Let's build a Kensai


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Hi,

I'm wanting to optimize a Kensai for awesome.

I'm just bouncing ideas ATM. But hopefully with your help, can come up with something special.

Immediately with Canny defense and Free exp and focus And all the crit related stuff I reckon a Tian Katana wielder. Int focused (all the features add ac, initiative extra Aoo's), then Str .

So for AC- a Haramaki is +1, can be enchanted, works with canny defence and It's dirt cheap.

20 pt buy

Str 16 (level bump to 20)
Dex 14
Con 12 (Extra favored to Hit points)
Int 17 (15+2, level bump to 18)
Wis 10
Cha 7

AC at 1: 10+2(dex)+1(Int)+1(Armor)=14
AC at 20: 10+5(dex+belt)+8(18int+Headband+6+2Tome)+6(+5 Haramaki)+5(Amulet)+5(ring)=39

1-WeaponFocus-katana, H-Intensify, Heighten
2- Spellstrike
3 Familiar Arcana, Preffered Spell (Shocking Grasp)
4- Perfect Strike
5- Bonus: Power Attack, Echo Spell
6- Arcana: Arcane Accuracy
7- Improved Familiar (Dust Mephit)
8
9-Critical Focus
10
11- Superior Reflexes, Bonus-Gtr Weapon Focus, Quicken Spell
12- Arcana: Ghost Blade
13 Staggering Critical
14 Gtr Spell Combat
15 Arcana: Bane Blade, Spell Perfection
16 Counterstrike
17 Bonus-Staggering Critical, Maximise Spell
18
19 Feat
20 Weapon Mastery

I think Arcane Accuracy is a must. Bane blade is nice but Ghost Blade may be overdoing it.
Any ideas would be appreciated.
I'll write some actual notes and come back.

Note: When Posting suggestions. I'm going for a Katana Master who melds casting (God punching) while he fights.


If you throw in a couple levels of Monk (master of many styles) you can get 2 levels of crane style for free feats. (-2 to hit +3 dodge bonus to ac, and the second feat lets you totally negate 1 melee attack per round that hits you). Also this makes it so that Dex, Int and Wisdom all give you bonuses to your AC. Also for weapons think of the scimitar, yes it only does 1d6 instead of 1d8 but you can take the feat (I honestly cannot remember the name of it atm so sorry at work currently) I think it is called Dervish Dance or something. This feat lets you use your dex bonus instead of your str bonus as damage. So now you are using dex to hit and for damage thus negating the need to use str as a stat. This frees you up to put those points that would go into Str insted into dex, which also raises your AC.


I played a Kensai recently it really is a glass cannon but I could do some crazy damage at lvl 8.

http://www.myth-weavers.com/sheetview.php?sheetid=369400


I like the Katana for this guy and the Dervish dance feat is just another feat tax. I can afford a.decent Str so all good.

IF I were to multiclass I'd only.one level dip a Crossblooded Sorc (Orc/Draconic) for extra damage to SG. But I don't want todelay spell aquisition (Remember , I'm giving up spells for this archetype)


I dont believe you can use the Haramaki. It is considered light armor and as a Kensai you give up all armor proficency.

Although nonproficency only adds the AC penalty to attacks and strength & Dex skill checks. Since the AC penalty is 0 technically you could wear this, but it kinda seems like taking advantage of something that isnt intended for the use.

Interesting idea... let me know how that flies. I dont think my GM would let it go, but RAW it seems to be ok.


If you can resolve the ACP to 0 and have a small enough spell failure rate then you should be good. Even then if you have some spells picked out with no somantic components then you're fine for those no matter what your ASF. You could even wear mithral breastplate if you take the trait that reduces it by 1.


Also, any reason not to take scimitar? A dex build would not be a glass cannon at all, do incredible damage and probably be better all around.

Another consideration is whip since you score EWP/WF at first and can begin picking up the whip feats pretty quickly (which let you threaten and not provoke aoos for attacking). Plus with your reach you can be using the whip to deliver touch attack spells without needing a concentration check.

I like familiars for the free tele-pounce (have them deliver the spell and bring you, it ends their turn and not yours). I'm not sure it's really needed but it is a whole lot more clear when done that way vs trying to argue magus mechanics vs dimension door wording for ending your turn after you arrive. Advancing the familiar though doesn't bring as much to the table unless you're a crafty sort with a lenient DM about what familiars can do and how attackable they are.


I just looked into it a little more and there are only 3 suits of armor you can potentially wear with no ACP and 0% ASF: Armored Kilt, Silken Ceremonial Armor, and the Haramaki... It seems to be a nice loop hole. I will have to talk to my GM about it. Great find!


Remember you're adding your int to your dex for max dex purposes, so chances are nothing is better than mage armor.


@ Laslolth. I didn't take scimitar cause:
1. Katana is just a Scimitar with a bigger die, so why not.
2. The AC is good enough already without lowering my DPR by dropping STR for dex AND blowing a feat.
3. Already using a Scimitar with my hexcrafter and didn't want to repeat.
4. My Human is TIAN (for the Wayang Spellhunter trait to stack withagical lineage), so Katana makes sense.

