Kensai
Background:
Throughout the history of Talinar the Kensai have held a place of high esteem in the eyes of the common man. Master less weapon smiths they hold no alliance to Lord or Master. In ancient times these warrior perfected their skills as a sign of transcendence. Each Kensai strives to master a martial style of her choosing. In these harsh times where metal is rare a single weapon may have been passed down through a family for over 100 years. It is said Kensai have a mental focus that rivals even the ancient monks of old and few would argue this point. Hermits and loners they prefer to spend their time in solitude to perfect their craft. Kensai are some of the most well respected weaponsmiths in the world of Talinar and the few remaining who know the art of folding metal.
Hit Dice:
d8
Skills:
The Kensai’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Concentration (Con), Intimidate (Cha), Knowledge (history) (Int), Perception (Wis), Perform (Kata) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
*All Kensai have the appropriate craft skill for their chosen weapon. (With Ranks equal to 3 + level)
Skill Points per level: (4 + Int modifier).
Weapon and Armor Proficiency:
Kensai are proficient with only their weapon of choice.
Kensai suffer a -5 penalty for use of any weapon save the chosen weapon.
A Kensai cannot wear any form of armor.
A Kensai has a beginning armor equal to her (Dexterity - 13 + 10).
She maintains this AC even if flatfooted as long as her chosen weapon is at hand.
|
Class |
Base |
Fort |
Ref |
Will |
|
|
Level |
Attack Bonus |
Save |
Save |
Save |
Special |
|
1 |
+1 |
2 |
0 |
2 |
Learned of Metal, Kenshuusei of Combat, Lesson of Steel |
|
2 |
+2 |
3 |
0 |
3 |
Touch of Steel, Path of Destiny +1 |
|
3 |
+3 |
3 |
1 |
3 |
Oshiego of Combat, Jutsu Taiga |
|
4 |
+5 |
4 |
1 |
4 |
Cheat Death |
|
5 |
+6/+1 |
4 |
1 |
4 |
Perfect Senses |
|
6 |
+7/+2 |
5 |
2 |
5 |
Conduit of Destiny +2, Skin of Steel, Improved Reflexes |
|
7 |
+8/+3 |
5 |
2 |
5 |
|
|
8 |
+10/+5 |
6 |
2 |
6 |
Ki Surge |
|
9 |
+11/+6/+1 |
6 |
3 |
6 |
Presence |
|
10 |
+12/+7/+2 |
7 |
3 |
7 |
Guise of Steel, Soul and Sword |
|
11 |
+13/+8/+3 |
7 |
3 |
7 |
Instrument of Destiny +3 |
|
12 |
+15/+10/+5 |
8 |
4 |
8 |
Superior Combat Reflexes |
|
13 |
+16/+11/+6/+1 |
8 |
4 |
8 |
|
|
14 |
+17/+12/+7/+2 |
9 |
4 |
9 |
The Way |
|
15 |
+18/+13/+8/+3 |
9 |
5 |
9 |
Agent of Destiny +4 |
|
16 |
+20/+15/+10/+5 |
10 |
5 |
10 |
|
|
17 |
+21/+16/+11/+6 |
10 |
5 |
10 |
|
|
18 |
+22/+17/+12/+7 |
11 |
6 |
11 |
|
|
19 |
+23/+18/+13/+8 |
11 |
6 |
11 |
|
|
20 |
+25/+20/+15/+10/+5 |
12 |
6 |
12 |
Arbitrator of Destiny +5, Heaven and Hell, The Will |
Learned of Metal
This is where the life of a Kensai begins. To master and ocean one must cross the puddle. All Kensai as of 1st level have learned to craft and maintain their weapon of choice. They gain the appropriate Skill Focus: Craft feat for free, and a bonus to her craft skill check equal to ˝ her level.
Kenshuusei of Combat
Before the end there is the beginning. This is the most basic steps of combat a master teaches an apprentice. This is the only weapon knowledge that will ever be handed down. This form of training requires the student to develop her own technique. This sacrifice is what separates a Kensai from others.
|
Level |
Damage |
|
1st-2nd |
1d4 |
Lesson of Steel
Like a Clan Warrior a Kensai's chosen weapon is part of him. She works with her weapon like a well trained and practiced team each protecting and enhancing the other. These lessons are passed down from the very beginning of training and endure well to the end of a Kensai's Career. She becomes faster than a normal swordsman, more adaptive and better able to defend herself though training. To gain these benefits a Kensai must spend at least 1 hour a day training with her chosen weapon.
| Level | Initiative Bonus | AC Bonus |
| 1-3 | +1 | +1 |
| 4-6 | +2 | +2 |
| 7-9 | +3 | +3 |
| 10-12 | +4 | +4 |
| 13-15 | +5 | +5 |
| 16-18 | +6 | +6 |
| 19+ | +7 | +7 |
Touch of Steel
A Kensai and her weapon are not easy to part. Even in death it is said they hold their weapon with a grip of iron. A Kensai now gains a +10 on her roll to prevent being disarmed. Also while wielded by a Kensai her weapon is treated as a magical weapon for the purpose of overcoming damage reduction.
