The Comprehensive Kensai Magus Guide


Advice

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Hrothdane wrote:
FrodoOf9Fingers wrote:

Well, you only lose a held charge when you cast a spell, and since using a wand doesn't count as casting a spell...

I think that is how it goes at least. Could be wrong.

That MAY be a loophole, but unless there's an official FAQ on it, it's on rather shaky ground, especially since it feels against RAI.

In PFS, I would expect a LOT of table variation on it.

Either using a wand is casting a spell, in which case spellstriking with a wand is legal (and I've seen it very clearly argued that it isn't) or it isn't casting a spell, in which case it doesn't disrupt held charges of touch spells.

Either way, wand wielder (and maybe wand mastery) become valuable for staff magi.


I don't see anything about the WHIP Kensai here.

Rough sketch for a Human Kensai with the Threatening Defender trait:
1. EWP(Whip), WF(Whip), Combat Expertise, Improved Trip
3. Whip Mastery(Bladebound Archetype -> You have a +1 Black whip)
5. Improved Unarmed Strike, Snake Style
6. Wand Wielder Arcana
7. Improved Whip Mastery(Now you threaten 10', can spellcombat with true strike to disarm on the first hit, then snatch the disarmed item with a melee touch attack vs AC 10 with your second attack)
9. Improved Grapple
11. Greater Whip Mastery, Greater Grapple(Now you can grapple -at range- with your whip. This means the enchantment bonus of your whip applies to grapple maneuvers with the whip. RAW, you somehow gain the "grappling" condition even if you grapple someone far away who cannot hope to touch you...but that's life. After grappling someone with your whip, you can use a move action to PIN them with your whip...I dunno how that works, but the rules allow it.)
12. Maneuver Mastery Arcana(Trip or Grapple or Disarm)
13. Greater Trip
15. Deflect Arrows, Maneuver Mastery Arcana(Trip or Grapple or Disarm)
17. Greater Weapon Focus(Whip)
18. Maneuver Mastery Arcana(Trip or Grapple or Disarm)
19. Defensive Combat Training
20: Whee, Weapon mastery with the Whip!

Most of the feats can be replaced, but I think the general idea becomes clear:

A whip-wielding magus who uses his weapon to perform combat maneuvers at range. At 1st level, he can spellcombat with True strike to trip someone at +22(+1 if he buffs his whip via arcane pool)+STR

At 3rd level, he can deal damage with the whip; the bladebound archetype is optional, but I like the image of a sentient black whip.
(It "is" a one-handed slashing weapon! It's HP/hardness are low, so beware of sunder attempts!)

At 5th level, the free alertness feat can be put to better use: Snake Style allows you to use sense motive to dodge; the kensai has 5(ranks)+2(Alertness)+2(Snake Style)+Wis +other buffs, so about +9 to Sense motive before Wis/magic items.

At 7th level, you are a very awesome disarming master; with enlarge person, you can disarm or trip with 30' reach!

(You can disarm from 30' since level 1, but the whole "disarm and yoink their weapon" trick requires level 7)

At 11th level, you can use your magic whip to grapple. Have fun using true strike to overpower the CMB of pretty much everything. Maintaining the grapple and/or pinning will be much more difficult.

Lantern Lodge

Spell combat is a full round action that has some of the benefits of a full attack actions.

Spell Combat wrote:
As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

Now it has the benefits of being a full attack for certain effects.

FAQ wrote:

Magus, Spell Combat: Does spell combat count as making a full attack action for the purpose of haste and other effects?

Yes.

@Derrick Winters: There's a section on whip in there :), underneath the builds section. I'm not sure about the effectiveness of grappling with a whip though. You either choose not to maintain, or you give up spell combat.

There's several good idea's in there, I'll put some of that information into the guide! Thanks!

By the way, if anyone has any example builds they would like attached to the guide for others to see, let me know. I *might* be able to get spells done, and a short section on traits, and an example builds section would be great!

Lantern Lodge

Got the spells section *mostly* finished, I just have some comments about spells in general to add! So if you guys have some time, look it over and let me have your opinions!


Thanks for the update.

