Advice / Opinion from those that have played Bladebound / Kensai Magus


Advice


First and foremost, I understand that the features Kensai trade with just being base or Bladebound magus are significant. I am OK with the trade. I would be the main martial presence in our four man party followed up by our ranger/rogue. Rounding us out is a wizard and a cleric of Sarenrae (Fire/Sun) type domains I believe.

For those that have played out this character, what worked well in terms of feats/equipment choices etc and what were some things that you would change up?

Is it better to just augment the martial leaning of the kensai and try to get it as close to a full BAB character with some nifty tricks or does the staple shocking grasp crit fishing still work well enough?

I assume a strong variant of this is also doing dex focus and going the dervish dance route. Has anyone made a str based combo work? Seems like stats would get super thin.

Just curious as to what the reality is vs the perception of how well this class works out.

Thanks in advance.


Strength is the stronger route for most purposes, I think, but you may need to be the tank - unless the Cleric is really funky. Those domains doesn't make me think so, though. As a result, you'll need all the AC and saves you can get, and a Strength build doesn't lead in that direction.
Get a lesser metamagic rod of quicken spell asap so you can get some action efficiency and buff pronto.


For Kensai go dex and get lots of pops. Str-Kensai is just not as good. Chilltouch until you need nova and you will do fine, you can always nova even more when neccesary. After level 12 it gets weaker though as its harder to keep up attack bonusses.


For feats. I assume intensify spell is still used. However, since you have less swift action options, does Arcane Strike become more desirable? I assume Lunge is still a decent options. Any benefit to take the fighter like feats earlier in the build such as Weapon Specialization etc?

For arcana, do you do arcane accuracy or wait until you qualify to the arcana that allows you to attack against touch AC by expending 2 AP?


My younger brother runs one in the game I DM and the combo's really capable. He runs a Dervish build.

FIrst and foremost is that with only 2 primary stats your AC gets really solid for a caster with and you hit for a good chuck of change(especially when you up your crit mod with your pool). You will be very good at fighting.

However, biggest problem they have though is no recall, so invest in pearls of power when you can. Aside from that, you'll manage.

Feat wise, keep in mind your 1 & 3 feats are tied up(dervish & finesse) and you can't choice extra arcana till 7th level(since you don't have arcanas till then) and your 6th feat should be intensified spell(for Shocking Grasp damage).

So your builds... is pretty much laid out for you till then. At this point, crit fishing or fighter feats should work out fine depending on your desire.

Edit:

B0sh1 wrote:

However, since you have less swift action options, does Arcane Strike become more desirable? I assume Lunge is still a decent options. Any benefit to take the fighter like feats earlier in the build such as Weapon Specialization etc?

For arcana, do you do arcane accuracy or wait until you qualify to the arcana that allows you to attack against touch AC by expending 2 AP?

Lots of your Arcana & your pool eat up swifts so I personally don't think its needed.

Lung is fine, yeah. As a Kensai you don't mind the AC hit either.
As for Weapon Specialization, it's always a nice boost in damage but in the Kensais's case I'd say it's more worth it to take Extra Pool Points early. Unless its one of your Bonus Magi feats(which have to be metamagic or combat feats), Extra Pool's the better choice imo. Lets you fight harder and more often.

Yes, Arcane Accuracy's just too good to pass up. And eventually, you'll want both(Since the Touch AC arcana's expensive, especially when you're pools small).

Lantern Lodge

If you don't mind, I got some questions just to make absolutely sure I we the answers:

#1: What lvl are you starting at?
#2: Are you an Elf?
#3: What kind of caster is the Wizard?(blaster, controller, buffer, etc.)
#4: Do you as a have a personal preference between melee or spell casting?
#5: Do you prefer blasting spells, or save vs suck spells?

I know they seem like stupid questions, but they're important nonetheless.


#1: What lvl are you starting at?

It would be a replacement character for RoTRL. We're in Book 3, so 7th or higher depending on if/when my main could die.

#2: Are you an Elf?

No specific race preference.

#3: What kind of caster is the Wizard?(blaster, controller, buffer, etc.)

