Kensai

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The kensai are a type of warrior that melds aspects of the fighter's martial  
The kensai are a type of warrior that melds aspects of the fighter's martial  
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prowess with parts of the monk's dedicated focus to their art. Kensai are by no  
prowess with parts of the monk's dedicated focus to their art. Kensai are by no  
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means effective with a wide arrangement of weaponry - rather, they choose a  
means effective with a wide arrangement of weaponry - rather, they choose a  
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weapon and master its use until the weapon is, in a way, part of their very soul.  
weapon and master its use until the weapon is, in a way, part of their very soul.  
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Kensai disregard armor, favoring a quick, accurate style over brute strength. The  
Kensai disregard armor, favoring a quick, accurate style over brute strength. The  
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best of the kensai can match the best of fighters in combat - and their prowess  
best of the kensai can match the best of fighters in combat - and their prowess  
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often earns them the title of "sword saints".
often earns them the title of "sword saints".
Alignment: The path of the kensai may only be traveled by those of a lawful  
Alignment: The path of the kensai may only be traveled by those of a lawful  
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alignment, due to the sheer dedication necessary to master the use of one weapon.
alignment, due to the sheer dedication necessary to master the use of one weapon.
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Profiencies: A kensai is only proficient with his or her weapon of choice (see  
Profiencies: A kensai is only proficient with his or her weapon of choice (see  
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Kensai Abilities below). Kensai are not allowed to wear armor or shields, or else  
Kensai Abilities below). Kensai are not allowed to wear armor or shields, or else  
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they lose all of their Ki Strike-powered abilities.
they lose all of their Ki Strike-powered abilities.
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Abilities: Dexterity is possibly the most important stat for a kensai, as they  
Abilities: Dexterity is possibly the most important stat for a kensai, as they  
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achieve their combat prowess with fast, graceful movement rather than brute  
achieve their combat prowess with fast, graceful movement rather than brute  
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strength. A high Wisdom score adds to the effectiveness of some of the kensai's  
strength. A high Wisdom score adds to the effectiveness of some of the kensai's  
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special abilities.
special abilities.
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special: A kensai cannot wear armor, so they apply both their Dexterity and  
+
Special: A kensai cannot wear armor, so they apply both their Dexterity and  
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+
Wisdom modifiers to their AC. This is a dodge bonus, so kensais lose this extra  
Wisdom modifiers to their AC. This is a dodge bonus, so kensais lose this extra  
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AC if they are caught flat-footed.
AC if they are caught flat-footed.
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Weapon of Choice: At 1st level, the kensai must choose one weapon of choice. The  
Weapon of Choice: At 1st level, the kensai must choose one weapon of choice. The  
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weapon of choice must be a melee or reach weapon (an unarmed strike is considered  
weapon of choice must be a melee or reach weapon (an unarmed strike is considered  
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a weapon, and if chosen, the kensai is considered to have the Improved Unarmed  
a weapon, and if chosen, the kensai is considered to have the Improved Unarmed  
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Strike feat). Because of this, bows, crossbows, and other ranged weapons cannot  
Strike feat). Because of this, bows, crossbows, and other ranged weapons cannot  
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be chosen.
be chosen.
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The weapon of choice is the only weapon the kensai is considered  
The weapon of choice is the only weapon the kensai is considered  
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proficient in - all other weapons take the normal -4 nonproficiency penalty.  
proficient in - all other weapons take the normal -4 nonproficiency penalty.  
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Kensai special abilities may only be used when he or she wields the weapon of  
Kensai special abilities may only be used when he or she wields the weapon of  
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+
choice. A kensai is considered to have the Weapon Finesse feat for their weapon  
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choice. A kensai is considered to have the Weapon Finesse feat for thier weapon  
+
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+
of choice (even if the feat cannot be normally applied to that weapon).
of choice (even if the feat cannot be normally applied to that weapon).
Bonus Feats: At 1st level, the kensai gains the Dodge feat. At 2nd level, the  
Bonus Feats: At 1st level, the kensai gains the Dodge feat. At 2nd level, the  
