Being really bored a week or two ago, I decided to carry out a playthrough with classes I have never played before. My choice was Kensai (I had never played a non-dualed Kensai before). Quickly analyzing its pros and cons, I figured out he was going to be most squishy due to bad AC. Then I thought, let's play something else I have never played with, it is to say throwing daggers.
Kensai cannot wield standard ranged weapons (namely Bows, darts and slings) but nothing prevents him from wielding weapons meant to be melee with a couple of exception. I did a bit of research and found that there were quite a few interesting weapons that matched my criteria.
Here they are:
All of them are available as soon as chapter 2 after a small quest/fight and are very reliable through most of SoA, at least until you get the OP ranged dagger that is firetooth. I advice you to pick pip in daggers and go for Boomy dagger, because the extra attack per round from throwing daggers will best use your innate damage boost. Throwing daggers also benefit from STR whereas Hangard's axe does not (it should get it though if I am not mistaken). Overall Boomy Dagger is the one that will provide you the best damage, and it should be your main weapon. Its only downside is that it is only +2 which means some enemies will be immune to it. But you will encounter not so many of them before you get firetooth (Only some liches come to mind, but you have Azuredge for them).
The two other noticeable ranged weapons are Klogarath+4, mainly because it is +4 which makes it the weapon to hit the few enemies immune to +3 and less weapon, and firetooth of course, for its insane damage. These two are obtainable later in the game but both should be your choice weapon when lategame comes.
What else could I had ...
A warrior gets a total of 17 pips. I would advice picking 5 pips in dagger ASAP, as these are your main weapon, then two pips in axes, two pips in two-weapon style (just because sometimes you gotta go melee. You are still a melee beast as long as you do not get focused), then 3 last pips in axes.
Five are left to you but you will get these quite late. I haven't been that far so far with my ranged Kensai.
There are a couple of items you might want to get, most notably the ring of duplication (just because you will get hit every time due to bad AC, mirror image will come handy).
Do not forget to use barkskin if you bring a druid along, as it will get your AC to a decent, yet not so fabulous AC.
As for the question that WILL be asked:
Why would you do a ranged Kensai rather than an archer?
Archer and Kensai supposedly get the same damage and thac0 bonuses according to their class description. However, archers get less levels (rangers need more experience per level) and its bonus does not increase linearly at later levels. In the end, an archer has +10 to thac0 and damage, Kensai has +13.
Kensai has access to more interesting races, namely half orc (19 STR and CON) and dwarf (19 con+ Shorty bonus to Saving throws).
Kensai still is a beast in melee if need be.
STR bonuses are much bigger than DEX when you achieve 19 or more.
Kensai's Grandmastery also works for melee weapons.
The only saddening point is that Archer gets something Kensai would love: Armor of Faith. But this is not so much of a problem if you are playing ranged.