Blaster from what I can tell. It's a replacement to the sorc who died a couple sessions back.

#4: Do you as a have a personal preference between melee or spell casting?

No personal preference but considering the archetype, leaning to melee.

#5: Do you prefer blasting spells, or save vs suck spells?

In this case, more buff focused supplemented by key touch spells. My staple would be shocking grasp, chill touch etc.

Sczarni

Hmm I have a level 10 Blackblade/Kensai and looking back most of my decisions are totally sound and I would stay with them.

I went the Dex-Finesse route, but with a whip (local society play, intended to make an interesting character that was maybe not that combat effective, turns out it was HIGHLY effective most of the time!). I would not recommend the whip route though if you are doing the primary front lining as it almost requires you to be human for the feat.

SO based off what you are saying you wish to do, I would like to throw out a couple of ideas that are based off following two assumptions:
1. Your DM would let you get equipment based off your desires (within reason).

2. Your DM will let you play a Teifling.

Ok, so if you are a magus, one thing you can do to help alleviate the burning pain of feats you lack as a Bladebound/Kensai, you might seriously consider going Teifling with the tail feature.

The problem most Magi face is that in order to use a rod, you have to wield it; to wield it you have to hold it in your hand. This means you either don't have your weapon in your main hand, thus no weapon to attack with for spell combat, or you have it in your off hand, thus not having it free for casting which is a requirement of spell combat...

Insert Tiefling with tail: the tail can hold and use items that aren't weapons (IE Metamagic rods, wands [buff style to remove the issue of it being a weaponlike object] etc). THIS is the only part of my build that I am at this level starting to realize is an issue...as a human I either am having to give up the full spell battle use to use a rod, or use non augmented spells :-/.

Pass up getting the feat intensify as you will not really be casting any level 4+ spells that you will need this fore...the lesser rod of intensify is only 3,000 gold and is a huge savings on both feat and cost. Since you are starting at level 7, you will already be able to get some mileage out of it.

Another rod to consider is the Echoing Metamagic rod. It costs 14k, which makes it cheaper than 3 level 3 pearls of power (27k) and 2k more than 3 level 2 pearls of power (12k). WIth the tail feature, you can cast a spell you know you will likely use more than once a day (haste, fireball, scorching ray, invisibility etc) and get a second casting of that spell for the day. My magus currently does it, but without the tail his ability on this is more hampered and I really have to not be needed in combat for this to be a "useful" option. If you go Teifling route you get the added bonus of doing all your normal stuff, but also getting a second use of a spell. THIS really helps with the lack of spell recall, the ONE feature that you will start to miss when your spells are done, but you have plenty of arcana left.

Also, echoing the idea of level 1 pearls of power. 2-3 are a solid investment.

As an additional aside, as a Kensai, you CAN wear armor and still get your Int to AC. The only "requirement" is that you have no armor check penalty (for attacks and skills). IF you don't mind a 5% spell failure rate, you can look into Darkleaf studded leather armor. Max dex of +7, normal AC of +3, NO armor check penalty. The darkleaf limits the spell failure reduction to still having a 5% so that is the most 'lucrative' amount. A 1 in 20 chance for basically a continueous mage armor spell is worth it to mine who is walking around with a 31 AC at level 10 (35 with shield)...and you did say you will be the front line person..so AC is your friend.

Liberty's Edge

Add a two level dip in Monk (Master of Many Styles) for Crane Style and Crane Wing? You'd get Dex, Int, and Wis to AC...

Just saying...

Lantern Lodge

Most of this is gonna be "no-brainer" kind of stuff. I don't know what adding Bladebound would be like since I've haven't been able to use it, but from what I understand it wouldn't affect much of this anyway other than the loss of another arcana. Sorry.

Race:
Elf

hide:
+2 to Int and Dex, +2 caster lvl vs SR, and either Weapon Familiarity or Arcane Focus(both are about equal in my eyes). Elf really is the only choice.

Ability Scores:
Dex, Int, Con, Wis, Str, Cha.

hide:
Can't give you numbers since I've never actually played an adventure path before and I forgot to ask how you're doing ability scores, but that would be their order of priority.

