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  1. - Top - End - #1
    Troll in the Playground
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    Default Kensai [Base Class]

    Kensai
    The Kensai. Devoted to complete mastery of a single weapon, he attempts control over mind and body. The sword of a kensai is an extension of his body. A kensai could no more give a name to his weapon than to his foot.

    Why a Kensai would Adventure: To test their prowess and further their mastery of their chosen weapon.
    Background: In ancient Japan, a kensei (剣聖, kensei sword's saint; sometimes alternatively rendered in English as Kensai, Ken Sai, Kansei, or Kenshei) was an honorary title given to a warrior of legendary skill in swordsmanship. The literal translation of "kensei" is "sword saint". Thus, the term is considered by some to imply a higher degree of perfection (possibly also encompassing a moral dimension) than the more commonly used kengō (剣豪, kengō) or "great sword."
    Role in a Party: The Kensai serves as a maneuverable combatant. A Kensai specializing in a bow can serve as a viable archer, and many kensai are exceptionally acrobatic.


    Game Rule Information

    Abilities: Strength is important for kensai specializing in melee weapons. Constitution allows a kensai to survive a combat to live to the next. Wisdom is especially important if a Kensai wishes to use his Ki powers. Dexterity is less of a priority, especially because Wisdom is used for their Armor Class.
    Alignment: Any nonchaotic. The path of a kensai requires great discipline. Chaotic Kensai may be allowed
    Hit Die: d10.
    Weapon and Armor Proficiencies: All simple weapons, plus signature weapon. No armor or shields.
    Class Skills
    Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skill Points at 1st Level: (4 + Int modifier) * 4.
    Skill Points at additional levels: 4 + Int modifier.


    Class Features
    Improved Initiative: At first level, a kensai receives Improved Initiative as a bonus feat.
    Kenjutsu Dodge (working title): A kensai gains a +1 bonus to AC at 1st level. This bonus improves by one every 3 levels thereafter (levels 4, 7, 10, 13, 16, and 19, for a total of +7). The Kensai may also use the higher of their Wisdom or Dexterity bonus for their armor class. This ability only functions when the Kensai is not wearing armor.
    Signature Weapon: A Kensai is devoted to mastery of a single weapon. They choose one weapon at 1st level as their signature weapon. The Kensai is automatically proficient in their signature weapon, and may not use a magical signature weapon. The Kensai also adds his level to the HP of any signature weapon he wields. These HP are not transferred if he loses possession of it.
    At 2nd level, the Kensai gains a +1 enhancement bonus to damage when using his signature weapon. This bonus improves by 1 every 2 levels thereafter (levels 4, 6, 8, 10, 12, 14, 16, 18 and 20, for a total of +10).
    At 3rd level, the Kensai gains a +1 enhancement bonus to hit when using his signature weapon. This bonus improves by 1 every 3 levels thereafter (levels 6, 9, 12, 15, and 18, for a total of +5).
    Ki Pool and Ki Abilities: A Kensai has a variety of abilities that he can power with his ki pool. A Kensai's ki pool is equal to his Wisdom modifier plus half his Kensai level. At levels 5, 8, 11, 14, 17, 19 and 20, you may choose an ability. Each ability is detailed in table 2, below.
    Dodge: At 2nd level, the Kensai gains Dodge as a bonus feat, even if he does not meet the prerequisites.
    Mobility: At 3rd level, the Kensai gains Mobility as a bonus feat, even if he does not meet the prerequisites.
    Signature Weapon Strike: As a Kensai's prowess grows, he gains abilities to strike true regardless of damage reduction.
    At 4th level, the Kensai's weapon is treated as magic for all purposes.
    At 8th level, the Kensai's weapon is treated as silver for the purpose of overcoming damage reduction.
    At 10th level, the Kensai's weapon is treated as lawful for the purpose of overcoming damage reduction.
    At 16th level, the Kensai's weapon is treated as adamantine for the purpose of overcoming damage reduction.
    At 20th level, the Kensai's weapon is treated as epic for the purpose of overcoming damage reduction.
    Spring Attack: At 6th level, the Kensai gains Spring Attack as a bonus feat, even if he does not meet the prerequisites.
    Evasion: At 7th level, the Kensai suffers no ill effects if he suceeds on a Reflex save against an effect with a save of Reflex half. The Kensai only benefits from this ability when wearing no armor and carrying at most a medium load.
    Mettle: At 9th level, the Kensai gains mettle. If he succeeds on a Fortitude or Will save against a spell or effect with a save of "Fortitude Parital", "Fortitude Half", "Will Partial", or Will Half", he suffers no ill effects. An unconscious or sleeping Kensai does no gain the benefit of mettle.
    Skirmish: When the Kensai moves more than 10 feet, he gains the indicated dodge bonus to Armor Class. This ability does not qualify the Kensai for any prestige class or feat requiring Skirmish, Sneak Attack, or Sudden Strike.

