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<blockquote data-quote="Beefermatic" data-source="post: 8334268" data-attributes="member: 6670757"><p><strong>KENSAI (KENSEIJIN)</strong></p><p></p><p>Adapted from the 2nd Edition AD&D Oriental Adventures class of the same name (Link to the Kensai for the 2nd edition players out there <a href="http://www.mjyoung.net/dungeon/char/clas014.html" target="_blank">AD&D Character Class: Kensai</a> ), Kensai or Kenseijin, are Monk like masters of a single weapon, they are the single most durable warriors in any given battle. Kensais can take a ridiculous amount of punishment and deal a decent amount of damage in combat. Their lack of versatility is their real weakness and their dedication to a single weapon and no armor is both a blessing and a curse as though it gets more powerful they cannot benefit from most gear without losing most of their class features.</p><p></p><p><strong>BAB: </strong>+1/hd As Fighter</p><p><strong>Good Saves:</strong> All as a Monk</p><p><strong>HD:</strong> d10+ Accumulating Hp</p><p></p><p><strong>Skills:</strong> 4+Int as Monk</p><p></p><p><strong>Weapon and Armor Proficiencies: </strong>All Simple and Martial weapons and their Dedicated Weapon which they begin with proficiency in and it's associated weapon type. Kensai are not proficient with any armor.</p><p></p><p><strong>CLASS ABILITIES</strong></p><p></p><p>1: Battlesense/ AC Adjustment, Dedication, Psionic Focus, Psychic Duel, Initiative +1, Fearlessness, Kensai Duel, Perfected Strike 1/day</p><p></p><p>2: Dedicated Damage +1, Fighter Apotheosis, Perfected Strike 2/day, Accumulating HP 2d10</p><p></p><p>3: Dedicated Hit +1, AC+1, Stalwart, Perfected Strike 3/day, Accumulating HP 3d10</p><p></p><p>4: Meditation, Fast Movement, Perfected Strike 4/day, Accumulating HP 4d10</p><p></p><p>5: Initiative +2, Uncanny Dodge, Perfected Strike 5/day, Accumulating HP 5d10</p><p></p><p>6: Dedicated Damage +2, AC+2, Potent Critical +1d6, Perfected Strike 6/day, Accumulating HP 6d10</p><p></p><p>7: Dedicated Hit +2, Fear Aura 1HD, Off Hand Weapon, Perfected Strike 7/day, Accumulating HP 7d10</p><p></p><p>8: Readiness 1/6th, Perfected Strike 8/day, Accumulating HP 8d10</p><p></p><p>9: Initiative +3, AC +3, 1d6 Students, Perfected Strike 9/day, Accumulating HP 9d10</p><p></p><p>10: Dedicated Damage +3, Kensai Whirlwind, Perfected Strike 10/day, Accumulating HP 10d10</p><p></p><p>11: Dedicated Hit +3, Enchanted Weapon, Perfected Strike 11/day, Accumulating HP 10d10+2</p><p></p><p>12: AC+4, Potent Critical +2d6, Perfected Strike 12/day, Accumulating HP 10d10+4</p><p></p><p>13: Initiative +4, Improved Stalwart, Perfected Strike 13/day, Accumulating HP 10d10+6</p><p></p><p>14: Dedicated Damage +4, Fear Aura 2HD, Perfected Strike 14/day, Accumulating HP 10d10+8</p><p></p><p>15: Dedicated Hit +4, Perfected Strike 15/day, Accumulating HP 10d10+10</p><p></p><p>16: AC+5, Readiness (Never Surprised), Perfected Strike 16/day, Accumulating HP 10d10+12</p><p></p><p>17: Initiative +5, Perfected Strike 17/day, Accumulating HP 10d10+14</p><p></p><p>18: Dedicated Damage +5, 1d6 Students, Potent Critical +3d6, Perfected Strike 18/day, Accumulating HP 10d10+16</p><p></p><p>19: Dedicated Hit +5, Perfected Strike 19/day, Accumulating HP 10d10+18</p><p></p><p>20: AC+6, Sword Saint, Crucible of Endless Pain, Augmented Critical, Perfected Strike 20/day, Accumulating HP 10d10+20</p><p></p><p></p><p><strong>Battlesense/ AC Adjustment (Ex):</strong> While wearing no armor, a Kensai becomes attuned to his or her surroundings with an unreal focus. This allows a Kensai to alter their base '10' AC to their Dex score (not modifier) -3. Thusly a Kensai with a 17 Dex would have a 14 Base AC. Their Dex modifier would still increase their dodge AC as would and natural, Insight or deflection AC they may have, however, any armor bonuses they receive either via magic or from actual armor (Mage Armor, Bracers of Armor, or a Breastplate for example) along with magical shield or mundane shield AC (besides a Kensai who's dedicated weapon is a shield or from 2 weapon defense or similar feats) immediately ends this effect reducing their base AC back to 10. Kensai who have less than 13 Dex do not suffer a penalty to AC from this ability. Every 3 levels starting at level 3 this bonus increases by +1.