I'm a DM trying to convert various versions of the kensai into a decent base class. It's pretty hard not to go overboard, so I'd like some feedback from the community to make sure I haven't made it something horribly over- or underpowered.
I started with the rough concept of a monk with more of a focus on a single particular weapon (not restricted to the monk weapons), then added in various of the abilities from the kensai magus archetype somewhere on here, followed by roughly equal parts fighter, duelist, and Oriental Adventures kensai (mostly overlaps with the magus kensai). Lastly, I like the idea of a personal imbued weapon a la Complete Warrior kensai or paladin bonded weapon. I fooled around with various ways to do that, starting with the bladebound magus archetype and eventually moving back towards the Complete Warrior version.
A couple of things are thrown in there just from anime (mostly Ruroni Kenshin, I guess) and some of those old samurai movies...or new ones, now that I think about it - what was that recent movie about the assassin in the wild west?
Here are the stats, written up kind of like the classes in the Core Rulebook are. (Anyone who could tell me how to format tables on this site would have my thanks as you can see below :)
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Kensai
The kensai, or sword saint, is the ultimate master of a single weapon, using that weapon to find the quickest end to any combat – preferably with a single, perfectly-timed blow. Their singleminded focus on a specific, blood-drenched weapon gives it a supernatural life of its own, augmenting the kensai's formidable combat skills. Some kensai walk the earth, forever seeking worthy opponents, while others bind themselves to a lord or cause, living and dying in someone else's name. Disciplined and versatile, the kensai is a master of single combat and an artist on the battlefield.
Role: Kensai are deadly melee combatants, able to react instantaneously to their enemies' actions and strike with pinpoint accuracy during an instant of vulnerability. Mobile and quick, the kensai can outmaneuver opponents before finishing a battle with a single, decisive strike.
Alignment: Any lawful
Hit Die: d10
Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
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Class Features
All of the following are class features of the kensai.
Weapon and Armor proficiency: A kensai is proficient with a single simple, martial or exotic melee weapon.
Kensai are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a kensai loses his AC bonus, fast movement, any abilities requiring ki points, and all of the following abilities: (improved) evasion, high jump, superior reflexes, deflect arrows, iaijutsu, weapon guard, critical perfection, counterstrike, iaijutsu focus, and iaijutsu master.
Weapon of Choice (Ex): Kensai dedicate their lives to the study of a single melee weapon. A kensai gains the benefit of item breaker, perfect strike, deflect arrows, weapon guard, critical perfection, counterstrike, wind slash, and any attacks during a flash step only when wielding his weapon of choice. Once he has selected a weapon of choice, a kensai cannot later change that weapon. A kensai's class levels count as fighter levels for the purpose for qualifying for feats (if he has levels in fighter, these levels stack). However, the kensai can only use this ability to qualify for feats with his weapon of choice.
If a kensai takes the feat Improved Unarmed Strike or levels in a class that provides other weapon proficiencies or the benefit of Improved Unarmed Strike, he may choose not to gain those proficiencies. (Gaining proficiency with any weapon other than his weapon of choice causes him to become an ex-kensai, as described below.)
Ki Pool (Su): At 1st level, a kensai gains a pool of ki points, supernatural energy that he can use to accomplish amazing feats. The number of points in a kensai's ki pool is equal to 1/2 his kensai level + his Wisdom modifier (minimum 1).
By subtracting 1 point from his ki pool, a kensai can make one additional attack at his highest base attack bonus when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a kensai can spent 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A kensai gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Weapon Bond (Su): Kensai bond spiritually with a single, specific masterwork or magical weapon of the type of their weapon of choice. The weapon contains part of the kensai's spirit and retains a fragment of spiritual essence from every creature killed with it. A kensai who loses possession of his bonded weapon gains a negative level (see Core Rulebook, p. 562). This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. It cannot be overcome in any way (including restoration spells) while the weapon is wielded.
The kensai's weapon bond can be transferred to another weapon of the correct type through a special ritual that costs 200 gp per kensai level and takes 24 hours to complete. This ritual requires the kensai's previous bonded weapon to be sacrificed (consumed by the new bonded weapon), and so is impossible to perform if the kensai's bonded weapon is not in his possession.