Character Traits:
Magical Lineage(Shocking Grasp) and anything else.

hide:
If you can find something to increase your Cast Defensively checks, go for it. If not, then Reactionary is always a decent stand-by.

Feats:
[Bonus]Weapon Proficiency(Scimitar), [Bonus]Weapon Focus(Scimitar), [1st lvl]Weapon Finesse, [3rd lvl]Dervish Dance, [5th lvl]Extra Arcane Pool or Power Attack, [5th lvl Magus]Intensified Spell, [7th lvl]Weapon Specialization(Scimitar).

hide:
Regarding Power Attack, if you qualify for it and think your Atk bonus is high enough then I would go for it. As for higher lvls, at 9th Kensai lets you take Critical Focus so get it, but after that it's really whatever you think you need more of. Personally I started to grab anything that boosted my spell's Save DCs and Blinding Critical at 15th lvl. That might not work for you though, since it doesn't seem like you're gonna be using alot of spells that can debuff.

Magus Arcanas:
[3rd lvl]Spell Shield, [6th lvl]Arcane Accuracy.

hide:
Beyond that, it didn't really matter to me since they were the only ones I really used. Besides, due to Kensai you won't get another one until 12th lvl unless you take Extra Arcana.

Gear:

hide:
Dex, Int, and Con boosters are obvious choices. Silken Ceremonial Armor can still be used since it has no Armor Check Penalty and 0% Spell failure, so use an enchanted set of that if you don't want to use Bracers of Armor. If you can get a +2 Scimitar then you can bypass all but Alignment based DR if you use your Arcane Pool for nothing but enhancement bonus. A +3 scimitar would be better of course, but might be too expensive. Like Darth Grall mentioned, Pearls of Power are your friends. Since you need to function as the main melee in your group, gear choices really come down to asking yourself a question, "Does this item free up spell slots, increase my melee damage, or make me harder to hit?". If the answer is no, then don't waste the money.

I won't go into spells because my suggestions wouldn't help you at all since my Magus had to function as the only caster in our group. That really screwed up my choices. Like I said at the beginning of this post, most, if not all, of what I wrote is "no-brainer" stuff(which is why I like the Magus Class). Hope it helps, sorry if it doesn't.


I would consider beginning as Human just for the feat. certainly for dervish builds its nice.

also invest early in belt of dex and headband of INT and yes magical liniage shocking grasp and a lot of pearls of power lvl 1 (only 1000g) allows you to use intensefied shocking grasp as a lvl 1 spell up till lvl 10 and even after that its stil usefull.

if you can get the wand wielder arcana buying a wand of shocking grasp CL5 would be nice you could spam shocking grasp! :-)


Spell shield? The magus can cast shield - and can use wand of shield or even scrolls of shield. Better to take wand Wielder - helps with low level concentration checks - and spell slots. You could use cantrips - but 750 to do 3,5 more dam, and not having to worry about concentration checks when using spell combat is worth it...


Not sure what your point buy is, but here's a 25 pt elf kensei bladebound I made. If you have a 20 go 12/15/14/16/10/7. If 15, go 12/15/14/15/7/7. you'll need to shift around the ability adds you get every 4th level. Alternately, consider tiefling if possible, it's got better mods and interesting racial abilities

Build, including HP/AC/SAVES/DPR Progression by level

Build explanation:
Elf Bladebound Kensei
Stats
Dex and Int are priority, followed by Con and enough str for power attack.

Traits
Magical lineage (shocking grasp) of course
Wayang spellhunter (frostbite or fireball) is also good

Take a level of admixture wizard at 10. That'll let you mix up your elemental styles. Pick up a rod of rime. Now all your spells can entangle if you want. Frostbite and fireball are good options for this

3 levels of weaponmaster fighter get you weapon training as quick as possible, plus 2 feats. Grab a pair of dueling gloves for +3hit/dam

Feats: Toughness; you'll need it if you're frontline. finesse/dervish dance. if your gm lets you enchant your black blade, give it agile and ignore dervish dance. You'll have to take piranha strike instead of power attack but that means you get 3 more stat points to spend. you can't take cornugon but, eh

Intensify, Maximize, Dazing, spell perfection shocking grasp and fireball. Level 1 intensified maximized shocking grasp at 15. Level 3 dazing, entangling fireballs are good for cc and debuff (at 17) Buy LOTS of pearls of power

Quickdraw lets you shuffle rods and weapons as needed. Craft wondrous is great if your GM allows it (and you have time for crafting). Most of your items will be wondrous as you won't need a weapon and you can't have armor.