Path of Destiny
A Kensai understands that “chance” is not as random as many believe. She can adjust destiny by applying her will. Kensai refer to this as karma. Each day a Kensai can use a number of karma points equal to her Kensai class level + Charisma modifier as her karma pool. As a free action, a Kensai can use her karma to add a +1 bonus to any roll she makes per point from her karma pool. This bonus can be no more than +1 at this stage in her training. This bonus may be added after a roll is made and after the results of the previous roll are made known.
Oshiego of Combat
The true lessons of fighting are not learned in the early stages of her life. A Kensai must prove worthy to carry on the traditions of her weapon and master. The path to this level of training is difficult. The mental and physical focus required is well beyond the sacrifice most are willing to make.
|
Level |
Damage |
|
3rd-5th |
1d6 |
|
6th-9th |
2d6 |
|
10th-13th |
3d6 |
|
14th-17th |
4d6 |
|
18th-20th |
5d6 |
Jutsu Taiga
The method of training may differ but each Kensai aspires to release the full empowerment of the weapon she yields. The Jutsu are mearly an extention of the Kensai though their weapon. Feats that some would call magic a Kensai calls training. The final steps are rarely ever reached by a mortal... Though it is not uncommon for a Kensai to die in an effort to attain such mastery.
|
Jutsu Rank |
Stress Level |
||||
|
1 Subdual or 1 Karma |
3 Subdual or 3 Karma |
6 Subdual or 5 Karma |
9 Real or 7 Karma |
12 Real or 9 Karma |
|
|
Rank 1 |
5th+ |
2rd - 4th |
1st |
|
- |
|
Rank 2 |
10th+ |
7th - 9th |
4th - 6th |
3rd |
- |
|
Rank 3 |
15th+ |
12th - 14th |
9th - 11th |
6th - 8th |
5th |
|
Rank 4 |
- |
15+ |
13th - 14th |
10th - 12th |
7th - 9th |
|
Rank 5 |
- |
- |
15th+ |
13th - 14th |
11th - 12th |
|
Rank 6 |
- |
- |
- |
15th+ |
13th - 14th |
|
Rank 7 |
- |
- |
- |
- |
15th+ |
|
Earth |
Air | Water | Fire |
Each element has an opposite.
A Kensai can never entwine her Jutsu Taiga with an opposed element.
Air is Opposed by Earth - Fire is Opposed Water
Earth is Opposed by Air - Water is Opposed Fire
1st Rank Jutsu
Apply some form of combat status.
Dazed, Blinded, Dazzled, Sickened, or Nauseated
2nd Rank Jutsu
Multi-target light damage Jutsu.
5d4 Max
3rd Rank Jutsu
Light damage and apply a combat status.
Dazed, Blinded, Dazzled, Sickened, or Nauseated
5d4 Max
4th Rank Jutsu
Will be single target moderate damage Jutsu.
5d6 Max
5th Rank Jutsu
Will be single target high damage Jutsu.
10d6 Max
6th Rank Jutsu
Multi-Target high damage Jutsu.
10d6 Max
7th Rank Jutsu
Wide Area high damage Jutsu.
10d6 Max
Cheat Death
Destiny is a powerful force in the world of Talinar. Yet even it cannot escape the cold reality of death, although fate can delay the icy embrace of death. A Kensai has a purpose beyond even her knowledge. Fate will take steps to see that her destiny is accomplished before the final curtain. The first failed death and dying check a Kensai makes in a day is ignored and the Kensai is stable. This effect will only work once per day. Even fate cannot intervene twice.
Perfect Senses
A Kensai is a lone warrior but her foes may not be. She has trained to fight multiple opponents without giving ground. Attackers do not gain the usual +2 bonus on their attack rolls when flanking her. She now also has a sixth sense for danger she may also reroll initiative once per day.
Conduit of Destiny
As a conduit a Kensai has improved her understanding of karma and may now add a max of 2 points from her karma pool to any roll she makes.
