Kensai
Ability Requirements :	Strength 12
                                               Wisdom 12
                                               Dexterity 14

Prime Requisite:		Wisdom
                                               Dexterity

Allowed Races:		All

A Kensai with a score of 16 or more in Dexterity gain a 5% bonus to his experience points and a score of 16 or more in Wisdom will also gain him a 5 % bonus to his experience points.
A Kensai can have any lawful alignment.
Kensais can use all warrior magical Items.
Kensais can use all weapons but cannot use any armors/shields. 
		
Kensais have a hit dice of d10, the thaco of a warrior, and the saving throws of warrior.
A Kensai who is unencombred and wearing no armors receive a Dexterity bonus of +2 to his Armor Class.
A Kensai uses the same experience table as Paladin/Ranger.

Proficiency group crossovers: General, Warrior.

	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		#Level
4		3		-2		3		3

Kensais can use and specialize in all fighting styles.
Wealth Option : (5d4) x 10GP

# of Attack Per Round
Kensai
Level		# of Att/rnd
1-6		1/1
7-12		3/2
13 +		2/1

Kensais have 70 character points to spend on abilities.

5		Hit Point Bonus(d12)[Skills & Powers]
5		Building[Skills & Powers]
10		Defense Bonus[Skills & Powers]
5/10		Followers(See below)[Skills & Powers]
5		Increased Movement(+1/4 rounded up)
5 		Leadership[Skills & Powers]
10		Magic Resistance[Skills & Powers]
10		Move Silently(See below)[See the Thief Section in Skills & Powers]
5		Bribe(See below)[See the Thief Section in Skills & Powers]
5		Climb Walls(See below)[See the Thief Section in Skills & Powers]
5		Detect Noise(See below)[See the Thief Section in Skills & Powers]
10		Escaping Bonds(See below)[See the Thief Section in Skills & Powers]
10		Find/Remove Traps(See below)[See the Thief Section in Skills & Powers]
5		Hide in Shadows(See below)[See the Thief Section in Skills & Powers]
10		Open Locks(See below)[See the Thief Section in Skills & Powers]
10		Pick Pockets(See Below)[See the Thief Section in Skills & Powers]
10		Tunnelling(See below)[See the Thief Section in Skills & Powers]
5		Poison Resistance[Skills & Powers]
5		Spell Resistance[Skills & Powers]
5		Combat Bonus(Monster thaco)
5		Supervisor[Skills & Powers]
5		War Machines[Skills & Powers]
15		Weapon Specialization[Skills & Powers]
5+		Nonweapon Proficiency Group Crossovers[See the Priest Section in Spell & Magic]
10+		Weapon Proficiency Group Crossovers(10 character points per new class)
3/5/10/15/20	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points, 1/2 level for 10 points, 1/level for 15 points, 3/2 even level (example, 1 at 2nd level, 2 at 4th level, 1 at 6th level, 2 at 8th level and so on) for 20 points
3/5		Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1		One Nonweapon Proficiency Bonus
2		One Weapon Proficiency Bonus
14		Bonus Armor Class (See Below)
14		Bonus Initiative (See Below)
5/10		Bonus Saving Throws (See Below)
20		Ki Attack (See Below)
2		Immune To Fear effects at Level 7th
14		Damage Increase (See Below)
14		Attack Roll Bonus (See Below)
2		Meditate (See Below) at Level 4th
5		Surprise Bonus (See Below) at Level 6th
1		Two-weapon Style Specialization (2 slot) at Level 7th
4		Whirlwind Attack (See Below) at Level 11th

Restriction
5/10/15	Limited Armor(Medium, Light, None)
10/15/20	Limited Weapon Selection(Thief/Wizard/None)
5+		Limited Magical Item Use[Skills & Powers]
5/10/15	Reduced Hit Points(d8/d6/d4)
10/15/20	Reduce Combat Ability(Priest/Rogue/Wizard thaco)
15/20		Loose the Warrior Ability Bonus(See below)
5		Training (See Below)
10		Duel (See Below)

	Followers:  For 5 points the Kensai attracts pupils at 9th level or higher and for 10 points the Kensai attracts pupils at any time he builds his school. He will attract 1d6 pupils, drawn by his great renown as a master of his weapon. All pupils are 1st level Kensai. These pupils stays at the school of the master, studying under and serving him. There is a 5% chance per level that a pupils ends his studies with that master and leave to pursue his own course. In addition, should the master ever lose a duel to a lower level Kensai, there is a 50% chance per pupil that the pupil will leave the service of the defeated master. When a Kensai master defeats a higher level Kensai   character in a duel, he gains 1-2 additional pupils. Again, these are all 1st level Kensai. All pupils specialize in the same weapon as the master.

	Bonus Armor Class:  The natural armor class of a Kensai improves by one step (+1) for every three level he attains (one step at 3rd, another at 6th, etc.).

	Bonus Initiative:  The Kensai gains a +1 bonus to all initiative rolls, and this bonus grows by +1 for every four level he attains after his first level (+2 at 5th level, +3 at 9th level, etc.).