Right now the build.focuses on 3 things:
1. God Punching. With Spell Perfection he can.spont Metamagic SGrasps by level 3.
2. Late feats focus on criticals/effects.
3. Improved Familiar- sunk two for a flank buddy with spells.

Now he.seems decent but I dunno if that's it or if maybe a level of Crossblooded (Orc/Dragon) for tje +1's per die would be viable.

I know a Sorc1/Wiz build can do freaky damage with.this.

I wonder if a Kensai could so do as well.


Lastoth wrote:
Remember you're adding your int to your dex for max dex purposes, so chances are nothing is better than mage armor.

Yes at low levels but the +3 Haramaki will outstrip it eventually and you get fewer slots woth this archetype.


Armored kilt is an add-on to existing armor.

Nothing really prevents the kensai from eventually taking light armor proficiency and arcane armor training. Although I would splurge on acquiring mage armor at 3rd level. (1 feat) or, if you can wait until 5th (UMD+wand or friendly spellcaster), the same feat will grant you two 1st-level wizard-only spells.


Ok I think I'm gonna.try to do the sorc dip.
If I do It it' ll be.Orc/Dragon (Maybe an electric type)

I'll need elemental spell and the traits will be Wayang (Shocking Grasp) and Magical Lineage (Fireball)

So he can god punch AND blast

This will delay 3rd level spells by one level but I hope It's doable.
Help would be appreciated.


darkwarriorkarg wrote:
Nothing really prevents the kensai from eventually taking light armor proficiency and arcane armor training.

Could be done, but it means giving up your swift action every turn you want to cast without ASF. Considering the number of things the Magus already wants to do with his swift action (Arcane Strike, Spending points from his pool to buff his blade, and quickened spells) that's a considerable downside.


Why would you?

At level 1 A Haramaki+Armored Kilt and Canny.defense grants +3 to AC with 0% ASF.

Same as studded leather. Which you would blow 2 feats on (Armor Prof/Arcane armor)

By level 4 (when you'd be.in +1 Chain shirt for total +5AC)
You would have Magic +1Haramaki/Armored Kilt and +4 from Canny Defense (18Int) for a total bonus of +7

Vs a standard Magus you lose nothing on AC.
Vs a Kansai you'd be behind +2AC fro his +1Chain shirt/ Canny defence but since you getmirrior image etc, I don't think 2 feats and losing my swift is worth 2 AC


I think the key to success for a kensai is to take advantage of the tremendous number of AoO. Find a way to generate AoO (greater trip comes to mind), so the kensai's attacks are all at his highest BAB.


If you want something different - Str based bastard sword wielding Magus seems good to me. Otherwise Dancing Dervish / Scimitar is your best bet, with second best choosing your favorite weapon and getting the agile enchantment on it.


D'arandriel wrote:
I think the key to success for a kensai is to take advantage of the tremendous number of AoO. Find a way to generate AoO (greater trip comes to mind), so the kensai's attacks are all at his highest BAB.

The Lunge Feat perhaps. Let the enemy charge at you, they provoke AoO because you now have reach.

Scarab Sages

Take a look at adding the black blade archetype to your kensai. you'll always stay ahead of the weapon bonus curve plus you don't have to pay for your sword freeing up more money for other purchases.


Ugh, all of these people suggesting Dervish Dance. I did a similar character to what you're doing, however I used a Wakizashi, made it agile and took piranha strike for damage potential. It's worth noting the reason that I detest Dervish Dance for this is A: It's a feat, and needs 2 skill ranks that could be spent on other things. The skill ranks isn't too much of an issue, but the fact that B: Piranha Strike only works with light weapons.


DPR of Dervish Dance build is better than strength based ones.

Do the math.

If you want to have it strength based do it as you intended - just dont use the familiar as flank buddy.


Wasum wrote:

DPR of Dervish Dance build is better than strength based ones.

Do the math.

If you want to have it strength based do it as you intended - just dont use the familiar as flank buddy.

If by better you mean having a higher AC in early levels, you'd be correct, but a Strength based build starts out-damaging the Dancer at level 6.


Math please.

Because I highly doubt that.


Wasum wrote:

Math please.

Because I highly doubt that.

STR magus can use their blade with 2 hand for 50% more phisical damage, and can use better weapon since they don't need them to be finessable.


Like a Katana ;)

Touch spells grant a FREE touch attack.
Spellstrike lets you attack with a weapon. No reason you can't 2 hand it.

Dark Archive

kensai is the only magus that benefits more from being dex based IMHO

normally i like a good str magus, but i kinda agree that the build works easier as a dex build if you're starting at low levels


Dekalinder wrote:
Wasum wrote:

Math please.

Because I highly doubt that.

STR magus can use their blade with 2 hand for 50% more phisical damage, and can use better weapon since they don't need them to be finessable.

They cannot do spell combat and use their weapon two handed.