I have a small issue with the spell list, is there any reason Bladed Dash is green and Force Hook Charge is blue?
Bladed Dash is a 2nd level spell that does not provoke and allows you to make an attack at +Int to any creature in your path that can be as long as 30ft.
FHC is a 3rd level spell with a bit more range (45ft at level 10) but it does provoke, does not allow you to make a free attack (doing CL force damage instead which can be negated by a successful save) and does not allow you to bypass restraints or small spaces.
To me it seems Bladed Dash should be purple and FHC green or so ;)

Also I thank you for your thourough guide, thanks to you my next character will probably be a kensai magus ;)

One question : You've quoted many different builds but what's your personal preference in term of combat strength?

Lantern Lodge

Eh, I reserved purple for must haves, Bladed Dash is nice, but I've lived this long without it... So it's a blue. I quickly threw the colors on because the commentary took so long, about 8 hours O.o. That is one of the reasons I would like some people to poke their eyes at it :). I think I put FHC as blue because of it's flavor... That and Bladed Dash is not in the PRD. It's down to green.

I'm kinda biased towards the frostbite build. It's complicated, but very effective. You spend two feats to make them unable to do anything, and two more feats to deal more damage. Some gold adds to the shame. Typically, I drop Rime Spell, or push it back to later levels, to make sure I'm not a one trick pony (I'd get Intensify Spell for SG first, or things like that). Frostbite builds also seem to have the most shenanigans available, so if I'm playing with a lenient GM I can try some cool tactics.

Frostbite builds slow the game down though, having to keep track of all of those debuffs. So I like to go with simpler builds too.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
XMorsX wrote:
LazarX wrote:
Faskill wrote:

I actually wasnt aware of Bladed Dash which could be used for getting out of grapples !

I'm not too sure about that. The spell was not designed for such use and I'd rule any such attempt a failure. Even if it did work your spellcasting check has to meet or beat grappler's CMD plus twice the spell level. Which is a considerable problem if whatever is munching you has a CMD of 40 plus.
I am pretty sure that this is a legal use of the spell. You just need to beat the concentration check.

Just remember that it's a check of CMD plus double the spell level. And it's not helped by the Combat Casting feat since it's not casting on the defensive.


LazarX wrote:
XMorsX wrote:
LazarX wrote:
Faskill wrote:

I actually wasnt aware of Bladed Dash which could be used for getting out of grapples !

I'm not too sure about that. The spell was not designed for such use and I'd rule any such attempt a failure. Even if it did work your spellcasting check has to meet or beat grappler's CMD plus twice the spell level. Which is a considerable problem if whatever is munching you has a CMD of 40 plus.
I am pretty sure that this is a legal use of the spell. You just need to beat the concentration check.
Just remember that it's a check of CMD plus double the spell level. And it's not helped by the Combat Casting feat since it's not casting on the defensive.

Never said it is going to be easy. If you get grappled unprepared you are screwed, almost as any other caster. But you have options, and one of the options is Bladed Dash, like Dimension Door is another.


I was looking on the guide, and I had a note on the polymorphing section:

While you rate the "Elemental body" spell highly, I have seen 3 GMs say no to allowing fire/water/air elementals wield physical weapons (earth elementals yes though). It might be worth mentioning.

Lantern Lodge

I'll get that in soon... I have a few additions that I've been working on first, such as adding in a few potential builds


Just wanted to say "thank you so much!" in advance of reading this. We're starting a new campaign, and I selected this class and have subsequently felt completely overwhelmed with all the different things to learn (I'm not a veteran of D&D/Pathfinder). I was very excited to stumble upon your guide and can't wait to read it!

A quick note: In your color code section you list orange but throughout the document you actually use yellow. (The orange is easier to see, if that influences which you decide to use.)


First thanks for this guide, it's very usefull.
But for me the Perfect Strike ability is green or blue.
You can increase the critical multiplier by 1.
you can use this ability also with spellstrike in order to increase the spell damage.

Sovereign Court

Unfortunately spell critical multiplier for spellstrike remains x2, no matter the multiplier of the weapon.

Lantern Lodge

And that is the reason it's not higher.


