Kai Lord Classes (My own, and post yours!)

Cloudgatherer

First Post
Those of you not familiar with the concept, check it out in this thread: http://www.enworld.org/messageboards/showthread.php?s=&threadid=12113

Whether you are familiar with the Lone Wolf books or not, I'd like to see what people think of a possible core class. I have not done the full write up with descriptions, but I've put together some game stats.

Also, if you have your own versions, feel free to post them.

Kai Lord
Abbreviation: Kai

Notes: While not a perfect adaptation of Joe Dever’s Kai Lord as presented in his books, this is a version relatively closely balanced to the Dungeon and Dragons 3rd Edition core classes. An unmodified Kai Lord, one adapted directly from the books, in my opinion would be grossly overpowered compared to the core classes.

Adventures: A Kai Lord adventures out of necessity or request, never out of greed or desire for power. Kai Lords are often looked upon for leadership due to their versatility, extensive training, and traditional roles as protectors.

Characteristics: Kai Lords train their personal energy, gaining additional abilities as they learn more about themselves and their limits. In addition to their combat skills, Kai Lords train their minds and survival skills in order to survive in extreme circumstances.

Kai Lords receive their training from monasteries or a similar order. Kai Lords are still considered initiates until 6th level, when they are considered full-fledged Kai Lords. At 10th level, a Kai Lord achieves the title of Master, and is capable of passing on her knowledge to students as well as starting down the path of the Magnakai. Upon reaching 20th level, a Kai Lord achieves the rank of Kai Grand Master, which there are very few, if any, alive at any one time.

Kai Lords are given titles based upon their abilities as follows:
1st level: Novice
2nd level: Intuite
3rd level: Doan
4th level: Acolyte
5th level: Initiate
6th level: Aspirant
7th level: Guardian
8th level: Warmarn or Journeyman
9th level: Savant
10th level: Master
11th level: Kai Master
12th level: Kai Master Senior
13th level: Kai Master Superior
14th level: Primate
15th level: Tutelary
16th level: Principalin
17th level: Mentora
18th level: Scion-kai
19th level: Archmaster
20th level: Kai Grand Master

Alignment: Kai Lords are of Lawful Good or Nuetral Good alignment. Candidates of different alignments are rejected when requesting training as a Kai Lord, typically through a test of character. Through the tests of character and a long-standing tradition, Kai Lords possess a reputation for helping those in need of their skills.

Religion: Kai Lords do not have an established religion or draw their powers from a specific deity. They are closer to monks in their beliefs on religion: as an order they do not worship a particular god, but saying a prayer to good gods is a common practice.

Background: Kai Lords receive extensive training and are put through a careful selection process by Kai Masters. During their training, they often play some dangerous, combat oriented games along with exercising their mental powers. A Kai Lord is considered an initiate until she learns her 6th discipline, after which a Kai Lord is considered capable of carrying out important assignments, leading men in battle, and serving a lord to benefit a kingdom.

Races: Kai Lords are, by tradition, exclusively human.

Other Classes: Kai Lords are by nature independent. They have an array of talents, and can compliment a number of other classes. Their combat skills work well with fighters, and other melee characters. Additionally, Kai Lords are good protectors of spellcasters and more than capable of undertaking stealth operations with rogues and monks. A Kai Lord often lacks the specialization of her fellow adventurers, but her flexibility makes her a valuable asset to any party.

Game Rule Information
Kai Lords have the following game statistics.

Abilities: Kai Lords depend upon their fighting abilities and mental powers. Strength is an essential combat stat and Dexterity allows a Kai Lord to evade her enemies’ attacks. To enhance the power of her mental attacks, a Kai Lord needs a good Charisma to impose her will against others.

Alignment: Lawful Good or Neutral Good
Hit Die: d8
Starting Gold: 4d4 x 10 gold pieces

Class Skills
The Kai Lord’s class skills (and the key ability for each skill) are Balance (Dex), Disguise (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Wilderness Lore (Wis).