</p><p></p><p><strong>Dedication (Ex):</strong> Kensai start with a masterwork weapon of their choice, they begin play with this weapon alone and cannot use any other weapons, including natural attacks, unless the weapon is forcibly removed from them. If their weapon is destroyed or sundered they have to have it repaired or have a new weapon forged as soon as possible and cannot level up in Kensai until they do so. They must dedicate at least 2 full hours each and every day to their chosen weapon, training religiously, failing to do so will also bar them from levelling up in Kensai until they complete this.</p><p></p><p><strong>Perfected Strike (Ex):</strong> The Kensai's most signature attack, a Perfected Strike is a single melee attack with their Dedicated Weapon dealing maximum base damage and gaining a +20 to hit. This ability can be used 1/day per level of Kensai and only once per round but can be used in conjunction with other attacks.</p><p></p><p><strong>Psychic Duel (Su):</strong> A Kensai may as a standard action against any other 'honorable' opponent (Other Kensai, Monks, Paladins, and Lawfully aligned Fighters and other full BAB classes) have a psychic duel with the opponent. This is resolved as an opposed Intimidate Check, the Kensai gains a +2 Class Bonus on this check and his Dedicated Hit bonus on the attempt, if the opponent fails, they actively do not wish to pursue combat with the Kensai and are treated as Shaken until they successfully hit the Kensai in combat.</p><p></p><p>The psychic nature of this ability allows it to affect even those immune to Fear effects such as other Kensai and Paladins though they gain a +2 bonus against the effect. A Fighter's Bravery ability and any ability granting a bonus against Fear effects works against this ability. Immunity to mind affecting effects makes one immune to this ability.</p><p></p><p><strong>Psionic Focus (Su): </strong>Kensai learn deep meditative techniques that unlock their latent Psionic potential. This grants them a single Power Point and allows them to psionically focus as a full round action this grants several effects.</p><p>Merely having the ability to hold a reservoir of psionic power gives the Kensai special abilities.</p><p></p><p>If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating to psionically focus is a full-round action that provokes attacks of opportunity</p><p></p><p>When you are psionically focused, you gain the benefit of certain class features. Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep.</p><p>Expending your psionic focus can be used to power feats or class features but always only powers a single effect and the effect is usually instantaneous</p><p></p><p><strong>Kensai Duel (Ex):</strong> Kensai seek each other out and duel to test their honor and skill. Kensai must duel to level up though this is up to the GM in terms of how often it must be performed.</p><p></p><p><strong>Initiative Bonus:</strong> Kensaijin gain a +1 bonus to initiative at level 1 and a +1 bonus every 4 levels thereafter.</p><p></p><p><strong>Fearlessness (Ex):</strong> Kensai are immune to all non magical Fear effects and can expend their psionic focus to make themselves immune to magical fear effects for 1 minute per class level, this ability remains active even if their psionic focus is reactivated and other abilities are used.</p><p></p><p><strong>Dedicated Damage:</strong> At 2nd level damage with a kensai's Dedicated Weapon is increased by +1, this bonus increases by +1 every 4 levels thereafter.</p><p></p><p><strong>Fighter Apotheosis: </strong>A Kensai is treated as a Fighter of -1 level for purposes of taking Fighter specific feats.</p><p></p><p><strong>Accumulating Hit Points (Ex):</strong> The signature ability of the Kensai is their ability to shrug off literally insane amounts of punishment. at 2nd level and every level thereafter they gain 1 additional HD of extra Hit points, this increases based on the level of the Kensai (Total effective HD rolled is shown including the base Hit dice, 2d10 at level 2, 3d10 at level 3, 4d10 at level 4, etc) until they hit level 10 at which point the bonus is simply increased by +2 per level (10d10+2 at 11th, 10d10+4 at 12th, 10d10+6 at 13th, etc) granting them effectively 155 total d10 +110 in total HP by level 20. Constitution bonuses to HP and HP from feats, favored class levels, and any other effect are only applied once per level. Regardless of extra hp gained, their effective HD for all level based affects and abilities remains equal with their level.