A minor correction:

In the Frostbite build, you mentioned that Chill Touch could be used to provide the entangled and dazed conditions. I'm assuming that you meant that Rime Spell could grant the entangled condition, but Rime Spell can't be applied to Chill Touch. Despite its name Chill Touch isn't a cold spell. It does negative energy damage.

On the other hand, Chill Touch is a useful alternative to Frostbite when facing undead, since it can cause them to flee. As you mentioned, Frostbite is useless against undead.

Lantern Lodge

Thanks for catching that, I'll update it after I get some of my other projects done (I should have a full revision completed by the end of this summer).


Can you explain why Pin Down is ranked blue? I was thinking of taking it, but I noticed that by the time you can take it all CR appropriate enemies--and even some below--are large or larger on average, so even if you decided to get a reach weapon they would have reach and hit you anyway. Not to mention that spellcasters can nearly always make defensive casting checks, and if you're close to big enemies they will just try to pound you...honestly, I just don't get it. What makes it good?


I've always considered pin down to be more of a bullying feat, something you use to trap less capable opponents in melee with you. Against casters, it combos especially well with antimagic field - which you could cast yourself via a magus arcana, or you could just wait until level 19. It also helps you "tank" enemies for the more squishy members of your party.


Why would you use an antimagic field? That'd screw you over more than anyone else--also it's impossible to get; Spell blending only works for lower leveled spells and AMF goes above your max spell level, and Kensai trades out greater spell access.

Sczarni

I think shadow dancer works well with kensai. Hide in plain sight, Darkvision, evasion and uncanny dodge by 2 and a shadow by 3.


FanaticRat wrote:
Why would you use an antimagic field? That'd screw you over more than anyone else--also it's impossible to get; Spell blending only works for lower leveled spells and AMF goes above your max spell level, and Kensai trades out greater spell access.

Ah, I forgot about trading out Greater Spell Access. You're incorrect about Spell Blending, though - you can do it up to your highest spell level. You only need to go lower if you want to get two spells for one arcana.

As for antimagic field, you'll be slightly ahead of any non-kensai magus, as well as leaps and bounds ahead of most sorcerers and wizards, and any other caster who doesn't have non-casting abilities to fall back on. (Note the caveat in place for usage - "against casters".)

Lantern Lodge

I viewed pin down as a tanking ability, either A. they provoke by trying to charge/move and attack your friend, or they use the withdraw action. With Pin Down you prevent the withdraw option, and in addition to trip/entangle/whatever else you need to do, you've effectively forced an opponent to stay still using AoO's (which you have plenty of). With high AC, you'll be quite an effective tank :)

Scarab Sages

A little off topic, but the artwork you used in your guide is the same artwork I use for my kensai.


Pathfinder Lost Omens, Rulebook Subscriber

ACG adds a few options that are *nasty* in the hands of a Kensai.

Slashing Grace opens up the benefits of the Dervish option to literally any one handed slashing weapon - most notably, to whips, and the new Arcana makes Precise Strike a stupidly easy pickup, allowing you to add your class level to damage.

Scarab Sages

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A human kensai can have dex-to-damage with the aldori dueling sword at level 1 and Precise strike at level 3.


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LessPopMoreFizz wrote:

ACG adds a few options that are *nasty* in the hands of a Kensai.

Slashing Grace opens up the benefits of the Dervish option to literally any one handed slashing weapon - most notably, to whips, and the new Arcana makes Precise Strike a stupidly easy pickup, allowing you to add your class level to damage.

The only problem with slashing grace is that you NEED Swashbuckler Weapon Finesse, or you don't get dex to hit. (slashing grace specifically says dex to dam, nothing about dex to hit, but swash finesse fixes that)

Now, a one level dip in Swash for their finesse, then taking the rest in Kensai does open up dex to hit & dex to damage for one hand slashing weapons. (possible first level feats Piranha Strike & Extra Panache (if you dump charisma) second level going kensai (weapon focus katana/longsword/scimitar/etc) and third level feat being Slashing Grace)

Peter


Pathfinder Lost Omens, Rulebook Subscriber
Peter nielson wrote:
LessPopMoreFizz wrote:

ACG adds a few options that are *nasty* in the hands of a Kensai.