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kensai gains the Mobility feat. At 4th level, the kensai gains the Combat  
kensai gains the Mobility feat. At 4th level, the kensai gains the Combat  
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Reflexes feat. At 6th level, the kensai gains the Spring Attack feat. All of  
Reflexes feat. At 6th level, the kensai gains the Spring Attack feat. All of  
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these feats are automatically gained - the kensai does not need to meet the  
these feats are automatically gained - the kensai does not need to meet the  
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prerequisites.
prerequisites.
Ki Strike: Starting at 1st level, the kensai may make a strike at maximum damage.  
Ki Strike: Starting at 1st level, the kensai may make a strike at maximum damage.  
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The intent to use a Ki Strike must be declared before the attack roll - if the  
The intent to use a Ki Strike must be declared before the attack roll - if the  
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attack hits, the value of the damage die of the weapon plus the kensai's  
attack hits, the value of the damage die of the weapon plus the kensai's  
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Dexterity modifier is the reulting damage. (Add on any other modifiers normally, and
Dexterity modifier is the reulting damage. (Add on any other modifiers normally, and
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roll any extra damage dice as usual.) Therefore, a kensai with Dex 16 and Str 10 and a  
roll any extra damage dice as usual.) Therefore, a kensai with Dex 16 and Str 10 and a  
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longsword would do 11 damage on a successful Ki Strike. If the attack misses, the  
longsword would do 11 damage on a successful Ki Strike. If the attack misses, the  
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attempt is used up. The kensai may make as many Ki Strikes per day as his or her  
attempt is used up. The kensai may make as many Ki Strikes per day as his or her  
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kensai level. Ki Strikes cannot score a critical hit. Extra damage from weapon  
kensai level. Ki Strikes cannot score a critical hit. Extra damage from weapon  
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properties or special abilities are still determined normally, and not maximized.
properties or special abilities are still determined normally, and not maximized.
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+
        At 5th level, the kensai may also add his Wisdom modifier to his Ki  
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        At 5th level, the kensai may also add his Wisdom modifier to his Ki  
+
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+
Strike damage.
Strike damage.
Flight of the Phoenix: At 3rd level, kensai gain a +10 ft. bonus to their speed.  
Flight of the Phoenix: At 3rd level, kensai gain a +10 ft. bonus to their speed.  
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This extra speed is lost if the kensai is carrying a heavy load, or is somehow  
This extra speed is lost if the kensai is carrying a heavy load, or is somehow  
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encumbered.
encumbered.
Slashing Winds: At 4th level, kensai gain a +1 bonus to their attack rolls made  
Slashing Winds: At 4th level, kensai gain a +1 bonus to their attack rolls made  
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with their weapon of choice. At 8th level, this bonus increases to +2.
with their weapon of choice. At 8th level, this bonus increases to +2.
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Fangs of the Dragon God: At 6th level, the kensai learns an ability known as  
Fangs of the Dragon God: At 6th level, the kensai learns an ability known as  
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seiryuga - this special training allows a kensai to focus, and improve their  
seiryuga - this special training allows a kensai to focus, and improve their  
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ability to make a critical strike with their weapon of strike. This improves the  
ability to make a critical strike with their weapon of strike. This improves the  
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threat range of a critical hit made with their weapon of choice by +1 (applied  
threat range of a critical hit made with their weapon of choice by +1 (applied  
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after modifiers, such as for the one or Improved Critical). At 13th level, the  
after modifiers, such as for the one or Improved Critical). At 13th level, the  
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damage multiplier of the critical increases by one. For example, a longsword,  
damage multiplier of the critical increases by one. For example, a longsword,  
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which would have a x2 critical multiplier, would now have a x3 multiplier.
which would have a x2 critical multiplier, would now have a x3 multiplier.
Circular Heaven Strike: At 8th level, the kensai gains the Whirlwind attack.  
Circular Heaven Strike: At 8th level, the kensai gains the Whirlwind attack.  
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However, at 12th level, the Whirlwind Attack improves, and may be made as a  
However, at 12th level, the Whirlwind Attack improves, and may be made as a  
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standard action instead of substituting your full attack option. Only one  
standard action instead of substituting your full attack option. Only one  
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Whirlwind Attack may be made per round.
Whirlwind Attack may be made per round.