</p><p></p><p><strong>Dedicated Hit:</strong> A kensai of 3rd level gains a +1 bonus on his attacks with his Dedicated Weapon, this increases by +1 every 4 levels thereafter.</p><p></p><p><strong>Stalwart (Su): </strong>A 3rd level Kensai may expend his Psionic Focus to break free from Fortitude based attacks with secondary effects and shrug off poisons in much the same way a Rogue can avoid Reflex based attacks with Evasion. This ability allows a new save against a poison the Kensai failed against and allows a Kensai to ignore any secondary Fort based effect if the save was successful.</p><p></p><p>At 13th level Stalwart improves to allow a successful save to ignore all damage, poison or effects, and a failed save to be treated as a secondary effect much like Improved Evasion.</p><p></p><p><strong>Meditation (Ex):</strong> A Kensai may meditate much like an elf instead of sleeping. During this meditation they need only 4 hours of meditation instead of 8 hours of sleep and remain aware of their surroundings and can retain their psionic focus during the 4 hours though it must be reapplied at the end of the meditation for the next day.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> A Kensai cannot be caught flatfooted, and does not lose Dex vs invisible attackers.</p><p></p><p><strong>Potent Critical (Ex): </strong>A Kensai deals an additional 1d6 precision based damage on a successful critical hit. This increases by 1d6 every 6 levels thereafter.</p><p></p><p><strong>Fear Aura (Su):</strong> A Kensai with psionic focus gains a potent fear aura against low level attackers. Any opponent with 1 HD must make a Will Save (DC 10+1/2 Kensai's level + Charisma Mod+ Dedicated Hit bonus) or be panicked fleeing in terror from the Kensai. The Kensai may lower or resume this ability as a free action. At 14th level this ability increases to 2 HD.</p><p></p><p><strong>Off Hand Weapon: </strong>A Kensai may use an off hand weapon of their choice. This can be melee, ranged, magically enchanted, wands, alchemical or whatever they please, however, the Kensai must still use their dedicated weapon in most circumstances and overreliance on their off hand weapon will result in inability to level up in Kensai.</p><p></p><p><strong>Readiness (Ex): </strong>A Kensai is only rarely caught off guard, on any surprise round, they can roll a d6 and only on a roll of '1' are they treated as surprised. Otherwise they may act in the surprise round and are not considered flat footed. At 16th level a Kensai is never caught off guard and may act normally in a surprise round.</p><p></p><p><strong>Students: </strong>A Kensai's subtle ki and reputation draws hopeful students into the Kensai's life every 9 levels 1d6 students find the Kensai hoping to be trained. These are all level 1 Kensai who are treated separately from Cohorts and Followers and level up normally, if they get too strong, they'll leave their master's tutelage to venture off on their own (GM discretion)</p><p></p><p><strong>Kensai Whirlwind (Ex):</strong> One of a Kensai's most feared and signature abilities, a Kensai can in lieu of a Perfected Strike and counting against their Perfected Strike limit can make a single attack with their dedicated weapon against all foes within range of his base movement speed he can reach.</p><p></p><p><strong>Enchanted Weapon: </strong>A Kensai of 11th level can enchant or have their dedicated weapon enchanted.</p><p></p><p><strong>Sword Saint (Ex):</strong> A Kensai of 20th level becomes the embodiment of perfection through dedication to their weapon. They gain an additional +2 to damage rolls and +1 to attack rolls with their dedicated weapon and automatically confirm all critical hits.