She can now also alter the fate of others by using her karma pool to benefit allies or curse enemies. She can add a max of 1 point from her karma pool to any roll her ally makes. She can also subtract a max of one point per from the rolls of her enemies in the same manor.
Skin of Steel
The life of a Kensai is forged like their weapon the blood and sweat. A Kensai from early stage is shown the weakness of armors and artificial protection. How freedom of movement is restricted and fluid movement prevented. This training and harsh life has turned once weak and fragile skin, less than perfected sense, and substandard combat knowledge into armor in it own rights.
Kensai gains an armor bonus to armor class equal to ˝ her current class level to a max of 5.
Kensai also gain the benefit of the feat deflect arrows.
Kensai also gains the feat snatch arrows if they use a one handed weapon.
Improved Reflexes
A Kensai gains the benefit of the feat Combat Reflexes as long as she wields her chosen weapon. She may make a number of additional attacks of opportunity equal to her Dexterity bonus.
Ki Surge
As her personal training is elevated a Kensai learns to call on her ki and invoke phenomenal changes in her body. She can now make a DC 15 Concentration check as a move action to focus her ki. If she succeeds, she gains a +8 bonus to her Strength for a number of rounds equal to her class level. Each time after the first that a Kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.
Presence
A Kensai can now withstand what most would avoid through sheer force of will. She can make a Concentration check to shrug off the effect of what others would avoid. Instead of making a Reflex save a Kensai may now roll a Concentration check.
Guise of Steel
A Kensai is now one with her weapon a bond of Ki has been exchanged. After scoring a hit with her weapon of choice, a Kensai can choose not to roll dice to determine the damage. Instead, she figures the normal maximum damage (not a critical hit) she can inflict and deals that much damage to the target. A weapon master wielding a katana with a 17 Strength deals 13 points of damage (10 + 3 for Strength) when she chooses this option. Additional damage, such as from using the Power Attack feat (following all the rules for it normally), the sneak attack ability, or a weapon's special properties (Such as flaming), are determined normally and not maximized. This ability cannot be used when you roll a successful critical hit. The weapon master can use this ability once per day per class level.
Soul and Sword
A Kensai has unlocked one of the few secrets of her combat style. She now has an increased critical multiplier. Her weapon critical multiplier increases by 1 x2 becomes x3, x3 becomes x4 and so on.
Instrument of Destiny
As a conduit a Kensai has improved her understanding of karma and may now add a max of 3 points from her karma pool to any roll she makes. She can now also alter the fate of others by using her karma pool to benefit allies or curse enemies. She can add a max of 2 point from her karma pool to any roll her ally makes. She can also subtract a max of 2 points from the rolls of her enemies in the same manor.
Superior Combat Reflexes
A Kensai can make a number of attacks of opportunity in a round equal to her Dexterity modifier plus her Wisdom modifier.
The Way
A Kensai who has found the way gains the Improved Critical feat for free. If she already possesses this feat, she adds an additional +2 to the threat range for her weapon of choice. This +2 bonus is applied last, after any multipliers, such as those given by the improved Critical feat or by Keen weapons. (A Keen weapon or a Kensai with Improved Critical Feat with a range of 19-20 would become 17-20 for example)
Agent of Destiny
As a conduit a Kensai has improved her understanding of karma and may now add a max of 4 points from her karma pool to any roll she makes. She can now also alter the fate of others by using her karma pool to benefit allies or curse enemies. She can add a max of 3 point from her karma pool to any roll her ally makes. She can also subtract a max of 3 points from the rolls of her enemies in the same manor.
Arbitrator of Destiny
As a conduit a Kensai has improved her understanding of karma and may now add a max of 5 points from her karma pool to any roll she makes. She can now also alter the fate of others by using her karma pool to benefit allies or curse enemies. She can add a max of 4 point from her karma pool to any roll her ally makes. She can also subtract a max of 4 points from the rolls of her enemies in the same manor.
Heaven and Hell
A Kensai has unlocked one of the few secrets of her combat style. She now has an increased critical multiplier. Her weapon critical multiplier increases by 2 x2 becomes x4, x3 becomes x5 and so on. This effect overrides Soul and Sword.
The Will
A Kensai who has found The Will adds an additional +2 to the threat range for her weapon of choice. This +2 bonus is applied last, after any multipliers, such as those given by The Way, Improved Critical feat, or by Keen weapons. This bonus is applies after all other modifiers including The Way, Improved Critical or Keen.