Skill points at 1st Level: (4 + Intelligence modifier) x 4
Skill points at Each Additional Level: 4 + Intelligence modifier

Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +2 +0 +0 Kai Discipline
2 +1 +3 +0 +0 Kai Discipline
3 +2 +3 +1 +1 Kai Discipline
4 +3 +4 +1 +1 Kai Discipline
5 +3 +4 +1 +1 Kai Discipline
6 +4 +5 +2 +2 Kai Discipline
7 +5 +5 +2 +2 Kai Discipline
8 +6/+1 +6 +2 +2 Kai Discipline
9 +6/+1 +6 +3 +3 Kai Discipline
10 +7/+2 +7 +3 +3 Kai Discipline
11 +8/+3 +7 +3 +3 Magnakai Discipline
12 +9/+4 +8 +4 +4 Magnakai Discipline
13 +9/+4 +8 +4 +4 Magnakai Discipline
14 +10/+5 +9 +4 +4 Magnakai Discipline
15 +11/+6/+1 +9 +5 +5 Magnakai Discipline
16 +12/+7/+2 +10 +5 +5 Magnakai Discipline
17 +12/+7/+2 +10 +5 +5 Magnakai Discipline
18 +13/+8/+3 +11 +6 +6 Magnakai Discipline
19 +14/+9/+4 +11 +6 +6 Magnakai Discipline
20 +15/+10/+5 +12 +6 +6 Magnakai Discipline

Class Features
All of the following are class features of the Kai Lord.

Weapon and Armor Proficiency: A Kai Lord is proficient with all simple and martial weapons as well as light, medium armor and shields.

All spells and spell like abilities have a caster level of half the Kai Lord’s level and a DC of 10 + spell level + Charisma bonus.

From levels 1-10, a Kai Lord selects a Kai Discipline. Each discipline is unique and can be selected only once.

Kai Disciplines

Animal Kinship: The Kai Lord gains Animal Empathy as a class skill. When selecting this discipline, the Kai Lord is granted 1 free rank in the skill, but this does not allow her to exceed her maximum ranks for a skill.

Camouflage: The Kai Lord gains a +1 bonus to Disguise, Hide, and Move Silently checks.

Healing (Sp): The Kai Lord can heal 1 hit point per level per day. She can use this healing in any amount she chooses and can heal others as well. Additionally, this ability can be used to damage undead. To use this ability, the Kai Lord must simply use her will to heal herself, or be able to touch the one she is healing.

Hunting (Su): The Kai Lord gains a +1 bonus to Wilderness Lore checks and a +1 bonus to Reflex saves.

Mindblast (Su): When engaging in melee combat, a Kai Lord can focus her mind against her opponent. As a free action, the Kai Lord can attack her opponent’s mind (Will save DC of 10 + half level + Cha bonus). Opponents who fail their saving throw grant the Kai Lord a +1 attack bonus against them for the duration of the battle. Those who succeed cannot be affected by another Mindblast attack for the rest of the combat. This is a mind-affecting ability that can only be used against an opponent the Kai Lord is making a melee attack against. Mindblast does not work on creatures that do not have minds, such as constructs, mindless undead, or creatures with Intelligence scores of 3 or lower.

Mindshield (Ex): Kai Lords receive special mental training, and gain a +2 saving throw bonus against Enchantment [Mind-Affecting] spells. Additionally, a Kai Lord with Mindshield is immune to Mindblast.

Mind Over Matter (Sp): At will a Kai Lord can use the mage hand spell without verbal or somatic components.

Sixth Sense (Sp, Ex): A Kai Lord gains detect evil at will as a spell-like ability. In addition, the Kai Lord gains a +1 bonus on Sense Motive checks.

Tracking: A Kai Lord gains the Track feat.

Weaponskill: A Kai Lord gains the Weapon Focus feat with a weapon from the following list: dagger, spear (any), mace (any), sword (any), warhammer, bow (non-crossbow), axe (any), and quarterstaff.

From levels 11-20, a Kai Lord selects a Magnakai Discipline. Each discipline is unique and can be selected only once.

Magnakai Disciplines

Animal Control (Sp): A Kai Lord with Animal Control receives a second skill rank in Animal Empathy. This rank cannot be used to exceed the maximum ranks for a level.