Slashing Grace opens up the benefits of the Dervish option to literally any one handed slashing weapon - most notably, to whips, and the new Arcana makes Precise Strike a stupidly easy pickup, allowing you to add your class level to damage.

The only problem with slashing grace is that you NEED Swashbuckler Weapon Finesse, or you don't get dex to hit. (slashing grace specifically says dex to dam, nothing about dex to hit, but swash finesse fixes that)

Now, a one level dip in Swash for their finesse, then taking the rest in Kensai does open up dex to hit & dex to damage for one hand slashing weapons. (possible first level feats Piranha Strike & Extra Panache (if you dump charisma) second level going kensai (weapon focus katana/longsword/scimitar/etc) and third level feat being Slashing Grace)

Peter

Slashing Grace just requires Weapon finesse - and you don't need swash finesse for a handful of perfectly good slashing weapons that qualify for Slashing Grace for Dex to hit. (Specifically, the aforementioned Aldori Dueling Sword and Whip.)

Liberty's Edge

LessPopMoreFizz wrote:
Slashing Grace just requires Weapon finesse - and you don't need swash finesse for a handful of perfectly good slashing weapons that qualify for Slashing Grace for Dex to hit. (Specifically, the aforementioned Aldori Dueling Sword and Whip.)

FACEPALM!!

Whoops, I wasn't thinking about the weapons specifically called out in Weapon Finesse for being Finesse-able, I was thinking in general (Thanks for pointing that out :D


geez christ this is so much better than dervish dance. now time to go Wakizashi Kensai! yahooo

Lantern Lodge

I almost have most of the updates I want done on my hard copy, though I'm currently on vacation and don't have very much internet access (Cell phone postings FTW!). I'll probably wait to make all of the changes to after I get my copy of the ACG (or it lands on the PRD, whichever first) and add in all of that at the same time. But yeah, Slashing Grace looks great, and I've heard that the few magus archetypes in the book have some appeal, can't wait to look at those.

Scarab Sages

Zilfrel Findadur wrote:
geez christ this is so much better than dervish dance. now time to go Wakizashi Kensai! yahooo

Wakizashi does not qualify. It is a light weapon.

Aldori Dueling sword allows the kensai to pick up dex to damage at level 1, but has a lower crit chance than the scimitar.

Dipping 1 level in swashbuckler allows the kensai dex to damage with the rhoka or katana at second level. With PFS rebuild rules, use the aldori dueling sword at 1st level, then switch weapons when you level.

Scarab Sages

FrodoOf9Fingers wrote:
I almost have most of the updates I want done on my hard copy, though I'm currently on vacation and don't have very much internet access (Cell phone postings FTW!). I'll probably wait to make all of the changes to after I get my copy of the ACG (or it lands on the PRD, whichever first) and add in all of that at the same time. But yeah, Slashing Grace looks great, and I've heard that the few magus archetypes in the book have some appeal, can't wait to look at those.

Given the number of editing mistakes and incomplete rules, I'm expecting more than a few FAQ's.


Pathfinder Lost Omens, Rulebook Subscriber
FrodoOf9Fingers wrote:
I almost have most of the updates I want done on my hard copy, though I'm currently on vacation and don't have very much internet access (Cell phone postings FTW!). I'll probably wait to make all of the changes to after I get my copy of the ACG (or it lands on the PRD, whichever first) and add in all of that at the same time. But yeah, Slashing Grace looks great, and I've heard that the few magus archetypes in the book have some appeal, can't wait to look at those.

There's only one archetype (Eldritch Scion, swaps to Cha based spontaneous casting) and it doesn't stack with Kensai.

There are two new Arcana that allow for poaching from the Swashbuckler's Deed list, including Precise Strike, which adds +Class Level to damage with a light or 1h piercing weapon (or any slashing weapon with slashing grace.)

Lantern Lodge

The one thing I don't like about new material: Options that are so good they seem automatic (though, new material has many benefits). Is there some sort of drawback to using Precise Strike? Does it require any action economy? Or just an arcana and a feat for a large damage increase?

I wonder if this makes a skirnir anymore viable, considering TWFing with a spiked shield, and only casting spells for self buffing. I'll have to experiment with a few builds...