	Bonus Saving Throws:  For 5 points the Kensai receive a bonus of +1 to all his saving throws, and for 10 points the bonus becomes +2.

	Ki Attack:  A 1st level Kensai must choose a weapon as his Weapon of Choice. With that weapon, and that weapon only, he may focus his Ki to cause maximum damage with a single attack. The player must announce that his Kensai character is using is Ki Attack before rolling the die to know if it hits his opponent. The Kensai can use this power once per day per kensai Level.

	Damage Increase:  at 2nd level, the Kensai cause one additional point of damage when using his Weapon of Choice. This increases by one again at 5th, 8th, 10th, and 12th level, for a total damage bonus of +5.

	Attack Roll Bonus:  at 3rd level he gains a +1 to all his attack rolls made with his Weapon of Choice. This also allows his to touch creature that can only be hit by +1 magical weapons. Both of these bonus increase by 1 again at 5th, 8th, 10, and 12th level, for a total bonus of +5.

	Meditate:  Meditation is a state of deep concentration. By meditating, the Kensai focuses and regains his energies. One hour of uninterrupted meditation is as restful as two hours of sleep. While meditating, the Kensai is oblivious to hunger, thirst, heat, and cold. He is still conscious and aware of his surrounding, however, so he does not suffer any penalties on surprise and initiative rolls.

	Surprise Bonus:  At 6th level, the Kensai receive a +1 bonus on all surprise rolls.

	Whirlwind Attack:  At 11th level, the Kensai gains the weapon proficiency of  Whirlwind Attack He may only use this attack with his Weapon of Choice and only if he hasn’t use any Ki Attack that day since the whirlwind attack uses all of his Ki for one day.

	Training:  A Kensai must train and practice for at least 2 hours per day. Ignoring the practice will result in loosing all Ki powers. Evey two-hours practice session skipped must be made up before the character regains his Ki powrs. When catching up for missed practice, the character can practice for up to four hours per days, two hours for that day’s practice, and two hours for the missed practice. For example, Kiyomori misses six days of practice while adventuring. He doesn’t regain any of his Ki powers until he practices for six more days, four hours per day, to make up for the days he misses.

	Duel:  Each time a Kensai advance in level, there is a percentage chance equal to 10 times his new level that he will be challenge to a duel. The challenger is a Kensai of the same level that the character just attained. Kensai characters cannot use any magical items for that duel. The duel can be a very formal affair at a pre-arrange site and time, or an impromptu meeting of two characters.
		If the character refuses to duel, he forfeits his newly gained level, loosing just enough experience points to place him at the bottom of his old level. In addition, he loose honor.
		If he accept and loses his duel, he also loses both honor and his new level, the same as if he refuses the duel. The duel doesn’t need to be fought to the death, however; the duelist can agree on any conditions. Surrender, first blood, or first strike are common ending conditions; even first draw can determine a victor, although this is rare. Note that when a Kensai reaches 10th level, he must fight a duel to advance in level.
		A Kensai may be challenged to duel an NPC  at any time, not just when he advances to a new level. Refusing or losing such a duel costs the Kensai honor, but does not cause him to lose a level of experience.

	Loose the Warrior Ability Bonus: For a 15-point ability, the character wont receive the extra hit point form a high constitution, the number between (), and for a 20-point ability, the character wont be able to possess a strength score higher than 18, strength between 18/01 and 18/00 are prohibited to the character.

Thieving Skill: To determine a Kensai’s % chance in a thieving skill that he has
bought as a class ability,  see below:
			Find/
Kensai	Pick 	Open	Remove	Move	Hide In	  Detect	Climb				
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Tunnelling
1	15	10	5	10	5	  15	60	15
2	20	15	10	15	10	  20	65	20
3	25	20	15	20	15	  25	70	25
4	30	25	20	25	20	  30	75	30
5	35	30	25	30	25	  35	80	35
6	40	35	30	35	30	  40	85	40
7	45	40	35	40	35	  45	90	45
8	50	45	40	45	40	  50	95	50
9	55	50	45	50	45	  55	99	55
10	60	55	50	55	50	  60	99	60
11	65	60	55	60	55	  65	99	65
12	70	65	60	65	60	  70	99	70
13	75	70	65	70	65	  75	99	75
14	80	75	70	75	70	  80	99	80
15	85	80	75	80	75	  85	99	85
16	90	85	80	85	80	  90	99	90
17	95	90	85	90	85	  95	99	95
18	99	95	90	95	90	  99	99	99
19	99	99	95	99	95	  99	99	99
20	99	99	99	99	99	  99	99	99

Cleric	Escape	
Level	Bonds	
1	10	
2	15	
3	20	
4	25	
5	30	
6	35	
7	40	
8	45	
9	50	
10	55	
11	60	
12	65	
13	70	
14	75	
15	80	
16	85	
17	90	
18	95	
19	99	
20	99