Curing (Su): As the Kai Discipline Healing, but the Kai Lord can restore 2 hit points per level per day and can cure disease and cure blindness/deafness each once per week. The Magnakai Discipline of Curing replaces the Kai Discipline of Healing.

Divination (Sp): A Kai Lord with Divination can see invisible. She can turn this ability on or off as a free action and invisible creatures appear slightly transparent, making their invisibility obvious to the Kai Lord. In addition, a Kai Lord gains a +1 bonus on Sense Motive checks (for a total of +2).

Huntmastery (Ex): A Kai Lord with Huntmastery gains the Uncanny Dodge ability, using her level to determine if rogues can flank her. In addition, the Kai Lord adds 10 to her speed.

Invisibility (Sp): The Kai Lord gains a+1 bonus to Disguise, Hide, and Move Silently (for a total of +2). When being tracked by scent or body heat, the tracker must make an opposed Listen check against the Kai Lord’s Hide skill in order to detect her.

Nexus (Ex, Sp): A Kai Lord with Nexus has fire and cold resistance 5. Also, at will a Kai Lord can use telekinesis (sustained force only) with a weight limit of 25 lbs. As with Mind Over Matter, Kai Lord does not need components to use this ability.

Pathsmanship (Ex): A Kai Lord with Pathsmanship has several abilities. She gains a +1 bonus to Intuit Direction checks, gains Decipher Script as a class skill with 2 free ranks (this does not allow her to exceed the maximum ranks for a skill), and can search for traps with a DC higher than 20 in the same manner as a thief.

Psi-surge (Su): As the Kai Discipline Mindblast, except the Kai Lord gains a bonus of +2 to attack instead of +1. Psi-surge replaces Mindblast.

Psi-screen (Ex): A Kai Lord with Psi-screen gains a +2 bonus to all Will saves. In addition, a Kai Lord with Psi-screen is immune to Psi-surge.

Weaponmastery (Ex): A Kai Lord can choose to gain the Weapon Specialization feat for the weapon she choose for weaponskill, or can take another Weapon Focus feat choosing a weapon from the Weaponskill discipline list.

Lore-circles

As a Kai Master gains Magnakai disciplines, she can complete schools of training, called Lore-circles. Completing a lore-circle increases a Kai Lord’s ability, achieving an increased physical and mental state. The four lore-circles, and the disciplines that complete the lore-circle, are listed below with their benefits.

Circle of Fire (Huntmastery & Weaponmastery)
+1 bonus to attack rolls, +2 Total Hit points
Circle of Light (Animal Control & Curing)
+4 Total Hit points
Circle of Solaris (Huntmastery, Invisibility, & Pathsmanship)
+4 Total Hit points, can understand any spoken language
Circle of the Spirit (Divination, Nexus, Psi-shield, & Psi-surge)
Psi-surge bonus becomes +3, +1 to all saving throws, and +1 dodge bonus to AC
 
Last edited:

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Well here is my Kai Lord core class. I think it stands up very well, with the first 10 levels representing the Kai and the second 10 the Magnakai. I think the Grand Master Disciplines should be Epic level abilities; I will leave them until the Epic Level Handbook. Here it is: (originally posted on the thread linked above)
Class
Level BAB FORT REF WILL Special
1 (novice) +1 +2 +2 +2 Kai Discipline
2 (intuit) +2 +3 +3 +3 Kai Discipline
3 (doan) +3 +3 +3 +3 Kai Discipline
4 (acolyte) +4 +4 +4 +4 Kai Discipline
5 (initiate) +5 +4 +4 +4 Kai Discipline
6 (aspirant) +6 +5 +5 +5 Kai Discipline
7 (guardian) +7 +5 +5 +5 Kai Discipline
8 (journeyman) +8 +6 +6 +6 Kai Discipline
9 (savant) +9 +6 +6 +6 Kai Discipline
10 (master) +10 +7 +7 +7 Kai Discipline
11 +11 +7 +7 +7 Magnakai Discipline
12 (master senior) +12 +8 +8 +8 Magnakai Discipline
13 (master superior) +13 +8 +8 +8 Magnakai Discipline
14 (primate) +14 +9 +9 +9 Magnakai Discipline
15 (tutelary) +15 +9 +9 +9 Magnakai Discipline
16 (principalin) +16 +10 +10 +10 Magnakai Discipline
17 (mentora) +17 +10 +10 +10 Magnakai Discipline
18 (scion-kai) +18 +11 +11 +11 Magnakai Discipline
19 (archmaster) +19 +11 +11 +11 Magnakai Discipline
20 (grand master) +20 +12 +12 +12 Magnakai Discipline

