Prestige Class

By: Felix Lim Jr. 
E-mail: tass_@hotmail.com

Kensai

         Kensai are the armor less swordsmen of the east, Relying more on speed and grace rather than armors for protection. Master of the sword and evasion, there technique in more an art then skills, and is extremely graceful only to hide their true destructive power. These skill also let very experience kensai’s deliver a killing blow after observing and fighting the opponent for some time. They are both feared and renown in the far east and are heard as legends in the west. Like monks the kensai can also call on their own magic called chi. Enabling them to deliver a precise strike on to a target as well as faster than normal fighters with a sword. Kensai are also called sword saint in this title they are to use no other weapon but the sword if they ever get disarmed they will rather use their hands than a non sword weapon. If ever a kensai will use a non-sword they will loss their all their ability for a week (represents the loss of focus) they must seek atonement then after he should meditate for a week in order to regain their skills (This represent trying to get back in focus)   that is after what ever quest the atonement requires him to do if there is any. Wearing armors hinders their skills that any kensai who wears any type of armor gauntlet and bracers included loss all their kensai skills until they remove the armors. Kensai always tend to be lawful. Since the flow requires at most discipline of mind any kensai who becomes chaotic losses all their ability and must also atone same as when he us a non sword weapon. kensai’s  code of conduct differs according to alignment. A lawful good kensai will actively seek evil and despise black guards and will pursue  and vanquish them as soon as possible unlike paladins kensai will resort to ambush and stealth to kill or capture his target. They are zealots and will vanquish all that is evil including evil clerics, undead and the likes. Neutral good kensai are more considerate they don’t actively hunt for evil but will always be ready to lend a hands to those in need, most of such are wanderers searching for some meaning of their life, some are once zealot who suddenly loss the taste for blood and may vow never to take blood such will carry a sword with one blunt side so that they may only deal sub dual damage not a killing blow. Lawful neutral kensai work for some sort of lord or government and will do what is required by the law weather it is good or evil, like most kensai these warrior will use stealth if necessary. True neutral ones are mostly mercenary who sell their service to who ever can afford their price. Lawful evil ones like the lawful good kensai’s are zealot preferring to target Paladins as the lawful good variant wants to target on black guards . they also hunt down good clerics, divas and other good creature the same way the lawful good ones attack evil clerics, undead etc. they are always scheming a way to conquer  or topple any good government. Neutral evil ones are mostly merciless assassins  or cutthroat  killing anything that get in the way of what he wants weather it will be money or power but he will not readily destroy anything that gives him comfort and privilege  whether it is legal or not as long as it is in his advantage, but still he doesn’t bear any loyalty to those either and are willing to betray them if a better opportunity requires it.

Note: Kensai considers all sword like weapon as swords which include katar dagger sickle and other knife type weapons.

Requirements:

Race: any
Alignment: any non-chaotic
Base attack bonus: +8
Jump: 6
Tumble: 5
Perform: 5
Feats: Expertise, Dodge, Mobility ,Spring Attack ,Whirlwind Attack ,  Focus(any sword) or Improve Critical hit(Any sword)

Game Information:

Alignment: Any non-chaotic 
Hit Dice: d10
Class Skills: Jump(Str), Tumble(Dex), Perform(Cha), Appraise(Int), Profession(Int), Swim(Str), Climb(Str), Ride(Dex), Hide(Dex), Move Silently(Dex),           
                   Spot(Wis), Listen(Wis), Knowledge(Nobility, Swords each to be taken separately ,Int), Concentration(Cons) 
Skill Point: 2 + Int bonus