</p><p></p><p><strong>Augmented Critical (Ex):</strong> The Kensai increases critical threat range with their dedicated weapon by 2 steps (example: from 20 to 18-20) and increase damage multiplier done from critical hits by 1 (example x2 to x3) This ability stacks with the Improved Critical feat.</p><p></p><p><strong>Crucible of Endless Pain (Ex):</strong> The most potent of a Kensai's abilities, The Crucible of Endless Pain allows a Kensai to, by expending, their Psionic Focus to once per encounter make a full round attack against all foes within their base movement speed they can reach, this ability like Kensai Whirlwind uses up a use of Perfected Strike to use.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8334268, member: 6670757"] [B]KENSAI (KENSEIJIN)[/B] Adapted from the 2nd Edition AD&D Oriental Adventures class of the same name (Link to the Kensai for the 2nd edition players out there [URL='http://www.mjyoung.net/dungeon/char/clas014.html']AD&D Character Class: Kensai[/URL] ), Kensai or Kenseijin, are Monk like masters of a single weapon, they are the single most durable warriors in any given battle. Kensais can take a ridiculous amount of punishment and deal a decent amount of damage in combat. Their lack of versatility is their real weakness and their dedication to a single weapon and no armor is both a blessing and a curse as though it gets more powerful they cannot benefit from most gear without losing most of their class features. [B]BAB: [/B]+1/hd As Fighter [B]Good Saves:[/B] All as a Monk [B]HD:[/B] d10+ Accumulating Hp [B]Skills:[/B] 4+Int as Monk [B]Weapon and Armor Proficiencies: [/B]All Simple and Martial weapons and their Dedicated Weapon which they begin with proficiency in and it's associated weapon type. Kensai are not proficient with any armor. [B]CLASS ABILITIES[/B] 1: Battlesense/ AC Adjustment, Dedication, Psionic Focus, Psychic Duel, Initiative +1, Fearlessness, Kensai Duel, Perfected Strike 1/day 2: Dedicated Damage +1, Fighter Apotheosis, Perfected Strike 2/day, Accumulating HP 2d10 3: Dedicated Hit +1, AC+1, Stalwart, Perfected Strike 3/day, Accumulating HP 3d10 4: Meditation, Fast Movement, Perfected Strike 4/day, Accumulating HP 4d10 5: Initiative +2, Uncanny Dodge, Perfected Strike 5/day, Accumulating HP 5d10 6: Dedicated Damage +2, AC+2, Potent Critical +1d6, Perfected Strike 6/day, Accumulating HP 6d10 7: Dedicated Hit +2, Fear Aura 1HD, Off Hand Weapon, Perfected Strike 7/day, Accumulating HP 7d10 8: Readiness 1/6th, Perfected Strike 8/day, Accumulating HP 8d10 9: Initiative +3, AC +3, 1d6 Students, Perfected Strike 9/day, Accumulating HP 9d10 10: Dedicated Damage +3, Kensai Whirlwind, Perfected Strike 10/day, Accumulating HP 10d10 11: Dedicated Hit +3, Enchanted Weapon, Perfected Strike 11/day, Accumulating HP 10d10+2 12: AC+4, Potent Critical +2d6, Perfected Strike 12/day, Accumulating HP 10d10+4 13: Initiative +4, Improved Stalwart, Perfected Strike 13/day, Accumulating HP 10d10+6 14: Dedicated Damage +4, Fear Aura 2HD, Perfected Strike 14/day, Accumulating HP 10d10+8 15: Dedicated Hit +4, Perfected Strike 15/day, Accumulating HP 10d10+10 16: AC+5, Readiness (Never Surprised), Perfected Strike 16/day, Accumulating HP 10d10+12 17: Initiative +5, Perfected Strike 17/day, Accumulating HP 10d10+14 18: Dedicated Damage +5, 1d6 Students, Potent Critical +3d6, Perfected Strike 18/day, Accumulating HP 10d10+16 19: Dedicated Hit +5, Perfected Strike 19/day, Accumulating HP 10d10+18 20: AC+6, Sword Saint, Crucible of Endless Pain, Augmented Critical, Perfected Strike 20/day, Accumulating HP 10d10+20 [B]Battlesense/ AC Adjustment (Ex):[/B] While wearing no armor, a Kensai becomes attuned to his or her surroundings with an unreal focus. This allows a Kensai to alter their base '10' AC to their Dex score (not modifier) -3. Thusly a Kensai with a 17 Dex would have a 14 Base AC. Their Dex modifier would still increase their dodge AC as would and natural, Insight or deflection AC they may have, however, any armor bonuses they receive either via magic or from actual armor (Mage Armor, Bracers of Armor, or a Breastplate for example) along with magical shield or mundane shield AC (besides a Kensai who's dedicated weapon is a shield or from 2 weapon defense or similar feats) immediately ends this effect reducing their base AC back to 10. Kensai who have less than 13 Dex do not