    Table 1: The Kensai
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Improved Initiative, Kenjtsu Dodge [+1 AC, Wis Bonus], Signature Weapon

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Ki Pool, Kiai, Dodge, Signature Weapon [Damage +1]

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Mobility, Maximum Damage, Signature Weapon [Attack +1, D +1]

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Signature Weapon Strike [Magic], Kenjutsu Dodge [AC +2], Signature Weapon [A+1,D+2]

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Ki Ability

    6th|
    +6
    |
    +2
    |
    +5
    |
    +5
    |Spring Attack, Signature Weapon [A+2,D+3]

    7th|
    +7
    |
    +2
    |
    +5
    |
    +5
    |Evasion, Kenjutsu Dodge [+3 AC]

    8th|
    +8
    |
    +2
    |
    +6
    |
    +6
    |Ki Ability, Signature Weapon Strike [Silver], Signature Weapon [A+2,D+4]

    9th|
    +9
    |
    +3
    |
    +6
    |
    +6
    |Mettle Signature Weapon [A+3, D+4]

    10th|
    +10
    |
    +3
    |
    +7
    |
    +7
    |Ki Ability, Signature Weapon Strike [Lawful], Signature Weapon [A+3, D+5], Kenjustsu Dodge [+4 AC]

    11th|
    +11
    |
    +3
    |
    +7
    |
    +7
    |Ki Ability

    12th|
    +12
    |
    +4
    |
    +8
    |
    +8
    |Multistrike, Signature Weapon [A+4, D+6]

    13th|
    +13
    |
    +4
    |
    +8
    |
    +8
    |Skirmish [+1 AC], Kenjutsu Dodge [+5 AC]

    14th|
    +14
    |
    +4
    |
    +9
    |
    +9
    |Ki Ability, Signature Weapon [A+4,D+7]

    15th|
    +15
    |
    +5
    |
    +9
    |
    +9
    |Skirmish [+2 AC], Signature Weapon [A+5, D+7]

    16th|
    +16
    |
    +5
    |
    +10
    |
    +10
    |Signature Weapon Strike [Adamantine], Signature Weapon [A+5,D+8], Kenjutsu Dodge [+6 AC]

    17th|
    +17
    |
    +5
    |
    +10
    |
    +10
    |Ki Ability

    18th|
    +18
    |
    +6
    |
    +11
    |
    +11
    |Skirmish [+3 AC], Signature Weapon [A+6, D+9]

    19th|
    +19
    |
    +6
    |
    +11
    |
    +11
    |Ki Ability, Kenjutsu Dodge [+7 AC]

    20th|
    +20
    |
    +6
    |
    +12
    |
    +12
    |Ki Ability, Signature Weapon Strike [Epic], Signature Weapon [A+6,D+10][/table]

    Table 2: Ki Abilities
    Table notes: All Ki abilities that refer to "attacks" can only be performed with the signature weapon. All saves (Ref, Fort, Will) have a DC of 10+Wis mod +1/2 class level.
    {table=head]Ki Ability|Requirements|Action|Ki Cost|Effect|Duration

    Kiai|Automatic at 2nd|Swift|1|+4 Strength|1 minute

    Maximum Damage|Automatic at 3rd|Free|1|All attacks deal maximum damage|1 round

    Whirlwind Attack|Automatic at 10th|Full-round|3|Attack everyone within range (natural reach per 5 levels)|1 round

    --Improved Whirlwind|Whirlwind Attack|None|-|When using Whirlwind attack, you may make one 5-foot step during the attack and make the full attack again at the new position.|Special

    Multistrike|Automatic at 12th|Swift|1|Next attack's damage is multiplied by x[1/3 Kensai levels]|1 attack

    Acid Slash|None|Move|1|1d6 acid damage/2 levels in 5ft/2 levels cone (Reflex 1/2)|Instantaneous

    --Poisoned Blow|Acid Slash|Move|1|Attack deals 1d4 Str or Dex damage or 1d3 Con, Int, Wis, or Cha damage. Fort negates (DC +2)|1 attack

    Flame Blade|None|Swift|1|Attacks deal +1d6 fire damage and force Ref save or take same damage again every round for 1 round/5 levels|1 round/2 levels

    --Sword of Silver Flame|Flame Blade|None|-|Flame Blade burn duration increases to 1 round/3 levels and save DC +2|Special

    Force Strike|Kensai level 11+|Swift|2|Attacks deal force damage +1/2 levels. Weapon also gains ghost touch property.|1 round/4 levels

    --Invisible Strikes|Force Strike|Full-round|2|You become invisible, but attacks do not break invisibility|1 round +1 round/5 levels

    Freezing Edge|None|Swift|1|Weapon attacks deal +1d4 cold damage and force Fort save or be paralyzed 1 round/4 levels|1 round/2 levels

    --Blue Blade of Frost|Freezing Edge|None|-|Freezing Edge deals +1d4 damage, save DC +2, and damage multiplied by critical hits|Special

    Ki Dodge|None|Immediate|1|20% concealment|1 round/3 levels

    [B]Parry/B]|None|None|-|+1 Dodge AC, can be taken more than once|Permanent

    Powerful Blow|None|None|-|+50% strength bonus to attack and damage, can be taken more than once|Permanent

    Ranged Strike|Kensai level 8|Swift|1|Make all attacks at a range of up to 25 feet + 5 feet/2 levels away|1 round/5 levels

    Shocking Sword|None|Move|1|1d8 electric damage/2 levels in 5ft/level line (Ref half)|Instantaneous

    Sundering Blow|None|Swift|1|+1/level damage to objects, can be taken more than once to stack bonus|1 round/2 levels[/table]

    Credits:
    Wikipedia, for providing the Kensei description.
    Avi from Myth-Weavers for suggesting scaling abilities.