Weapons and Armor: Kensai are proficient in all swords including exotic ones but are not proficient in any type of armor and shields. When not wearing  
                                  armor they could use two swords or a double bladed sword or other double weapon sword as if they have ambidexterity and Two 
                                  Weapon Fighting Feats.
Devine Dance: Kensai using his tumbling and dancing skill can perform a graceful flow that enable him to evade most blows
                       -Add Charisma Bonus to Armor class. This represent the grace of a kensai in combat
                       -Add Tumble to your reflex save. This represent how a kensai can use tumble to get out of blast, traps etc.
                       -A Kensai’s maximum jump capability is not limited to his height.  
Kai: A kensai can summon powers of his chi to make one perfect blow such blow are deadly and can do a lot of damage
       -Add Charisma modifier  to attack roll
       -No Damage roll needed , damage is always full
       -If u dice a critical hit no need for a second dice
       -Charging when in kai do double damage
Flowing Gale: A kensai is so tune with the sword that he is able to make faster attack than normal warriors of his experience. 
                      -Instead of 5 a kensai can increase his attack at a multiple of 4 (Ex. Normally it is  +10/+5, For a Kensai with a sword +10/+6/+2) 
Body Equilibrium: A kensai with the use of his chi energy can momentary make his body lighter
                            -He can move three times his normal movement
                            -He can jump three time his normal jump
                            -He can run through water as if he is running in land (but not walk or stand)
                            Note: this feat can only be done 1+1 round per rank in performing and can only carry a light load when doing this feat
Evasion: A kensai can totally evade spell damage on a successful saving throw
All seeing: The kensai sense makes him impossible to flank ,or surprise , he is never caught flat footed
Shadow less strike: Add one strike with your highest base attack bonus with a penalty of 2 in both main and extra attack
Shield of Blade: A kensai can parry a single blow from a melee or a range weapon using his sword .
                         -He must make a reflex save DC 20 magical weapon pluses add to the target nos. as well as size difference of the weapon at 2 per 
                           size category ex. A long sword parrying a short sword will have a DC:22 even boulder can be parry but the target no. will raise 
                          according to its size category but weapon one size smaller but when it is more than one size then a penalty resume Ex. Short sword 
                          parrying a long sword receive a bonus s DC:18 but a dagger parrying a long sword penalty of four DC:24. you can also parry arrows as 
                          deflect missile feats. Arrow like spell like Melf’s acid arrow can still be parry but not rays. Like ray of enfeeblement.
                          Note: using two weapon can do two parries but the penalty for two weapon still apply.
The Slasher: A kensai observing his opponent while fighting can study his move and find a open spot to make a death strike.
                   -He must observe the target strike, must place him self in a defensive position see expertise feats.
                   -After the opponent attack and his turn comes he must make a concentration check DC 10+dmg if he succeed add one the counter
                   -Each counter gives u a +1 to attack rolls damage rolls and armor class. It also give +1 in your concentration check to the target opponent 
                     only
                   -Once you reach four counters u may spend them in a killing blow Once spend u must start again treat the killing blow as kai attack 
                      you will choose where the strike will hit If its strike true then defender must make a reflex save DC: 10 + 1/2kensai level+ nos. of counters left
                   -Once the strike it u loss all the counters if it hit and the target survive treat it as a kai attack with regards to damage 

Result of Killing Blow is specific Target
	Head	Heart	Limbs	
Slashing	Beheaded (Killed)	Chest Splits Open(Killed)	Severed Limbs(Loss That Limb) Treat as Critical hit Fortitude check or loss consciousness  DC: 20	
Piercing	Throat Slit(Killed)	Heart Pierce (Killed)	Critical  limb Hit(The Limb is useless until Healed) Treat as Critical hit	
Sub dual	Head Strike(HP:-5) Sub dual Damage	Paralyze (Paralyze for 1day) HP:0	Limb Bone Breaks(Limb is useless until a heal spell is Cast) Treat as Critical Hit	

Level Advancement of a Kensai      
Class Level	Base Attack Bonus	Fortitude	Reflex	Will Power	Special	
1	+1	+2	+0	+0	+1 Attack/Damage, Devine Dance, Quick Draw	
2	+2	+3	+0	+0	Flowing Gale	
3	+3	+3	+1	+1	Kai 1/day	
4	+4	+4	+1	+1	+2 Attack/Damage, All Seeing 	
5	+5	+4	+1	+1	Body Equilibrium 	
6	+6	+5	+2	+2	Shadow less Strike	
7	+7	+5	+2	+2	+3 Attack/Damage, Evasion	
8	+8	+6	+2	+2	Shield of Blade	
9	+9	+6	+3	+3	Kai 2/day	
10	+10	+7	+3	+3	+4 Attack/Damage, The Slasher	

Note: Kensai gain +1 Attack/Damage every three level after 10th