Kenshi ronins/errant swordsmen are self-taught warriors wandering the land, sometimes selling their skills at arms or trying to gain the attention of a master through learnt to deflect blows.
Weapons and Armor Proficiency
Kenshi ronins are proficient with all simple and melee martial weapons, plus the katana, naginata, wakizashi and the bastard sword. They are not proficient with any armor or shields.
This replaces the samurai's weapons and armor proficiencies.
Challenge (Ex)
Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.
Way Of The Sword (Ex)
At 1st level, the kenshi ronin may improve his swordsmanship by focusing upon his senses and internal energy. This is a free action, and the kenshi ronin may focus for a number of rounds at a time equal to his Wisdom modifier. When focusing this way, the kenshi ronin emanates a deadly aura providing him with a +1 bonus to Intimidation checks. At 5th level, and every five levels thereafter (10th, 15th, 20th), this bonus to Intimidation increases by +1.
In addition, as long as he is focusing, the kenshi ronin grants to one melee weapon (or one end of a double weapon) he currently wields a +1 bonus to damage. At 4th level, he grants instead a +1 bonus to attack and damage. For every four levels beyond 4th (8th, 12th, 16th, 20th), the weapon gains another +1 bonus to attack and damage, to a maximum of +5 at 20th level. Beginning at level 4, the kenshi ronin may sacrifice part of this bonus to emulate the benefits of one of the following weapon properties : agile*, defending, dueling*, guided, keen, ki focus, merciful, mighty cleaving, wounding, speed, vorpal. (*Paizo’s Pathfinder Society Field Guide)
These properties are of extraordinary origin and thus cannot be dispelled or suppressed.
Adding these properties consumes an amount of attack and damage bonus equal to the property's enhancement cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. The bonuses and properties granted by this ability are determined when the kenshi ronin starts focusing, and cannot be changed until he releases his attention and focuses again.
A kenshi ronin can use this ability once per day at level 1, plus an additional time per day at level 4 and every four levels later (8th, 12th, 16th, 20th), up to 6 times per day at level 20.
This ability replaces mount.
Resolve (Ex)
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Overwhelming Resolve (Ex)
This ability acts as a samurai's resolve ability in every way, except that a kenshi ronin may also use this resolve in the following fashion while using way of the sword.: While he is focusing, the kenshi ronin has the ability to spend one use of his resolve to perform an Intimidate check against his enemies as a full-round action, as per the Dazzling Display feat. Enemies suffer a -2 penalty to attack rolls against the kenshi ronin as long as they remain shaken by this ability.
Armorless Combatant (Ex)
At 1st level, a kenshi ronin, often by lack of wealth to buy training gear, is adept at fighting without wearing armor, using his uncanny senses to dodge lethal blows instead. When unarmored and unencumbered, the kenshi ronin adds his Wisdom bonus (if any) to his AC and his CMD. In addition, he gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four kenshi ronin levels thereafter (8th, 12th, 16th, 20th), up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the kenshi ronin is flat-footed. He loses these bonuses if he is immobilized or helpless, he wears any armor, he carries a shield, or a medium or heavy load.
At 4th level, as long as he is threatened by at least two enemies, a kenshi ronin also gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
This ability replaces the mounted archer ability.
Uncanny Agility (Ex)
At 1st level, a kenshi ronin gains Dodge as a bonus feat.
He loses the benefits of this feat and all other feats using Dodge as a prerequisite if he loses his Wisdom bonus to AC provided by the armorless combatant class feature.
Investigator (Spiritualist):
While most investigators look to the physical world to gain their knowledge, there are those who seek out knowledge beyond the pale. Those who think that the dead tell no tales are quickly proven wrong by the spiritualist. Instead of toying with chemicals and reagents to find clues, he talks directly to the spirit world to uncover the ways and means of skullduggery and the desperate acts committed in the heat of dark passions.
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Commune with Spirits (Sp)
Instead of relying on alchemical research to find clues, a spiritualist relies on communion with the world beyond death. At 1st level, a spiritualist gains the ability to use comprehend languages, detect secret doors, and identify, but each has a casting time of 1 minute, as the spiritualist needs to consult with the spirits of the dead that dwell in his area or that are somehow attached to him in some way. The spiritualist can use this ability a number of times per day equal to his investigator level + his Wisdom modifier.
As he goes up in level, the spiritualist gains the ability to use other spells with the casting time as above. At 5th level, he can use augury. At 7th level, he can use speak with dead and locate object. At 9th level, he can use legend lore. Each of these requires one use of this ability.
This ability replaces alchemy. A spiritualist cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Feats & Traits:
Making Good on Promises
At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you’d never have to follow through on your end of the bargain. When you received word of the professor’s death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro.
Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.
The Volk:
Although made in the similar way to Carrion and Flesh Golems A Volk occurs when bits of the soul of the former owners of the various components may ignite and unify, resulting in a living creature that is at once man and and man-made. The glimpse of Death seems to spur most Volk on, having them try to make the most of their new life with their horrific, yet quite enhanced physical bodies. Although Volk can come from any sort of humanoid races (or races) they most often come from the same race, to better be comfortable in their "skin" so most crafters that intentionally seek out to make them tend to use parts of similar build, shape and ethnicity. Most Volk are therefore comely made with a combination of Human and their descended counterparts (Half-elfs, Hald-Orcs, Dhampirs, etc.)
Half-Construct (7 RP)
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half- construct race has the following features.
• Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
• Half-constructs cannot be raised or resurrected.
• Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Immortal (Ex) (1 RP): Volk do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a volk as normal.
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score. +CON, +CHA -INT
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Deathless Spirit (3 RP): Prerequisites: None; Benefit: Members of this race gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Dual-Minded (1 RP): Prerequisite: Humanoid with two subtypes or race with half-construct or half-undead subtype; Benefit: Members of this race gain a +2 bonus on all Will saving throws.
Unnatural (2 RP): Prerequisites: None; Benefit: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal.
Backstory:
Born, in a manner of speaking, behind closed doors in Kaer Maga as the fruits of labor of the combined efforts of a Necromancer and an Ardoc Golem worker in a blasphemous attempt to create life, far beyond the threshold of what is allowed by mortals. Alas any plans, hopes, or other machinations they had for their Creation was snuffed out when the city's Pharasmins became aware of the creature and forcibly confiscated him, with little opposition from the city's other Necromancers or the Ardoc Brotherhood.
While in custody though the priests found themselves in a predicament concerning their new charge. Neither animated nor dead what they had before them was a living sentient creature. Consulting amongst themselves and contacting agents of their Goddess they agreed that despite his origin the creature himself had not broke any laws, that of the city or their Goddess. Of the few outside agents they contacted, one Proffessor Lorrimor answered their summons with haste and stood steadfast in the defense of the creature, without his aid it is very likely the priest's decision would not have gone so benign.
Although not quite comprehending the gravity of the situation he was in the Creature was nonetheless grateful to the stranger that had been kind to him, he was the first person in fact to treat him as a person, rather than an object.
That was many years ago and the creature, having "grown" up in the city of strangers, developed A rather erudite outlook on life, trying his chances at exploring the secrets of the city and studying and learning anything of theoretical or philosophical weight.
His sheltered existence ended finally with the arrival of a letter, though it struck more like a knight's spear piercing a dragon's heart. And so for once in his existence he dared set foot outside the Asylum Stone, to return a favor long overdue, to someone who needed it most now more than ever.