    Edits:
    Posted 4/23/08
    4/23/08 - Tables 1+2 added
    Last edited by Siosilvar; 2008-04-25 at 06:41 PM.
    ze/zir | she/her

    Omnia Vincit Amor

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Kensai [Base Class]

    You may want to change the name. The Kensai already exists as a ten level Prestige Class in Complete Adventurer (maybe Warrior?) I believe.

  3. - Top - End - #3
    Troll in the Playground
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    Default Re: Kensai [Base Class]

    I am aware of the Kensai prestige class in Complete Warrior. In fact, one of the reason for this class is that Kensai don't swear loyalty to a lord (usually? I haven't studied Japanese history). So part of the motive for this is to fix that, and give fighters more options.

    To anyone who wants to know: No, I don't own Tome of Battle. This is primarily intended for options. Tome of Battle does the same thing, but I'd rather not buy it when 4e is coming out so soon.
    ze/zir | she/her

    Omnia Vincit Amor

  4. - Top - End - #4
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Kensai [Base Class]

    There is also a fighter variant called the Kensai. It's from Dragon magazine 310, and it's fairly similar to yours, though it lacks the somewhat overpowered and out of place(in my opinion) ki powers. It's at crystalkeep if you'd like to check there.
    Last edited by Typewriter; 2008-04-24 at 01:53 PM.

  5. - Top - End - #5
    Troll in the Playground
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    Default Re: Kensai [Base Class]

    Crystalkeep isn't working well for me. But... the Kensai variant there looks like the fighter with variant class abilities. Woohoo.

    Anyway, what's the problem with the Ki abilities? This class (as far as I can tell) looks about as powerful as a beefed-up in combat Warlock.
    ze/zir | she/her

    Omnia Vincit Amor

  6. - Top - End - #6

    Default Re: Kensai [Base Class]

    Actually, except for Maximum damage and the 50% multiplying ki power, it's pretty weak.

    Also, Sword of Silver flame REDUCES the number of rounds the thing lasts instead of augmenting it. Perhaps you meant an increase from 2 rounds/level to three rounds/level.

  7. - Top - End - #7
    Ettin in the Playground
     
    Mordokai's Avatar

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    Default Re: Kensai [Base Class]

    I have a strange feeling of deja vu and not just because of CW kensai. Have you perhaps picked some of abilities from the kensai kit in Baldur's Gate? Many of the class abilities are known from there, as well as the requirement that kensais can't wear armor.

    Nice class, I like it. But like I said, sense of deja vu is very strong here.
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  8. - Top - End - #8
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Kensai [Base Class]

    Like someone else said the +50% attack/damage being taken multiple times is pretty ridiculous. Go invisible, but don't come visible when striking? Greater invisibility?

    Mainly though I was referring to the fact that you have a good class build, with fitting abilities, a few class feats, granted powers, inherent bonuses with weapons - and then you add stuff on top of it. Not to mention two good saves and a fighter BAB.

    If you consider fair making this comparable to the most powerful thing you can find, then yes - removing a few abilities (like the 50%) it would be comparable. But what role are you trying to fill here? This class would be a fighter variant, and you're going above and beyond filling the same role of a fighter. Without the Ki table you'd be on par with a fighter.

    Ki table
    Next strike x 1/3 level? So at level 18 youd multiply damage by 6?
    Elemental damage that multiplies on a crit?
    Greater Invisibility?
    Attack/damage +50% str bonus?

    Comparable to some things, that's not that bad, but if you want a broken fighter type just take something from the Tome of Battle and say he has a kensai personality. If you want a good build, lose the ki table. That's my opinion anyway.
    Last edited by Typewriter; 2008-04-25 at 09:40 AM.

  9. - Top - End - #9
    Troll in the Playground
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    Default Re: Kensai [Base Class]

    Quote Originally Posted by Azerian Kelimon
    Also, Sword of Silver flame REDUCES the number of rounds the thing lasts instead of augmenting it. Perhaps you meant an increase from 2 rounds/level to three rounds/level.
    What I mean is, instead of dealing extra damage once/round for 1 round/5 levels, that effect lasts for 1 round/3 levels.


    Quote Originally Posted by Typewriter
    Next strike x 1/3 level? So at level 18 youd multiply damage by 6?
    Elemental damage that multiplies on a crit?
    Greater Invisibility?
    Attack/damage +50% str bonus?
    1) Yep.
    2) Yep.
    3) Basically, except instead of a 50% miss chance, you stay invisible. Slight difference.
    4) Your base strength bonus increases by 50% for using your signature weapon (+1 goes to +1.5, +2 to +3, +3 to +4.5, etc). Don't round it in case you take the Ki ability twice (or more).
    ze/zir | she/her

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