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Baldur's Gate 2: Shadows of Amn For posts concerning the second part of the Baldur's Gate saga without the Throne of Bhaal expansion installed. (Check out our BG2 Online Walkthrough). Posting anything ToB-related should not be done in this forum. If you start a thread with ToB content, it will be moved to our ToB forum.
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Old Wed, 16th Apr '03, 12:31pm   #1
Sir Ai Rayzor
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The ultimate build for a Kensai/Mage?

How can one build the ultimate human Kensai/Mage?

...and I mean stats, when to dual (Kensai -> Mage), which spells to choose and which weapons to go after.. a complete guide for it all

Maybe some descriptions on when to do what in the game? (when to pick the ring of xxxx and so on)

This is the one that I've got so far:

STR: 18
DEX: 12
CON: 18
INT: 17
WIS: 3
CHR: 3 (going to pick up the Ring of Human influence)

What do you think?

Any help is appreciated
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Old Wed, 16th Apr '03, 4:29pm   #2
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Well, you are powergaming, so what are you doing with such lousy stats? With a little patience you can have 93-95 total points, which would give you 18, 18, 18, 18, 18, x (ring of human influence will bump this to 18 when visiting merchants). If you don't want to wait for the 93 + step, you can still have wisdom of 15 with a total of 90 points.

If you really want to powergame, run a fighter through BG1 & TOTSC after rolling the 93+ range and, with all of the tomes, you will be able to import a character (fighter) who can be a Kensai, with 161K exp and the following stats: 19, 19, 19, 19, 21, 4-6. (Remember that there are 3 tomes of wisdom in BG1.)

As for dualling, that is really dependent on how you are using the character and whether you expect to take him/her through TOB. Assuming just SOA (or you wouldn't have posted in this forum after reading the rules), you probably want to dual earlier to ramp up spellcasting power. Maybe 9th level after weapon proficiency bonus. If you wait until 13th level (I think that's when you get the next 1/2 attack per round), you are not going to have a great deal of time to bump up the mage part to reactivate the Kensai part. You didn't indicate if you are soloing, which would solve the experience problem but make you ripe for the picking when you dual class.

As for the "stuff" to get, it's too numerous to mention, depends on your money situation, depends on how you plan on playing the character, and is completely subjective with the exception of certain obvious choices for mages (robe of vecna, staff of the magi).

When building the character, you may want to take five stars in staff because of the staff of the magi, if that's your playing style.
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Old Thu, 17th Apr '03, 12:27am   #3
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I think that Kensai/Mage is an already souped-up class that doesn't really need any more powering.

But since you insist, just press Ctrl + 8. Sheesh. Is there no room for delayed gratification in this hedonistic world?
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Old Sat, 19th Apr '03, 7:05pm   #4
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Thanks for the good advice dmc

I wanted to create a kensai/mage for both soloing and partying

As for weapons and alike I was going for Dak'kons Zerth Blade and some other sword..

C'Jakob.. Advice and stats, not opinions
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Old Sun, 20th Apr '03, 4:28am   #5
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Wait, kensai/mage? I thought kensai could only dual-class to a thief... at least thats all that showed up on my kensai when I dual classed him. Or is there a some requirement im missing? Hmm now that I think about it, if fighters can become mages, why cant kensai...
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Old Sun, 20th Apr '03, 4:56am   #6
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Things depend on if you solo or not.

Kensai to level 9 (as long as you don't intend to continue with ToB), then dual to mage.

- Stats
Intelligence should be 18. Strength must be 15 or more to allow you to dual. I like to keep Wisdom at 18 as well, but it is irrelevant. Constitution and Dexterity can be kept low since you can keep those stats at 18 with items. Charisma at 3 is ok as well thanks to the ring you can get very early.

Assuming a total roll of 80, which is very easy to get, I'd arrange the stats like this:
Str 17 (you do well even without giant girdle)
Dex 18 (no need for the gauntlets now)
Con 6
Int 18
Wis 18
Cha 3

- Weapon
You don't have to go with Katanas and if you do you don't need to go dual wielding. Actually I prefer Celestial Fury in the main hand and the Shield of Harmony in the off hand. If you still want to use a weapon in the off hand there are better options than Dak'kon's Zerth Blade, like Flail of the Ages and later the ultimate cheese: Crom Faeyr.
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Old Thu, 12th Jul '12, 5:59pm   #7
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This is my first post correct me if I am wrong, but I seriously think you are underrating the quarterstaves very much.
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Old Thu, 12th Jul '12, 7:45pm   #8
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Wow - first post and it's a thread necromancy from 2003! And probably not really responsive in any event other than tangentially on the item of weapon choice.

Please feel free to start a new thread extolling the virtues of staves.

Thanks.
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Old Mon, 16th Jul '12, 3:58am   #9
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You know, with new members like this, it's entirely possible that they have no idea that thread necromancy is sometimes considered bad etiquette. One of the drawbacks of Eternal September.

Then again, it happens enough around here that nobody chastises the person that I was genuinely starting to think it was acceptable. Not every place frowns on it, some actually prefer it.
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Old Mon, 16th Jul '12, 6:04am   #10
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Well, we're going far off topic. Thread necromancy is OK if the point is actually, you know, on point. IMO, this wasn't.
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Old Tue, 17th Jul '12, 6:47pm   #11
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We've got this covered in our rules (#3) though we're usually even more lenient than it says there. I've got no problems with 10 year old threads being revived, as long as the response is on-topic and meaningful. Basically, if Anathema expanded on his comment it'd be fine... as it is though, it's just kind of a drive-by comment and it makes little sense to bring such an old thread back just for that.
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Old Thu, 19th Jul '12, 3:38am   #12
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I've got to review the rules. Especially if they've been updated since I joined all those years ago.
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Old Thu, 8th Nov '12, 9:33pm   #13
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Personally I go with the Axe for the:

Axe of Unlielding
the +1 to AC is nice for the Kensai. then there's the regeneration and the vorpal action and the Constitution boost as well.

Azureedge
Does extra damage vs. undead and has the chance to destroy them if they fail a save. Possibly more importantly there's the missile weapon action for it as well.


On another note, why is it bad to dig up old posts? I would think it good so that the info already posted wouldn't have to be posted again.
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Old Thu, 8th Nov '12, 10:04pm   #14
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It's only bad if the dead thread is resurrected for a reason other than the topic, or is addressing some triviality that likely was posted by someone no longer around to read it.
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Old Fri, 9th Nov '12, 1:04am   #15
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Well, my thoughts on the matter are that in light of the popularity of XP cap removers, waiting until level 21 to pick up whirlwind would make an awesomely powerful character in the end. Yes, it would be difficult to slog through as a mage unable to don bracers for half the game, but upon reaching level 22 you'll be a heck of a powerful fighter/mage. I on the other hand usually create a new character in ToB, then dual either right after that first battle with Illasera. Usually at levels 18 or19.

On the other hand, using Shadowkeeper to change a Kensai to a multiclass kensai/mage would be far less frustrating and more fun, as well as not requiring an XP cap remover to be worthwhile.

Last edited by SlickRCBD; Sat, 10th Nov '12 at 7:12pm. Reason: censor
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