CLASS SKILLS
The Kai Lord’s class skills are Alchemy, Animal Empathy, Balance, Climb, Concentration, Decipher Script, Disguise, Heal, Hide, Intuit Direction, Jump, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Spot, Stabilize Self, Swim, Tumble, Use Psionic Device and Wilderness Lore.
Skill Points at Each Level: 4 + Int modifier.
Hit Die: d10.
Alignment: Must be lawful good or lawful neutral.

CLASS FEATURES
Weapon and Armor Proficiencies: Kai Lords are proficient with all simple and martial weapons, light armor, medium armor and shields.
Kai Disciplines: A Kai Lord learns a new Kai Discipline each level. These are special abilities taught to members of the Order of Kai. There are ten Kai Disciplines all up. Each one may be chosen only once.

Animal Kinship: This Discipline allows a Kai Lord to speak with forest dwelling animals as a supernatural ability. It also gives him a +2 kinship bonus to Animal Empathy.

Camouflage: Camouflage gives a Kai Lord a +2 camouflage bonus to Hide and Disguise.

Healing: This gives a Kai Lord a +2 healing bonus to Heal, and allows him to use cure minor wounds once each hour as a supernatural ability.

Hunting: This Discipline gives a +2 hunting bonus to Wilderness Lore checks, and a +1 bonus to the Kai Lord’s Reflex saves.

Mind over Matter: This Discipline allows the Kai Lord to us the far hand Psionic power as a supernatural ability.

Mindblast: Mindblast allows a Kai Lord to attack his victims using psychic power. Treat this as the mind thrust Psionic attack mode, which is used as a supernatural ability.

Mindshield: Many of the Darklands creatures are able to attack using their mind force. This Discipline gives a Kai Lord some protection against this. Treat Mindshield as the Empty Mind Psionic defense mode, which the Kai Lord may use as a supernatural ability.

Sixth Sense: This Discipline gives a +1 insight bonus to Spot and Listen and a +2 insight bonus to Sense Motive.

Tracking: The Tracking Discipline allows a Kai Lord to make use of the Track feat.

Weaponskill: Kai Lords are trained to be effective with certain types of weapons. Pick a weapon from the following list; whenever you enter combat with that weapon, add +1 to your attack and damage rolls. The available weapons are dagger, spear (any), mace (any), short sword, warhammer, longsword, axe (any), quarterstaff and greatsword.
 

Magnakai Disciplines: The ten Magnakai Disciplines are advanced versions of the Kai Disciplines. Like the Kai Disciplines, they may only be chosen once each.

Animal Control (advanced animal kinship): This Magnakai Discipline gives a Kai Lord the Mounted Combat feat, and allows him to speak with all animals (excluding birds and fishes). At 14th level, you can negate a creature’s use of the scent ability. At 16th level, you can use summon nature’s ally I as a supernatural ability. At 19th level you can use dominate animal as a supernatural ability.

Curing (advanced healing): You gain a +4 healing bonus to Alchemy and are able to remove blindness/deafness and remove disease as supernatural abilities. At 14th level, a Kai Lord can use delay poison as a supernatural ability. At 17th level, he can neutralize poison as a supernatural ability. At 19th level, a Kai Lord may use cure serious wounds once every 100 days.

Divination (advanced sixth sense): A Kai Lord with Divination may use detect psionics, lesser mindlink and see invisibility as supernatural abilities. At 15th level, he can detect magic or people and creatures with magical abilities as a supernatural ability. At 17th level he can use sensitivity to psychic impressions as a supernatural ability. At 18th level they may use astral projection on themselves as a supernatural ability.

