as money permits. Awhile back I figured out a rough estimate of the cost per charge for the various levels of meta-rods, so rather then buying duplicate tattoos (i.e. 2 lesser cold Elemental tats for a total of 6 charges/day), he will "add" charges to his tats using the normal rule for upgrading items. (Fluff: The tattoos get more detailed.)
Anyway, that's the basic overview of the concept. Any thoughts or comments are welcome.