It's not been released yet, but one of the feats in the Advanced Class Guide Origins player companion was previewed in another thread. It's called Fencing Grace, and it's basically Slashing Grace, but for Rapiers. Same pre-reqs and everything, which means that Kensais can take it at level 1.

I forsee a lot of Kensais becoming Rapier specialists when that supplement becomes available.


Well human Kensai can, however they can already take Aldori swords. Which have the upside that they go to 2d6 when you enlarge. Something which I have found great given the ability to perfect strike.

Scarab Sages

FrodoOf9Fingers wrote:
The one thing I don't like about new material: Options that are so good they seem automatic (though, new material has many benefits). Is there some sort of drawback to using Precise Strike? Does it require any action economy? Or just an arcana and a feat for a large damage increase?

Two arcana and a feat, no hit to action economy.

Lantern Lodge

Nevermind on the Skirnir thought, no shields or off-hand attacks (darn nabit!)

Rapiers... Bleh, I've never cared for their flavor personally, but I guess sometimes optimization takes priority when making a guide O.o


A Human Kensai can also grab Saw-Tooth Sabre at level 1 and Weapon Finesse & Slashing Grace. For both Dex to hit/damage.

I wish the sabre was an 18-20 threat range though.


For a new build, I actually made a human kensai as a back-up character for the current campaign I'm in that is a bastard child of the House of Thrune. No armor, though I might pick up a haramaki or ceremonial, not sure yet. Did go with the blade bound magus as a companion archtype, and decided to go with the sword cane weapon. Almost the exact same stats (only missing the rapier's 18-20 crit range that I only just now noticed >.<), and it introduces a cool theme: The Gentleman Warrior.

I've been wanting to make a character who wears a nice suit and cane and can still kick a lot of @$$. Hadn't look at a lot of the magus options other than blade bound before, and when I finally really looked at the kensai archtype, I thought it would be perfect for what I had in mind.

The build focuses more on the physical side of combat, making quick strikes and using his unfettered speed to close in with the enemies. It's at level 8, and I chose Combat Reflexes as my bonus combat feat, Noble Scion (for the flavor) and Eschew Materials (to not have to worry about materials for lower-level spells) as my level 1 feats, Fast Learner at level 3 (which I'm thinking about tossing out for something else now that I've seen your guide), Weapon Specialization at level 5, and Vital Strike at level 7 (which I'm thinking about replacing since I've been seeing a lot of negative connotations with it since I've started reading the forums here). My only arcana so far is Arcane Strike, though I'm thinking about replacing it with Arcane Accuracy now.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Eigengrau wrote:

A Human Kensai can also grab Saw-Tooth Sabre at level 1 and Weapon Finesse & Slashing Grace. For both Dex to hit/damage.

I wish the sabre was an 18-20 threat range though.

The Sawtooth is actually only light for two-weapon fighting. Aldori Dueling Sword is finessable.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

One thing to note on Bladebound: You can't enchant the blackblade, but you can boost it with your Arcane Pool.


Xethik wrote:
Eigengrau wrote:

A Human Kensai can also grab Saw-Tooth Sabre at level 1 and Weapon Finesse & Slashing Grace. For both Dex to hit/damage.

I wish the sabre was an 18-20 threat range though.

The Sawtooth is actually only light for two-weapon fighting. Aldori Dueling Sword is finessable.

Guess I was thinking spell-combat was two-weapon fighting. Reading it again showed me that "It's like Two-Weapon Fighting". Thought that would have applied but I'm wrong.

I guess you have to grab a level of Swashbuckler if you want the sabre.

Lantern Lodge

Updated mostly for ACG, forgot to read through the spells and magic items in the ACG to see if there was anything worthwhile there, but the feats and such are in the guide now. Also did various corrections.


Pathfinder Rulebook Subscriber

I don't have my book in front of me, but there's a couple of things there that are probably worthwhile for a Kensai.

The most notable ones I can think of are the new spell Longarm, which increases your reach by 5 feet for minutes/level, and the Fortuitous weapon enchantment, which looks like a brilliant way to make use of the high number of attacks of opportunity that a Kensai gets.

