Which Kensai should I choose?
Sikorsky
Member Posts: 402
I recently finish BG+SoD with Kensai that would be dualed to Mage in BG II, level 13th. In spite of popular opinions that pure Kensai isn't capable for whole saga, I think different, Kensai is seriously powerfull. This is how my charname looks like at the end of BGI and SoD:
The Kensai only problem is AC, which can be solved in a lot of ways. There are a lot of potions that lowers your AC. But battles were sometime that fast that nobody was able to hit me before being killed.
So.... by the experience I earned on that playthrough, I want to start over as a new Kensai, pure one. And there comes a question, I had two ideas, both not realy RP but I'm looking for a badass.
First: Evil Dwarf
Two weapon style ***
War Hammer *****
Battle Axe *****
Second: Evil Half-Orc
Two-Handed weapon style **
Quarterstaff *****
The Kensai only problem is AC, which can be solved in a lot of ways. There are a lot of potions that lowers your AC. But battles were sometime that fast that nobody was able to hit me before being killed.
So.... by the experience I earned on that playthrough, I want to start over as a new Kensai, pure one. And there comes a question, I had two ideas, both not realy RP but I'm looking for a badass.
First: Evil Dwarf
Two weapon style ***
War Hammer *****
Battle Axe *****
Second: Evil Half-Orc
Two-Handed weapon style **
Quarterstaff *****
- Which Kensai should I choose?32 votes
- Dual wielding axe and hammer Dwarf43.75%
- Quarterstaff master Half-Orc46.88%
- Other (suggest your own build)  9.38%
5
Comments
I'd say if your going more for solo those saves might be a better idea. But if not that strength can be a nice little edition to have. I'm not even going to ask why the quarterstaff however.
Quarterstaff becouse Staff of the Ram +12, with Half-Orc strenght bonus and kensai bonuses it would deal superb damage. And you start BGI with 11-16 damage just in Candlekeep with weapon that won't broke.
I think the second one will be more powerfull sooner becouse of 1 wepone prof. But at the end Dwarf will be better in terms of power and vitality.
An other option would be the knife-throwing kensai and if you go this route you will do primarely ranged damage after BG1 which makes saves and AC less relevant than a melee kensai, so it makes races more open for choice.
The Half Orc can 25 Strength without the Crom Faeyr. The Dwarf can't can only top out at 24. Assuming your willing to go evil in the Trials. (I've been told by a friend this may have changed because they removed a possible primary class stat point gain in hell in BG2EE that I haven't dealt with so it may be 24 and 23 respectively). Half-Orc comes out on top slightly if it can reach 25 strength naturally. If it can't. Then it's a wash between it and the Dwarf dual wielding Crom Faeyr. you can however get Crom Faeyr sooner than some of the stat increases involved in building up the HO however.
Con for the pair of them tops out at like 24 unless the helmet is one of the items that carries over(I'm not very familiar with which SoD items do) but they come out equal in this reguard except for the racial saves.
I only mention dex because early on... and perhaps later on where it might not mean as much. the HO will have the advantage in AC. Being able to be at the full 18Dex to start and I believe it's possible with the help of items for it to hit 21Dex which is the next AC point where the dwarf can't.
The HO will definitely show more of it's full power sooner as you said however. having less build up. Being able to start with 1 lower AC, a bit more hit and damage, and an all around increased crit range throughout the game.
BTW Kensai can't wear helmets.
Not sure whether it stacks with the Ring of Gaxx but I don't see why it wouldn't.
By the way, doesn't the Axe of the Unyielding also have a regeneration effect?
EDIT: Just checked; it does. Axe + Ring should get you 5 hp / round.
There aren't a lot of +con items in either game and most of them use the same slot while some of them are also not available until somewhere in ToB. It's also a slot that you may want to use for other things than simply a single point of +con. 24-25 con gives you the same amount of hp as well. +7/level.
Question #2: yes. (But if you already have Ring of Gaxx / Axe of the Unyielding, Con ain't going to be doing much extra for you. Even adding 25 Constitution on top of those two items only increases regen rate by 20%, and with 22 Con it's only a 10% boost.)
Question #3: yes. (Worth noting that stacking different regeneration rates was bugged in vanilla BG2, so this is an EE improvement.)
Quarterstaff will have a very good speed with the two pips in 2handed (0)
Dual wield will do more damage, and axes can be thrown for missile damage
Dorn
Viconia
Edwin
Beloth
Safana
In BG II I will replace Safana with Hexxat and Beloth with Korgan.
- STR: 18/xx
- DEX: 18
- CON: 18
- INT: xx
- WIS: xx
- CHA: xx
Regarding fighting styles, put 2 pips in Single-Weapon Style (in order to have an additional boost of 2 to your AC). I know nobody chooses this style for fighters, but it can be an alternative.....If only darkvision had some actual value in BG and NwN and day/night affected combat bonuses in some way in addition to exploration/roleplay...Man that would be huge for me.
(Yes, the Dwarf can get better exceptional strength to help mitigate that disadvantage, but rolling specifically for better exceptional strength means accepting lower rolls, which just shifts that disadvantage elsewhere. It's useful to consider a worst-case scenario.)
If you compare those same two characters *AFTER* Tomes, the Half-Orc has +1 melee damage, +100 carrying capacity, and +1 ranged THACO (pointless here, since neither of these are throwing Kensai). The Dwarf still has that +5 save bonus vs. spells, death, and wands.
By using Tomes, the Half Orc loses 2 points of THACO, +3 damage, 180 pounds of carrying capacity, and 1 point of AC worth of relative advantage.
Would you trade +5 to saves for +2 to THACO, +4 to damage, and +1 to AC? Personally, I wouldn't, but its at least an interesting thing to consider. Would you trade +5 to saves for +1 to damage? No way in hell. The advantages the half-orc is left with after Tomes are dwarfed, (pun very much intended), by the value of those shorty saves.
Likewise, on a melee Kensai there's no practical difference between 18 dex, 19 dex, and 20 dex. From a dexterity standpoint the best part of the Half-Orc, I suppose, is that a good-aligned version can give Lum's dex boost to someone else, (while a good-aligned Dwarf will want to keep it for himself to offset the -1 Dex penalty in Hell.)
For a Trilogy run, from a strict powergame perspective, Dwarves are pretty unambiguously better than Half-Orcs from Chapter 6 of BG1 through the end of ToB. (From a Roleplay standpoint, neither is better and you should play whichever sounds more fun. Personally, I hate the Half-Orc paperdoll, so I rarely play one. But then, I'm not a huge fan of the Dwarf or Gnome paperdoll either, so I wind up playing a ton of Halflings, even if that 17 strength is a huge handicap in a world with Tomes. It makes Halfling Barbarians hella good, though.)
Axe of the Unyielding +5dmg/+5Thac0 + Crom Faeyr +3dmg/+5Thac0
reg.3hp/round,
+1CON,
+1AC,
10% chance for instant kill,
+5 electrical damage,
STR 25,
Instantly slaying stone & clay golems, trolls and ettins.
-2 Thac0 for off-hand (style)
Staff of Ram = +12dmg/+12Thac0
+1d4 piercing,
15% chance opponent is knocked back and stunned,
+1dmg from style
19-20 crit chance
I think now the decision is even more obvious.