Hunt mastery (advanced hunting): A Kai Lord with this Magnakai Discipline is never caught flat-footed. At 14th level he gains a +4 hunting bonus to Climb. At 16th level his range of vision increases to twice as far as normal. This also gives him a +2 hunting bonus to Search and Spot. At 19th level he gains a +4 hunting bonus to Listen and also gains low-light vision.

Invisibility (advanced camouflage): Invisibility makes a Kai Lord undetectable by the scent ability. At 15th level, you gain a +4 camouflage bonus to Hide. At 16th level you gain a +4 camouflage bonus to Move Silently. At 18th level, you are able to use change self as a supernatural ability.

Nexus (advanced mind over matter): Nexus gives a Kai Lord the ability to use endure elements as a supernatural ability. At 14th level you gain a +4 nexus saving throw bonus against inhaled poisons. At 16th level the Kai Lord is able to use animate fire (see Oriental Adventures) as a supernatural ability. At 19th level, you can use resist elements as a supernatural ability and a +8 nexus saving throw bonus against inhaled poisons.

Pathsmanship (advanced tracking): This Magnakai discipline gives a Kai Lord a +4 tracking bonus to Intuit Direction and Decipher Script, as well as having the Track DC’s reduced by 5 and being able to read foreign languages. At 15th level, he is able to detect an ambush within 500 yards. At 17th level, they gain the trackless step ability. At 19th level they are able to communicate with any sentient creature with an Intelligence of 3 or higher, and use nondetection as a supernatural ability.

Psi-screen (advanced mindsheild): Psi-screen enables a Kai Lord to use the thought shield psionic defense mode as a supernatural ability. At 15th level they gain a +4 psi bonus against Enchantment spells and effects. At 17th level they can use the mental barrier Psionic defense mode as a supernatural ability. At 18th level they may negate psionics as a supernatural ability.

Psi-surge (advanced mindblast): This Discipline lets a Kai Lord use the ego whip psionic attack mode. However, each time he uses it, he loses 2 hit points. At 14th level, they can set up psionic vibrations in objects (treat this as shatter, which can be used as a supernatural ability). At 16th level, they may demoralize opponents as a supernatural ability. At 19th level, they can use the id insinuation psionic attack mode as a supernatural ability that costs them 1 hit point per use. Further more, ego whip costs no hit points to use.

Weaponmastery (advanced weaponskill): Choose three weapons from the weaponskill list. In addition, you may choose any type of bow (not crossbow). Whenever you enter combat with any of these weapons, add +2 to your attack and damage rolls. These bonuses do not stack with the bonuses from weaponskill. At 15th level, unarmed damage you deal is normal, not subdual damage. At 17th level, you gain an additional +1 on attack and damage rolls with ranged weapons. At 18th level, the +2 bonus on your chosen weapons increases to +3, and you gain +1 to your unarmed attack and damage rolls.
 

Hello EternalKnight!

You know, we both forgot something fairly important: the Lore-circles. Learning a set of magnakai disciplines gain additional benefits to a Kai Lord, I've added them in my edited version, which is (hopefully) posted above.

I also forgot to restrict the weaponskill discipline, I'll make that change later.

I'm curious, why use psionic attack modes? My understanding of mindblast is that it only confers a small benefit to a Kai Lord's combat.

Also, I think the healing disciplines are more in line with a paladin's lay on hands than the heal skill. Since Lone Wolf does channel energy into others, enabling people to wake up right away. Of course, it's just my opinion.

I also took the approach of making a skill a class skill (for Animal Empathy and Decipher Script) instead of just adding "Skill Focus" to it. I thought this might be a better approach so as not to outshine a druid/ranger with animals or the rogue with documents.

Good stuff EternalKnight! I may be incorporating some of your ideas into my own class and I hope to hear some feedback on my own class.

Later!
 

