Kai Lord Core Class (Magnamund)

Cloudgatherer

First Post
I've developed a version of Joe Dever's Kai Lord (from the adventure books) and would like some feedback. I'm trying to balance it with the core classes, so any feedback would be great.

Thanks!

Kai Lord
Abbreviation: Kai

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 nor draw their powers from a specific deity. They revere the god Kai, as he served as the inspiration for the first Kai Lords, but Kai Lords are not prohibited from worshipping other gods.

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 have an independent nature. 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 modifier (which can include negatives). Supernatural and spell-like abilities of a Kai Lord are not affected by the arcane spell failure of armor.

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 by touch. She can use this healing in any amount she chooses and can heal others as well. This ability cannot 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 (Ex): The Kai Lord gains a +1 bonus to Wilderness Lore checks and adds 10 to her speed.

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 +2 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 may only be used against one opponent per round, but a new opponent can be chosen once at the beginning of each round. 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. She does not need to point (as per the spell description) to move an object.

Sixth Sense (Sp): 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.

Upon attaining 10th level, a Kai Lord has earned the title of Master by acquiring all the Kai Disciplines. The Kai Lord continues her training by attempting to learn the Magnakai Disciplines and eventually achieving the rank of Kai Grand Master. 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 but this does not allow her to exceed her maximum ranks for a skill. Additionally, the Kai Lord can speak with animals at will.

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. A Kai Lord gains a +1 bonus on Sense Motive checks (for a total of +2) and can communicate telepathically with any creature that has telepathic ability.

Huntmastery (Ex): A Kai Lord with Huntmastery gains the Uncanny Dodge ability, using her level to determine if rogues can flank her. In addition, she gains low-light vision.

Invisibility (Sp): The Kai Lord gains a +1 bonus to Disguise, Hide, and Move Silently (for a total of +2). When being detected or tracked by scent, body heat, or blindsight, 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 gains fire and cold resistance 5. Also, at will a Kai Lord can use telekinesis (sustained force only) with a range of 100 feet and a weight limit of 25 lbs. As with Mind Over Matter, a Kai Lord does not need components to use this ability.

Pathsmanship (Ex): A Kai Lord with Pathsmanship has several abilities. She gains a +2 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-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.

Psi-surge (Su): As the Kai Discipline Mindblast, except the Kai Lord gains a bonus of +4 to attack instead of +2. Psi-surge replaces Mindblast.

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, +1 dodge bonus to AC
Circle of Light (Animal Control & Curing)
+3 Total Hit points, Fast Healing 1
Circle of Solaris (Huntmastery, Invisibility, & Pathsmanship)
+3 Total Hit points, can understand any spoken language
Circle of the Spirit (Divination, Nexus, Psi-screen, & Psi-surge)
Psi-surge bonus becomes +5, +1 to all saving throws, and +1 bonus to AC

Longevity: Upon attaining the rank of Tutelary (15th level), a Kai Lord’s aging process slows to 1 year of physical aging per 5 years. Upon attaining the rank of Kai Grand Master (20th level), the aging slows to 1 year of physical aging per 10 years. This may allow a Kai Lord to gain the benefits from aging before suffering its consequences.

Multiclassing
A Kai Lord is free to multiclass. A character that starts out as a Kai Lord can choose to take levels in another class, however a character cannot gain levels as a Kai Lord if he did not start out as a Kai Lord. This is due to the years of training a Kai Lord undertakes from childhood, learning the foundations of the Kai Disciplines so that he is able to learn them later in life. Those who have already trained in other professions cannot learn the ways of a Kai Lord, as candidates are trained for five to ten years before reaching the rank of Novice. Kai Lords often do not choose to take levels in another class, as it is straying from the path of the Kai Lord.

Ex-Kai Lords
If a Kai Lord ever has an alignment other than Lawful Good or Neutral Good, then the character can never again raise his level as a Kai Lord. A Kai Lord retains his Disciplines, but loses any Lore-circle benefits and can never again learn another Discipline.
 
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Mostly I'm quite impressed -- this looks like a well-thought out, balanced, and faithful recreation of the Kai Lords.

Before the boards were switched around, I suggested giving the Kai Lord a fighter-quality base attack bonus. There are three reasons for this:

1) What does a Kai Lord do in combat? It seems to me that she'd rely almost exclusively on weapon attacks -- she doesn't have a rogue's sneak attack, a monk's unarmed prowess, or a cleric's spells, or a bard's support songs and magic. Without a fighter-quality BAB, she's going to be much less effective than her fighter. If she did have a fighter-quality BAB, she would be a pretty effective -- but, appropriately, still weaker than the fighter or barbarian. Especially with the d8 hit die.

2) While the Kai and Magnakai disciplines generally seem helpful, and the Kai Lord certainly gets a good deal of them, it seems to me that they're a little too weak for characters with cleric-quality BAB advancement (the cleric has powerful spellcasting, the rogue has loads of skills, a sneak attack, and some very good special abilities, the monk has amazing saves and impressive special abilities). I don't think a Kai Lord's abilities are too out of line with respect to the fighter's feats and the paladin/ranger/barbarian bonus feats.

3) Remember that Lone Wolf could really hold his own, even without his Sommerswerd.
 

Yeah, and I had posted some responses, but they got wiped out as well :-).

Thanks for the feedback! I'm happy you took the time to read it and provide some feedback!

Regarding point (1): If I gave the Kai Lord a fighter's BAB, then the incentive to play a fighter goes down tremendously (not to mention ranger or paladin). How effective a Kai Lord is in combat is up to the Kai Lord. Weaponskill and Mindblast each increase the Kai Lord's fighting abilities. At lower levels, the Kai Lord can make up the difference with his abilities if he so chooses. At 20th level, a Kai Lord can have +1 from Weaponskill, +3 from Psi-surge, and +1 from Circle of Fire to give him a +5 on melee attacks, which evens him up with the fighter (but does not give him the extra iterative attack).

Re (2): I can always "increase" the Disciplines. My biggest concern was making a class that was too powerful. The Kai Lord's greatest asset is his versatility, he can do a lot of things fairly well.

Re (3): Yes he can, but there are still those with better combat abilities. I'll consider changing the BAB to that of a fighters, but the bonuses for the Disciplines would likely need to be changed.

The biggest reason I did not give the Kai Lord the best BAB is because they focus on a great variety of areas, not *just combat* as with the fighter, ranger, or paladin.

Later!
 

Once again......

Well here is my Kai Lord core class. It is a re-write of the prestige class above. 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: (this was originally found in the Magnamund thread on the General forum)
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.

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
 


About this little matter...

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.

Actually, the Kai Lords do have an established religion: the sungod Kai, chief god of the Lords of Light. They also worship the Mood Goddess Ishir, but Kai is their chief deity. Hence the name "Kai Lords".

Of course, if you use the Kais in different worlds, then the matter of religion gets thrown in the air once again.

Otherwise, I'd definetly use that Kai Lord class in my games.
 

Yeah, I'm aware they worship Kai, but that text is pretty much campaign specific, and when I create a class, I try to be general in order to allow for flexibility.

I'm glad you like it!
 

Bumping this after editing some of the flavor text, and moving around a couple abilities. Through playtesting, the class actually ends up on the weak side, so an ability or two have been increased slightly to make up for it. Later!
 


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