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 or maneuvers. Dexterity is also important
Alignment: Any nonchaotic. The path of a kensai requires great discipline. Chaotic Kensai may be allowed at the DM's discretion.
Hit Die: d10.
Weapon and Armor Proficiencies: All simple weapons, plus one exotic or martial weapon. No armor or shields.
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge [Local](Int), Listen (Wis), Spot (Wis), Martial Lore (Int), 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.

Starting Gold: 4d4*10 (100 gp)
Starting Age: As fighter.

Level BAB Fort Refl Will Abilities Ki Pool AC Bonus Signature Attack Signature Damage
1st +0 +0 +2 +0 AC Bonus, Signature Weapon - +1 +1
2nd +1 +0 +3 +0 Ki Ability 1 +1 +1
3rd +2 +1 +3 +1 Signature Damage2 +2 +1 +1
4th +3 +1 +4 +1 Signature Strike (Magic)2 +2 +2 +1
5th +3 +1 +4 +1 Ki Ability2 +2 +2 +2
6th +4 +2 +5 +2 3 +3 +2 +2
7th +5 +2 +5 +2 Signature Mastery3 +3 +3 +2
8th +6 +2 +6 +2 Ki Ability3 +3 +3 +3
9th +6 +3 +6 +3 4 +4 +3 +3
10th +7 +3 +7 +3 4 +4 +4 +4
11th +8 +3 +7 +3 Ki Ability 4 +4 +4 +4
12th +9 +4 +8 +4 5 +5 +4 +4
13th +9 +4 +8 +4 5 +5 +5 +5
14th +10 +4 +9 +4 Ki Ability 5 +5 +5 +5
15th +11 +5 +9 +5 6 +6 +5 +6
16th +12 +5 +10 +5 Signature Strike (Adamantine)6 +6 +5
17th +12 +5 +10 +5 Ki Ability6 +6 +6 +6
18th +13 +6 +11 +6 7 +7 +6 +7
19th +14 +6 +11 +6 7 +7 +7 +7
20th +15 +6 +12 +6 Signature Strike (Epic), Ki Ability7 +7 +7 +8

Level 1Maneuvers: A kensai learns the ability to use some martial maneuvers. A maneuver usable by a kensai is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You may only use a maneuver with your signature weapon.

Disciplines: The disciplines available to kensai are Dancing Leaf, Diamond Mind, Iron Heart, Setting Sun, and Tiger Claw.

Exchanging Maneuvers: At level 4, and every third level thereafter (7th, 10th, 13th, 16th, and 19th), a kensai may choose to exchange any one maneuver they know for another maneuver of the highest level they can learn.

Recovery: A maneuver becomes available for reuse after a number of rounds have passed equal to 1 + its maneuver level.

Save DCs: Any maneuver the Kensai uses that allows a save uses his Wisdom modifier in place of any other ability score indicated.

Stances: A kensai gains knowledge of a few stances throughout his career. At 1st, 6th, 12th, and 18th level, a kensai gains a stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

AC Bonus: A kensai, being an unarmored fighter, needs to know how to defend himself if he intends to survive in combat. By using his ki-augmented abilities to dodge and parry, a kensai gains a +1 bonus to AC at first level. The bonus then improves by +1 at third level and every three levels therafter. He may also add his Wisdom bonus to his Armor Class.

This ability functions only when the kensai is not wearing armor, using a shield, or carrying a heavy load. The bonus applies in full when the kensai is fully alert, and is reduced by 2 when the kensai is flat-footed or against touch attacks. The bonus does not apply when the kensai is immobilized or helpless.

Signature Weapon: A kensai learns to focus his energies to strike effectively with his chosen weapon. At 1st level, a kensai must choose one type of weapon to be his signature weapon. A kensai may not use a magic weapon of the chosen type unless it has the Ki focus special ability.
A kensai gains a +1 enhancement bonus to hit with their chosen weapon. This bonus improves by 1 every 3 levels that the kensai attains above first (4th, 7th, 10th, 13th, 16th, 19th).

Level 2Ki Pool: A kensai gains the ability to use their Ki to their advantage. A kensai's ki pool is equal to one plus one-third his class level, and refreshes at the beginning of each encounter. These abilities may only be used when the kensai is wearing no armor and while carrying a light load. At 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), a kensai gains a ki power, chosen from the list below. Unless otherwise stated, these abilities may only be used with his signature weapon.

Ki Attack: The kensai may expend ki points to gain a +1 insight bonus on a single attack roll per ki point spent. This ability must be used before the result of the roll is determined.

Ki Damage: The kensai may expend ki points to gain a +2 insight bonus to damage on a single attack per ki point used. This ability must be used before the result of the attack is determined.

Ki Recharge: As a full-round action, the kensai may refresh a number of ki points that have been used equal to his Wisdom modifier.

Ki Reach: As a swift action, the kensai may spend ki points in multiples of two. Each pair of ki points spent increases his reach by 5 feet for 1 round. Additional ki points may be spent to increase the duration; every point spent in this way increases the duration by 1 round.

Ki Opportunity: As an immediate action, the kensai may spend a ki point to make an attack of opportunity with a +2 bonus to hit.

Ki Maximize: As a swift action, the kensai may spend 2 ki points. If he does so, the next attack he makes deals maximum damage, but cannot score a critical hit.

Ki Parry: As a swift action, the kensai may spend any number of ki points. Each point spent provides a +1 bonus to his AC for 1 round, as long as he is wielding his signature weapon.

Ki Dodge: As a swift action, the kensai may spend up to 5 ki points. Each point spent provides him with a 10% miss chance for 1 round. This ability does not require the kensai to use his signature weapon.

Ki Step: As a move action, the kensai may expend ki points. Each point expended in this way allows him to teleport 20 feet. This ability does not require the kensai to use his signature weapon.

Force Strike: As a swift action, all attacks the kensai makes for the next round may strike ethereal or incorporeal creatures as though they were corporeal. This ability costs 1 ki point.

Level 3Signature Damage: A kensai of at least 3rd level has bonded with his weapon to the point where he can use it to excellent effect. He gains a +1 enhancement bonus to damage with his signature weapon. This bonus to damage increases by 1 at levels 5, 8, 10, 13, 15, 18, and 20.

Level 4Signature Strike: A kensai's bond with his weapon allows him to overcome forms of damage reduction that would not be normally possible.
Level 4: A kensai can overcome DR X/magic with his signature weapon.
Level 16: A kensai can overcome DR X/adamantine and hardness less than 20 with his signature weapon.
Level 20: A kensai can overcome DR X/epic with his signature weapon.

Level 7Signature Mastery: A 7th level kensai gains a +4 bonus on all disarm, feint, sunder, and trip attempts using his signature weapon. These benefits also apply to resisting disarm, feint, and sunder attempts made against him.

Ki Focus
A ki focus weapon may gain the benefits of a kensai's Signature Weapon, Signature Damage, Ki abilities, and maneuvers.
Price +1 bonus

Aaand a new table, to go with our 3/4 IL plan.

Class Level Initiator Level Maneuvers Known Stances Known
1st 1 1 0
2nd 2 1 1
3rd 3 2 1
4th 3 2 1
5th 4 2 1
6th 5 3 1
7th 6 3 2
8th 6 3 2
9th 7 4 2
10th 8 4 2
11th 9 5 2
12th 9 5 2
13th 10 5 2
14th 11 6 2
15th 12 6 3
16th 12 6 3
17th 13 7 3
18th 14 7 3
19th 15 8 3
20th 15 8 3

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