Oops, here is my version of the lore-circles (these were originally posted on the other thread in the General Forum too:))

Lore-circles: There are four circles of training within the Kai Order. These only come into effect once a Kai Lord starts learning his Magnakai Disciplines. By choosing specific combinations of Magnakai Disciplines, a Kai Lord is able to increase his martial prowess and stamina.
Circle of Fire: If a Kai Lord has learnt the Weaponmastery and Huntmastery Disciplines, then he has completed the Lore-circle of Fire. He gains +1 on all attack rolls and +2 hit points.
Circle of Light: The Lore-circle of Light is achieved once the Animal Control and Curing Disciplines have been learned. The Kai Lord then gains +3 hit points.
Circle of Solaris: Invisibility, Huntmastery and Pathsmanship are required to complete this Lore-circle. Once achieved, the Kai Lord gains +1 to all attack rolls and +3 hit points.
Circle of the Spirit: This is the hardest Lore-circle to achieve. It requires Psi-surge, Psi-screen, Nexus and Divination. Once achieved, the Kai Lord gains +3 on attack rolls and +3 hit points

The reason I used Psionic attack and defense modes is, to quote Joe Dever "Mindblast: this allows a Kai Lord to attack an enemy using the force of his mind". To me, this is identical to psionics. Many of the other disciplines also ooze of psionic abilities. That is why many of my Disciplines also mimic psionic powers.

You know, I never evn thought of using the lay on hands ability for the Healing Discipline. It certainly makes more sense than cure minor wounds. Good idea Cloudgatherer!!!

The class skills idea you had... If you look closely you will notice that all the skills that a Kai Lord can gain bonuses in through his or her Disciplines are already class skills for the Kai Lord.

I tried to stick closely to the books, but not make the class to powerful. As was pointed out on the main thread, however, that would be almost impossible. Us folks over there decided to abandon the D&D game, and instead do it as a d20 class. I realize that doesn't help if you are trying to incorporate it with standard D&D though. A suggestion I can think of would be to say that training is so intense that they must forfeit 20% XP whilst advancing as a Kai? That would certainly make people think twice before taking the class.

Also, your alignment rquirements; why just good? Can you really see the Kai Order allowing a chaotic person in with all the training that is involved? I'd say Lawful or Neutral good, but that's just my suggestion :)
 

I decided against using the Psionic rules for the Kai Lord. Seems to me that the abilities only added to the characters combat abilities, it gave Lone Wolf a combat edge, but didn't really mess with power points.

I decided to stick with "incorporating" class skills (animal empathy/decipher script), because both skills are exclusive skills, and a Kai Lord might not know these until he has mastered the discipline that enables access to those skills.

I have to agree with you about the power level. I'm toning the class down quite a bit, removing some of the more extreme abilities where I can in order to balance it with the other classes. Something others might want to keep in line is the uniqueness of the Lone Wolf character. Sure, he had uber abilities, but he also carried around the Sommerswerd, the book of the Magnakai, and a bunch of Lorestones! I think he had a "power boost" compared to other Kai Lords.

The XP penalty is an interesting idea. I might do that if I "power up" this class again, but at it's current power level, I'd say I'm at least close to balancing my Kai Lord class with the others. He's not going to outshine any particular class (at least I think), and he offers a great deal of versatility (combat, healing, and out of combat scenarios), but will not be nearly as specialized as the core classes.

I could see the Kai Order allowing a chaotic person in. IIRC, in the novels the main character was a bit of a loner and acted out a bit. I may change the alignment, but my initial impression was that the order would never allow a non-good person in the order.

Thanks!
 

Cloudgatherer said:
I decided against using the Psionic rules for the Kai Lord. Seems to me that the abilities only added to the characters combat abilities, it gave Lone Wolf a combat edge, but didn't really mess with power points.
Thanks!

My Kai Lord class doesn't actually use power points; they use Mindblast as a supernatural ability. I can see your point about it ading combat, as in the books it translates into a combat skill bonus; however, they are using the power of their minds to distract and hurt an opponent. To me, this is a psionic ability. It also states elsewhere that Kai Lords use psychic abilities, etc. So I think psionics is a good choice for the class.

Remember, Joe Dever actually created Magnamund to use for D&D; originally everything in the world was based off D&D rules. If you look at the kai lord, he is part fighter, monk, ranger, and with mindblast, mindshield and mind over matter, I think he is also part psionic.
 

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