suffer a penalty to AC from this ability. Every 3 levels starting at level 3 this bonus increases by +1. [B]Dedication (Ex):[/B] Kensai start with a masterwork weapon of their choice, they begin play with this weapon alone and cannot use any other weapons, including natural attacks, unless the weapon is forcibly removed from them. If their weapon is destroyed or sundered they have to have it repaired or have a new weapon forged as soon as possible and cannot level up in Kensai until they do so. They must dedicate at least 2 full hours each and every day to their chosen weapon, training religiously, failing to do so will also bar them from levelling up in Kensai until they complete this. [B]Perfected Strike (Ex):[/B] The Kensai's most signature attack, a Perfected Strike is a single melee attack with their Dedicated Weapon dealing maximum base damage and gaining a +20 to hit. This ability can be used 1/day per level of Kensai and only once per round but can be used in conjunction with other attacks. [B]Psychic Duel (Su):[/B] A Kensai may as a standard action against any other 'honorable' opponent (Other Kensai, Monks, Paladins, and Lawfully aligned Fighters and other full BAB classes) have a psychic duel with the opponent. This is resolved as an opposed Intimidate Check, the Kensai gains a +2 Class Bonus on this check and his Dedicated Hit bonus on the attempt, if the opponent fails, they actively do not wish to pursue combat with the Kensai and are treated as Shaken until they successfully hit the Kensai in combat. The psychic nature of this ability allows it to affect even those immune to Fear effects such as other Kensai and Paladins though they gain a +2 bonus against the effect. A Fighter's Bravery ability and any ability granting a bonus against Fear effects works against this ability. Immunity to mind affecting effects makes one immune to this ability. [B]Psionic Focus (Su): [/B]Kensai learn deep meditative techniques that unlock their latent Psionic potential. This grants them a single Power Point and allows them to psionically focus as a full round action this grants several effects. Merely having the ability to hold a reservoir of psionic power gives the Kensai special abilities. If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating to psionically focus is a full-round action that provokes attacks of opportunity When you are psionically focused, you gain the benefit of certain class features. Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep. Expending your psionic focus can be used to power feats or class features but always only powers a single effect and the effect is usually instantaneous [B]Kensai Duel (Ex):[/B] Kensai seek each other out and duel to test their honor and skill. Kensai must duel to level up though this is up to the GM in terms of how often it must be performed. [B]Initiative Bonus:[/B] Kensaijin gain a +1 bonus to initiative at level 1 and a +1 bonus every 4 levels thereafter. [B]Fearlessness (Ex):[/B] Kensai are immune to all non magical Fear effects and can expend their psionic focus to make themselves immune to magical fear effects for 1 minute per class level, this ability remains active even if their psionic focus is reactivated and other abilities are used. [B]Dedicated Damage:[/B] At 2nd level damage with a kensai's Dedicated Weapon is increased by +1, this bonus increases by +1 every 4 levels thereafter. [B]Fighter Apotheosis: [/B]A Kensai is treated as a Fighter of -1 level for purposes of taking Fighter specific feats. [B]Accumulating Hit Points (Ex):[/B] The signature ability of the Kensai is their ability to shrug off literally insane amounts of punishment. at 2nd level and every level thereafter they gain 1 additional HD of extra Hit points, this increases based on the level of the Kensai (Total effective HD rolled is shown including the base Hit dice, 2d10 at level 2, 3d10 at level 3, 4d10 at level 4, etc) until they hit level 10 at which point the bonus is simply increased by +2 per level (10d10+2 at 11th, 10d10+4 at 12th, 10d10+6 at 13th, etc) granting them effectively 155 total d10 +110 in total HP by level 20. Constitution bonuses to HP and HP from feats, favored class levels, and any other effect are only applied