For arcana...I don't really like most of them. Either they're once/day or you're spending arcane points to use them (which you don't have enough of). Definitely pick up a wyroot club so you can coup de grace things to recover arcane points


Actually, a Str- based Kensai is not a bad option. They don't have QUITE the AC of Dex- based, but they come close. I would start as a Human with the Dual Talent alt. racial trait, getting +2 to Str and Int.

Example 20 pt. build:

Str 18, 10 pts. (16+2)
Dex 14, 5 pts.
Con 12, 2 pts.
Int 17, 7 pts. (15+2)
Wis 10, 0 pts
Cha 7 , -4 pts.

The best reason to go Str- based, in my opinion, is to get access to the Falcata. Sure, it's 19-20 crit range isn't quite as good as the 18-20, but when you do crit (still fairly frequently), you'll do an extra 1d8+7 or so, 2d6+8 enlarged.

Another good reason to go Str- based is that you now have 2 feats more to spend. Feel that your AC isn't where it should be? Take Dodge. Want a bit more damage? Hello power attack/arcane strike. Your AC is only 2 less than your dervish counterpart, you're hitting with a bigger weapon, and it's much easier to increase your damage output.

I second the recommendation of actually wearing armor. 5% ASF is no big deal, you'll have higher odds of failing a concentration check for casting defensively.

For your question about arcana, it's a bit tricky, as you get your first arcana at 6, and your second at 12. I suppose that you could take the extra arcana feat at 9, but I would think that critical focus would be better. The Arcane Accuracy arcana is still solid, but I would save it for super tough fights, as it eats AP like crazy.

I would recommend focusing more on the martial side of things, using magic to supplement your combat prowess. Of course, the low level buffs should come from wands. For Feats, it looks like you'll get 5 to chose from. I highly recommend Arcane Strike, as you will be doing lots of full attacks, not too many swift actions, and it grants an untyped damage bonus that multiplies on a crit. Same thing for Weapon Specialization. Since you will be enlarged (at least, I would be), I would take Combat Reflexes. As a frontliner, as has been stated, Toughness is a decent choice. Intensify Spell is worthwhile, I guess, or Rime Spell, if you prefer Frostbite as a spell. Of course, all of this is a matter of taste, and if something else better suits your needs/wants, then that should be given preference. None of these feats will make or break your character.

Happy Gaming!

Lantern Lodge

Bigtuna wrote:
Spell shield? The magus can cast shield - and can use wand of shield or even scrolls of shield. Better to take wand Wielder - helps with low level concentration checks - and spell slots. You could use cantrips - but 750 to do 3,5 more dam, and not having to worry about concentration checks when using spell combat is worth it...

Normally I'd agree 100% with you but when you factor in Diminished Spellcasting and the loss of Spell Recall and Knowledge Pool, Spell Shield gets a pretty big boost to it's usefulness since it will help free up spell slots for more Shocking Grasp. More so if your Int mod is +5 or greater. Also, since Spell Shield is used as an immediate action, you could overlap Shield with Spell Shield as an "oh crap" option if you get flanked or after a charge to get a couple more points to AC if your Int mod is high than +4.

It still kinda sucks since it only lasts until the end of your next turn compared to Shield's 1 minute/caster lvl, but as a side benefit to the loss of Spell Recall and Knowledge Pool you will have more Arcane Pool points to burn. Not alot, but still more than the base Magus.

Of course, if your Int mod is +4, or heaven forbid less, then a wand of Shield(CL 1) is unquestionably the way to go.

Besides, so long as you have Arcane Accuracy it really doesn't matter what arcanas you pick up. It's the only one I find to be almost necessary. The rest are kinda like gilding the lily.