If the kensai's bonded weapon is damaged, it is restored to full hit points the next time the kensai recovers his ki pool, even if it is not in his possession. If it is destroyed, he can recreate it after one week by means of the same ritual used to transfer the bond. Until he does so he suffers two permanent negative levels that cannot be overcome in any way.
The kensai's bonded weapon gains additional abilities as the kensai gains class levels.
The kensai gains the benefit of the Alertness feat when carrying or wielding his bonded weapon.
The kensai's bonded weapon is immune to the broken status.
AC Bonus (Ex): When unarmored and unencumbered, the kensai adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a kensai gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four kensai levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the kensai is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Weapon Focus (Ex): At 1st level, a Kensai gains the Weapon Focus with his chosen weapon as a bonus feat.
Evasion (Ex): At 2nd level or higher, a kensai can avoid damage from many area-of-effect attacks. If a kensai makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a kensai is wearing light armor or no armor. A helpless kensai does not gain the benefit of evasion.
Item breaker (Ex): Beginning at 2nd level, a kensai gains a bonus equal to 1/2 his kensai level when damaging objects, as long as he has at least 1 point remaining in his ki pool.
Fast Movement (Ex): At 3rd level, a kensai gains an enhancement bonus to his land speed, as shown on the table. A kensai in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A kensai of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Weapon Bond (enhancement bonus) (Su): Beginning at level 3, the kensai's bonded weapon gains an enhancement bonus of +1. This bonus increases by an additional +1 at 5th level and every 4 levels thereafter. This bonus stacks with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, holy (if the kensai is good-aligned), keen, merciful, speed, or unholy (if the kensai is evil-aligned). Adding these properties consumes an amount of bonus equal to the property's cost (see Core Rulebook, Table 15-9, p. 469). These properties are added to any the weapon already has, but duplicate properties do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties are determined when the kensai replenishes his ki pool, and cannot be changed until the next time he replenishes his ki pool. To change them, the kensai must have his weapon in his possession, but a weapon retains its (unchanged) abilities in any event.
These bonuses apply only when the weapon is wielded by the kensai.
Perfect Strike (Ex): At 4th level, when a kensai hits with his weapon of choice, he can spend 1 point from his ki pool as a free action in order to maximize his weapon damage. Don't roll for damage – the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, or critical hits. If the kensai confirms a critical his, he can instead spend 2 points from his ki pool to increase his weapon's critical multiplier by 1.
Bonus Feat: At 4th level, 7th level, and every 5 levels thereafter, a kensai may select a bonus feat. These feats must be taken from the list of combat feats in the Core Rulebook.
High Jump (Ex): At 5th level, a kensai adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a kensai gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Superior Reflexes (Ex): At 5th level, a kensai can make a number of attacks of opportunity in a round equal to his Wisdom modifier (minimum 1). This effect stacks with the Combat Reflexes feat.
Deflect Arrows (Ex): At 6th level, the kensai gains the benefit of the Deflect Arrows feat when wielding his weapon of choice, using the weapon to knock projectiles away.
Iaijutsu (Ex): At 7th level, a kensai applies his Wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
Weapon guard (Ex): At 8th level, a kensai learns to parry the attacks of other creatures, causing them to miss. Whenever the kensai takes a full attack action with his weapon of choice, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against him or an adjacent ally as an immediate action. To parry the attack, the kensai makes an attack roll, using the same bonuses as the attack he chose to forgo during his previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the kensai, the kensai takes a -4 penalty on his attack roll. The kensai also takes a -4 penalty when attempting to parry an attack made against an adjacent ally. The kensai must declare the use of this ability after the attack is announced, but before the roll is made.
Improved Evasion (Ex): At 9th level, a kensai's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless kensai does not gain the benefits of improved evasion.
Teleport Weapon (Sp): As a free action, a kensai of 9th level or higher can expend 1 point from his ki pool, calling his bonded weapon from as far as 1 mile per kensai level away, causing it to instantaneously teleport to his hand.
Critical Perfection (Ex): At 10th level, a kensai adds his Wisdom bonus (minimum 0) on critical hit confirmation rolls with his weapon of choice.
Counterstrike (Ex): Starting at 11th level, a kensai can make an attack of opportunity against any creature whose attack he successfully parries, so long as the creature he is attacking is within reach.