once per level. Regardless of extra hp gained, their effective HD for all level based affects and abilities remains equal with their level. [B]Dedicated Hit:[/B] A kensai of 3rd level gains a +1 bonus on his attacks with his Dedicated Weapon, this increases by +1 every 4 levels thereafter. [B]Stalwart (Su): [/B]A 3rd level Kensai may expend his Psionic Focus to break free from Fortitude based attacks with secondary effects and shrug off poisons in much the same way a Rogue can avoid Reflex based attacks with Evasion. This ability allows a new save against a poison the Kensai failed against and allows a Kensai to ignore any secondary Fort based effect if the save was successful. At 13th level Stalwart improves to allow a successful save to ignore all damage, poison or effects, and a failed save to be treated as a secondary effect much like Improved Evasion. [B]Meditation (Ex):[/B] A Kensai may meditate much like an elf instead of sleeping. During this meditation they need only 4 hours of meditation instead of 8 hours of sleep and remain aware of their surroundings and can retain their psionic focus during the 4 hours though it must be reapplied at the end of the meditation for the next day. [B]Uncanny Dodge (Ex):[/B] A Kensai cannot be caught flatfooted, and does not lose Dex vs invisible attackers. [B]Potent Critical (Ex): [/B]A Kensai deals an additional 1d6 precision based damage on a successful critical hit. This increases by 1d6 every 6 levels thereafter. [B]Fear Aura (Su):[/B] A Kensai with psionic focus gains a potent fear aura against low level attackers. Any opponent with 1 HD must make a Will Save (DC 10+1/2 Kensai's level + Charisma Mod+ Dedicated Hit bonus) or be panicked fleeing in terror from the Kensai. The Kensai may lower or resume this ability as a free action. At 14th level this ability increases to 2 HD. [B]Off Hand Weapon: [/B]A Kensai may use an off hand weapon of their choice. This can be melee, ranged, magically enchanted, wands, alchemical or whatever they please, however, the Kensai must still use their dedicated weapon in most circumstances and overreliance on their off hand weapon will result in inability to level up in Kensai. [B]Readiness (Ex): [/B]A Kensai is only rarely caught off guard, on any surprise round, they can roll a d6 and only on a roll of '1' are they treated as surprised. Otherwise they may act in the surprise round and are not considered flat footed. At 16th level a Kensai is never caught off guard and may act normally in a surprise round. [B]Students: [/B]A Kensai's subtle ki and reputation draws hopeful students into the Kensai's life every 9 levels 1d6 students find the Kensai hoping to be trained. These are all level 1 Kensai who are treated separately from Cohorts and Followers and level up normally, if they get too strong, they'll leave their master's tutelage to venture off on their own (GM discretion) [B]Kensai Whirlwind (Ex):[/B] One of a Kensai's most feared and signature abilities, a Kensai can in lieu of a Perfected Strike and counting against their Perfected Strike limit can make a single attack with their dedicated weapon against all foes within range of his base movement speed he can reach. [B]Enchanted Weapon: [/B]A Kensai of 11th level can enchant or have their dedicated weapon enchanted. [B]Sword Saint (Ex):[/B] A Kensai of 20th level becomes the embodiment of perfection through dedication to their weapon. They gain an additional +2 to damage rolls and +1 to attack rolls with their dedicated weapon and automatically confirm all critical hits. [B]Augmented Critical (Ex):[/B] The Kensai increases critical threat range with their dedicated weapon by 2 steps (example: from 20 to 18-20) and increase damage multiplier done from critical hits by 1 (example x2 to x3) This ability stacks with the Improved Critical feat. [B]Crucible of Endless Pain (Ex):[/B] The most potent of a Kensai's abilities, The Crucible of Endless Pain allows a Kensai to, by expending, their Psionic Focus to once per encounter make a full round attack against all foes within their base movement speed they can reach, this ability like Kensai Whirlwind uses up a use of Perfected Strike to use. [/QUOTE]
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