EDIT: Changed the text in the last sentence of the first paragraph to make it clearer that I meant for Spell Shield to be used as an emergency overlap of Shield.


I recommend spell blending at the higher levels to take mnemonic Enhancer as a possible 12th level arcana or better yet 13th level with the feat to gain another wizard spell of fourth lvl or lower (Such as Summon Monster IV to give you some front line support). Those Magical Lineage Intensified Shocking Grasps give you pretty good bang for your buck. Its like getting 3 extra 2nd level spells for one fourth level one.


wand of shield only 750g and your good each combat!


That's assuming you are able to purchase one. I toyed with the idea of making a wand wielding Magus with the feats to produce his own wands, but wand production become prohibitively expensive past 2nd level spells especially for a magus. Being able to spam certain 1st and 2nd level spells such as shield might still be worth the feat though.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I've been playing with the idea of using the Aldori dueling sword instead of the scimitar route. Especially since as a human you could take weapon finesse and quick draw at first level, then take Aldori dueling mastery at 3rd. You'd get a +2 shield bonus to AC and +2 on initative.

Also don't forget the Hakiri-Maki from UC. +1 AC with no ASF, or enchant it to a +1 for a +2 armor bonus for the low low cost of about 1200 GP.


yeah im thinking of taking the wand wielder arcana and craft my own wands wand of shocking grasp would be awsome casting shocking grasp without attacks of opertunity and hitting for 6d6 each time :-)

RPG Superstar Season 9 Top 16

I personally like Strength maguses better than Dexterity maguses, but it's harder to pull off with Kensais. The reason is because you don't have armor as a Kensai, making you rely on Dex and Int to offset that.

Equipment:
Ask your DM if katana would qualify for Dervish Dance, since it's basically just a better scimitar. If so, use a katana. Otherwise, you're basically stuck with a scimitar unless you go Strength.

Another alternative is to be a Strength magus and use a whip, allowing you to spellstrike/spell combat from afar. Since you don't need to be on the front-lines, the loss to AC is negligible.
-> At 1st level, take Power Attack and use a scorpion whip.
-> At 3rd level, take Whip Mastery and have your black blade be a normal whip. Since a whip (but not a scorpion whip) is a one-handed weapon, you can two-hand your whip for heavy damage.
-> At 5th level, you can take Extra Arcana (Maneuver Mastery) to add your magus level instead of BAB to your CMB for trip or disarm.

This build won't let you have a high crit weapon and you will still be less durable. However, your combat maneuevers will make you an asset even without your spells and you'll be doing more damage than a Dexterity magus. Plus, it's an unusual flavorful build that will make you stand out more than the typically cookie-cutter magus.

Race
Elf or Human are good choices. If you go human and aren't sure what to do with your bonus feat, you can take the Dual Talented alternate feature and add +2 to another ability score.

Feats
Extra Arcana and Extra Arcane Pool will be very useful to you since you'll be arcana-starved and arcane pool starved. However, you'll be feat-starved if you go Dexterity Magus.

Magus Arcana
Depending on how high your Intelligence is, Spell Shield and Arcane Accuracy will be very nice substitutes for the lack of spell slots you have for Shield and True Strike. Arcane Edge and Manuever Master are also worth looking at.

Thraksnik wrote:
EDIT: Changed the text in the last sentence of the first paragraph to make it clearer that I meant for Spell Shield to be used as an emergency overlap of Shield.

Shield and Spell Shield don't stack. They're both shield bonuses.

Lantern Lodge

That's why I said "overlap" instead of "stack". If Spell Shield would give you a higher bonus then you can use it as I described to get it's bonus instead of Shield's.

Example: You have a 22 INT mod and the spell Shield active on yourself for it's +4 bonus. You get flanked and use the Spell Shield arcana to gain it's +6 bonus. Since both bonuses are shield bonuses, you would only gain the higher of the two which in this case would be Spell Shield's +6. At the end of your next turn Spell Shield's duration ends causing you to revert to the +4 bonus from Shield. -End example.

Hopefully that clears up what I meant. Sorry for the confusion I caused.

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