Revision as of 05:28, 5 April 2007

Kensai

The kensai are a type of warrior that melds aspects of the fighter's martial prowess with parts of the monk's dedicated focus to their art. Kensai are by no means effective with a wide arrangement of weaponry - rather, they choose a weapon and master its use until the weapon is, in a way, part of their very soul. Kensai disregard armor, favoring a quick, accurate style over brute strength. The best of the kensai can match the best of fighters in combat - and their prowess often earns them the title of "sword saints".

Alignment: The path of the kensai may only be traveled by those of a lawful alignment, due to the sheer dedication necessary to master the use of one weapon.

Hit Die: d10.

Profiencies: A kensai is only proficient with his or her weapon of choice (see Kensai Abilities below). Kensai are not allowed to wear armor or shields, or else they lose all of their Ki Strike-powered abilities.

Skill Points: 2 + Int Modifier

Abilities: Dexterity is possibly the most important stat for a kensai, as they achieve their combat prowess with fast, graceful movement rather than brute strength. A high Wisdom score adds to the effectiveness of some of the kensai's special abilities.

Special: A kensai cannot wear armor, so they apply both their Dexterity and Wisdom modifiers to their AC. This is a dodge bonus, so kensais lose this extra AC if they are caught flat-footed.

Saves: Reflex and Will high, Fortitude low

Base Attack Bonus: High

Kensai Abilities:

Weapon of Choice: At 1st level, the kensai must choose one weapon of choice. The weapon of choice must be a melee or reach weapon (an unarmed strike is considered a weapon, and if chosen, the kensai is considered to have the Improved Unarmed Strike feat). Because of this, bows, crossbows, and other ranged weapons cannot be chosen. The weapon of choice is the only weapon the kensai is considered proficient in - all other weapons take the normal -4 nonproficiency penalty. Kensai special abilities may only be used when he or she wields the weapon of choice. A kensai is considered to have the Weapon Finesse feat for their weapon of choice (even if the feat cannot be normally applied to that weapon).

Bonus Feats: At 1st level, the kensai gains the Dodge feat. At 2nd level, the kensai gains the Mobility feat. At 4th level, the kensai gains the Combat Reflexes feat. At 6th level, the kensai gains the Spring Attack feat. All of these feats are automatically gained - the kensai does not need to meet the prerequisites.

Ki Strike: Starting at 1st level, the kensai may make a strike at maximum damage. The intent to use a Ki Strike must be declared before the attack roll - if the attack hits, the value of the damage die of the weapon plus the kensai's Dexterity modifier is the reulting damage. (Add on any other modifiers normally, and roll any extra damage dice as usual.) Therefore, a kensai with Dex 16 and Str 10 and a longsword would do 11 damage on a successful Ki Strike. If the attack misses, the attempt is used up. The kensai may make as many Ki Strikes per day as his or her kensai level. Ki Strikes cannot score a critical hit. Extra damage from weapon properties or special abilities are still determined normally, and not maximized. At 5th level, the kensai may also add his Wisdom modifier to his Ki Strike damage.

Flight of the Phoenix: At 3rd level, kensai gain a +10 ft. bonus to their speed. This extra speed is lost if the kensai is carrying a heavy load, or is somehow encumbered.

Slashing Winds: At 4th level, kensai gain a +1 bonus to their attack rolls made with their weapon of choice. At 8th level, this bonus increases to +2.

Evasion: At 5th level, a kensai gains evasion. This improves to Improved Evasion at 9th level.

Fangs of the Dragon God: At 6th level, the kensai learns an ability known as seiryuga - this special training allows a kensai to focus, and improve their ability to make a critical strike with their weapon of strike. This improves the threat range of a critical hit made with their weapon of choice by +1 (applied after modifiers, such as for the one or Improved Critical). At 13th level, the damage multiplier of the critical increases by one. For example, a longsword, which would have a x2 critical multiplier, would now have a x3 multiplier.

Circular Heaven Strike: At 8th level, the kensai gains the Whirlwind attack. However, at 12th level, the Whirlwind Attack improves, and may be made as a standard action instead of substituting your full attack option. Only one Whirlwind Attack may be made per round.

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