Wind Slash (Su): Starting at 12th level, a kensai can project the force of his blows through the air. As long as he has at least 1 ki point in his pool, he can treat his attacks as ranged attacks with a range increment of 5 feet Every 3 levels thereafter (15th, 18th ), this range increment increases by 5 feet. The maximum range of this attack is 5x the range increment (as a thrown weapon).
Iaijutsu Focus (Ex): At 13th level, a kensai may always act and may draw his weapon of choice as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Wisdom modifier on damage with his chosen weapon (minimum 0).
Strength Surge (Ex): At 14th level, the kensai can spend 3 points from his ki pool to add his kensai level to one Strength check or combat maneuver check, or to his Combat Maneuver Defense when an opponent attempts a maneuver against him. This power is used as an immediate action.
Flash Step (Ex): At 16th level, the kensai can move and attack faster than the eye can follow. As a swift action, the kensai may move up to his speed, gaining a bonus equal to his level on Acrobatics checks made to move through threatened squares or an enemy's space. Penalties such as the speed decreases for difficult terrain still apply, and the kensai gains no special bonus for moving through obstacles. For example, he cannot move through a wall with this ability, and moving through a fire would still cause normal damage. If the kensai makes any attacks during this round (single attack or the full attack action), he may make any of them at any point during the flash step. This ability costs 2 ki points.
Iaijutsu Master (Ex): At 19th level, a kensai's initiative roll is automatically a natural 20 and he is never surprised. The kensai may also activate as many swift action ki powers as he desires, although they must all be activated as part of the same swift action.
Weapon Mastery (Ex): At 20th level, all critical hits made by the kensai with his weapon of choice are automatically confirmed, and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed when wielding his weapon of choice.
Ex-Kensai
A kensai who becomes nonlawful or gains proficiency with a weapon not his weapon of choice loses all class abilities except proficiency with his weapon of choice and cannot progress further in levels as a kensai. A kensai who has lost abilities and advancement potential as a result of becoming nonlawful can regain them by returning to lawful alignment.
Level .... BAB .. Saves ... Special ........ AC Bonus .... Fast Movement
1st ....... +1 .... +2 ... Weapon of choice, ..... +0 ........... +0 ft.
.................................. ki pool, weapon bond,
.................................. Weapon Focus
2nd ....... +2 .... +3 ... Evasion, item breaker +0 ........... +0 ft.
3rd ....... +3 .... +3 ... Fast movement, ........ +0 ........... +5 ft.
.................................. still mind, weapon bond (+1)
4th ....... +4 .... +4 ... Perfect strike, .......... +1 ........... +5 ft.
.................................. bonus feat
5th ....... +5 .... +4 ... High jump, ............... +1 ........... +5 ft.
.................................. superior reflexes, weapon bond (+2)
6th .... +6/(...) . +5 ... Deflect arrows ........ +1 .......... +10 ft.
7th .... +7/(...) . +5 ... Iaijutsu, bonus feat +1 ........... +10 ft.
8th .... +8/(...) . +6 ... Weapon guard ........................ +2 ........... +10 ft.
9th .... +9/(...) . +6 ... Improved evasion ... +2 ........... +15 ft.
.................................. weapon bond (+3), teleport weapon
10th .. +10/(...) . +7 ... Critical perfection . +2 ............ +15 ft.
11th .. +11/(...) . +7 ... Counterstrike ........... +2 ............ +15 ft.
12th .. +12/(...) . +8 ... Wind slash 5 ft., ...... +3 ............ +20 ft.
.................................. bonus feat
13th .. +13/(...) . +8 ... Iaijutsu focus ........... +3 ............ +20 ft.
.................................. weapon bond (+4)
14th .. +14/(...) . +9 ... Strength surge ......... +3 ............ +20 ft.
15th .. +15/(...) . +9 ... Wind slash 10 ft. ...... +3 ............ +25 ft.
16th .. +16/(...) . +10 .. Flash step ................ +4 ............ +25 ft.
17th .. +17/(...) . +10 .. Bonus feat ............. +4 ............ +25 ft.
.................................. weapon bond (+5)
18th .. +18/(...) . +11 .. Wind slash 15 ft. ...... +4 ............ +30 ft.
19th .. +19/(...) . +11 .. Iaijutsu master ........ +4 ............ +30 ft.
20th .. +20/(...) . +12 .. Weapon mastery .... +5 ............ +30 ft.