As a side note, I'm not seeing how you would get Slashing Grace at first level, even with the Swashbuckler dip. Dex 13 is easy and Swashbuckler's Finesse counts as Weapon Finesse, but you still need to pick up Weapon Focus with the weapon before you can get Slashing Grace. I suppose as a Human, you can pick up both, but that still seems rather odd unless you're planning to use the retraining rules once you get Weapon Focus from the Kensai archetype. Am I missing something, or is that just a mistake?

Lantern Lodge

Eh... yeah, mistake, I didn't "forget" weapon focus, just forgot that you don't get weapon focus at level 1 unless your a Kensai O.o.


This guide is great! I've been studying it and trying to learn how I want to build, but I'm new to pathfinder and I'm still not confident as to actually putting the character down on a sheet. Would you mind putting together a Level 11 Mythic Champion tier 2 Kensai Magus. I'd want to go more with that standard build you had that just tries to deliver as much dmg as possible. I'd really really appreciate it.

Lantern Lodge

I've honestly never done a mythic campaign, sad to say. To that end, I haven't even read the mythic rules, so I wouldn't be able to help out with coming up with mythic abilities. Sorry!


A feat you should consider adding to the mix is the Aldori Dueling Mastery. The only tax feat is Quick Draw...which isn't a horrible feat, but a little on the goofy side considering you only get the initiative bonus when your sword is already in hand... Yet! The +2 shield bonus isn't something to scoff at, especially if you're going the Dex build with Slashing Grace.


HMRN SWNG wrote:
This guide is great! I've been studying it and trying to learn how I want to build, but I'm new to pathfinder and I'm still not confident as to actually putting the character down on a sheet. Would you mind putting together a Level 11 Mythic Champion tier 2 Kensai Magus. I'd want to go more with that standard build you had that just tries to deliver as much dmg as possible. I'd really really appreciate it.

Tiers are straightforward enough:

Tier 1: Mythic Feat will be Dual Path: Archmage. Coupled Arcana is an insanely good path ability. Spend one arcane point as a Swift Action for Arcane Accuracy. Coupled Arcana triggers, spend a Mythic point, cast whatever spell you want for free (If nothing else, Intensify a Shocking Grasp). Then you get your Spell Combat shenanigans. If they're not in range, Champion's Fleet Charge instead of Arcane Surge. Instead of casting a spell, you get a free move + attack.

Tier 2: +2 to your stat of choice (Str, Dex, or Int probably). You have a couple options for path abilities:
-Mythic Spellcasting is nice if you have spells that it works well with. Lots of Mythic and Augmented spells are really, really awesome, but they're somewhat limited in number and some are really not great.
-Impossible Speed is +30 to your land speed. However, it's not like you can't just fly instead, so I'm not a huge fan.
-Enduring Armor gives you always-on super-Mage-Armor. AC is 3+tier and it lasts until dispelled (and can be renewed as a swift action). However, you're talking about level 11 and only Mythic 2, so I'd be a bit leery about this-- it depends on how fast you expect your mythic tiers to catch up, as it were. I'm used to getting (roughly) one mythic tier every two levels, which would put you at Mythic 5 and make Enduring Armor a really obvious grab. However, it will free up some of your money (you never need an armor bonus), it's almost impossible to catch you with it down, and it'll out-armor any other way you have of getting an armor bonus at that level (+4 off Mage Armor, an enchanted Silken Ceremonial Armor would depend on how much gold you sank into it but it's highly doubtful it'd be at +5 already)
-Ever Ready could be cool for a more AoO centric build.
-Most Magi love their critical hits so Clean Blade is an option... but it's really weird. And kind of squicky.

Tier 3 is when things get fun though. Fleet Warrior is pretty much a given for a Magus, Precision is cool, Elemental Fury can shut down some enemies on its own, Arcane Potency can be very nice if you rely on first-level spells (and let's be honest, you're a Magus), Eldritch Flight is solid(though I'd take it around tier 5), Mirror Dodge is automatic evasion + teleportation and as such ranks as pretty much the coolest thing ever. Honestly, this is where I'd burn my Extra Mythic Path feat.

Level 11 Kensai has lots of options, depending on where you want to be on the physical vs. magical end of the spectrum and whether you like strength or dexterity (but probably Dex because, you know, Kensai).

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