Grand Lodge

Alchemist dip for extra hand to two hand a weapon during spell combat.


1 person marked this as FAQ candidate.
Quote:
Alchemist dip for extra hand to two hand a weapon during spell combat.

I'm definitely taking that one, however spell combat states "wielding a light or one-handed melee weapon", does it work with a 2-handed weapon and a free arm ?

Could one take extra discovery and wield a huge bastard sword with 3 hands while using spell combat with the last free arm (munchkin 3-handed weapon)?

Grand Lodge

You can always wield a one-handed weapon with two hands.


Indeed, but I was asking if a magus can use spell combat with a 2-handed weapon and a free arm.

Grand Lodge

Hmm, RAW seems to disagree. I would not risk a DM disallowing it either.


I was wondering the same with a magus multiclassed titan mauler to get jotungrip. She can wield the 2-handed weapon in one hand, does it qualify for spell combat ?

I think it is a question to ask the GM beforehand.


Mojorat wrote:
Dekalinder wrote:
Wasum wrote:

Math please.

Because I highly doubt that.

STR magus can use their blade with 2 hand for 50% more phisical damage, and can use better weapon since they don't need them to be finessable.
They cannot do spell combat and use their weapon two handed.

So in 1 instance they can't do more damage, but it will still be very close, even 1 handed, and spell combat isn't always your best option.


I never said spell combat. I said Spellstrike.

Your move+spellstrike CAN be 2 handed.


STR Ranger wrote:

I never said spell combat. I said Spellstrike.

Your move+spellstrike CAN be 2 handed.

Sure, but you still need the action time to both cast the spell and make a melee attack, and unless you're quickening the spell that's going to be hard to pull off without using spell combat.


A touch spell grants a Free attack that can be taken after a move.

Cast shocking grasp+ move+ spellstrike IS RAW.

Reread touch spells, you'll see it.


STR Ranger wrote:

A touch spell grants a Free attack that can be taken after a move.

Cast shocking grasp+ move+ spellstrike IS RAW.

Reread touch spells, you'll see it.

Yeah, derped when reading over Spellstrike and missed that it turned the free touch attack you normally get into a free melee attack


Still - single attack is not that amazing, is it?


Well, if it's a two-handed power attack with a keen katana (15-20 crit range) where the spell also crits if the melee attack crits... yeah that's pretty damn amazing (as long as you can connect with the melee attack, that is).


Actually, I just realized, even if the first free attack fails, you can still attack next turn with the held charge. In fact you can use spell combat, attack first, hit with the held spell and melee attack, then cast again and get another attack.


dot


STR Ranger wrote:

A touch spell grants a Free attack that can be taken after a move.

Cast shocking grasp+ move+ spellstrike IS RAW.

Reread touch spells, you'll see it.

Yes you can make a free touch attack with touch spells as part of casting the spell. Now also look at the spell, is there a somatic component? If so then there is no way you are using a 2h weapon to deliver it, as you are using your off hand to do the actual casting. Somatic components to spells REQUIRE you to make gestures with your hand, which cannot be done while holding a weapon in it.


The touch attack is a desperate action from the casting of the spell, this is different from a ranged touch attack where the attack is part of the spell.

A lvl 2 Magus could have no weapon our move 30 feet then hit them with a sword and deliver a touch attack using the sword. It can be 1 or 2 handed.

They cannot however do this with spell combat, because the free hand is used as part if the two weapon concept.


Paladin of Baha-who? wrote:
Well, if it's a two-handed power attack with a keen katana (15-20 crit range) where the spell also crits if the melee attack crits... yeah that's pretty damn amazing (as long as you can connect with the melee attack, that is).

Still not comparable to multiple attacks with spellstrike and 15-20 critrange as well.

The difference is only a little bit of more damage due to STR... but as far as you have slightly less STR in such a build than a DEX build has DEX its really not that much of a difference.


No but you a) use a standar action to cast the spell - while holding your weapon in the main hand
b) use a move action to move to the target and placing your off hand on the sword (this doesn't discharge the spell) c) use a swift action to do some of the things magus does with his swift action d) use a free action to deliver the spell with your sword that you now 2 hand wield.


Dex builds vs str build

You don't get to full attack all the time!
Everytime you don't full attack the str magus will do 50% more damn from str and 50% more dam from PA.
When your making full attack the dam will be the same.

Now dex based magus does get better initiativ (more so with kensai), better reflex saves - and more AC, no argument there.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bigtuna wrote:

No but you a) use a standar action to cast the spell - while holding your weapon in the main hand

b) use a move action to move to the target and placing your off hand on the sword (this doesn't discharge the spell) c) use a swift action to do some of the things magus does with his swift action d) use a free action to deliver the spell with your sword that you now 2 hand wield.

No. If you are using spell combat, you MUST have your hand free for the entire combat round. No exceptions in any published material that I know of.


They are using spellstrike, not spellcombat. These are not the same.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Highglander wrote:
They are using spellstrike, not spellcombat. These are not the same.

If you are casting and striking in the same round, you're using spell combat

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