Kensei (weapon master) base class


Homebrew and House Rules


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This is something that I'd been thinking about building for a while, it's similar to a Monk mixed with a Fighter. I only started today and it needs some refining. I definitely need some more Aptitudes (talents/powers) and possibly some more class abilities.

The Kensei

Starting Gold: 4d6 x 10 gp
Starting Age: As a Monk.

Alignment: Any Lawful
Hit Die / BAB: d10 / full
Saves: Good Reflex and Will

Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (history), Knowledge (nobility), Perception, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, and Swim. Skill Ranks at Each Level: 4+int modifier

Weapon and Armor Proficiencies: Kensei are proficient with all simple weapons, plus one additional weapon of any type of their choice. Kensei are also proficient with light armor, but not with shields.

1: Honed Strike, Wall of Steel, Weapon of Choice, Weapon Expertise
2: Evasion, Martial Aptitude
3: Bonus Feat
4: Martial Aptitude
5: (need to fill this level with something)
6: Martial Aptitude
7: Bonus Feat
8: Martial Aptitude
9: Improved Evasion
10: Martial Aptitude
11: Bonus Feat
12: Martial Aptitude
13: (need to fill this level with something)
14: Martial Aptitude
15: Bonus Feat
16: Martial Aptitude
17: Timeless Body
18: Martial Aptitude
19: Bonus Feat
20: Martial Aptitude, Sword Saint

Honed Strike: A Kensei may call upon the supernatural abilities of his weapon of choice (see below), granting him additional martial prowess. Begining at 1st level, a Kensei can use honed strike for a number of rounds per day equal to 4 + his Wisdom modifier. At each level after 1st, he can use honed strike for 2 additional rounds. Temporary increases to Wisdom, such as those gained from spells like owl's wisdom do not increase the total number of rounds that a Kensei can use honed strike per day. A Kensei can start and end his honed strike ability as a swift action. The total number of rounds of honed strike per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While using honed strike, a Kensei adds his Wisdom modifier to all damage rolls made with his weapon of choice. A Kensei cannot begin using honed strike while fatigued or exhausted and if he falls unconscious, his honed strike immediately ends.

Wall of Steel: When wielding his weapon of choice, unencumbered, and wearing light or no armor, a Kensei may add his Wisdom modifier to his AC. This bonus applies even against touch attacks or while the Kensei is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor besides light armor, when he carries a shield, or when he carries a medium or heavy load.

Weapon of Choice: Kensei begin play with a single masterwork weapon of their choice (many choose a martial or exotic weapon, but there are some that choose simple weapons), in addition they receive Weapon Focus with this weapon as a bonus feat. This weapon may be an heirloom, a weapon they forged themselves, or any multitude of things. As a Kensei acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapon. This option allows a Kensei who prefers to wield his weapon of choice to wield a magic weapon, while another class may use treasure they find to acquire new weapons.

At any time, a Kensei may retreat to solitude and spend time in prayer in order to awaken the ancestral spirits in his weapon. This requires a sacrifice of valuable items worth the amount shown on the tabel below. This sacrifice does not have to be gold - the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The Kensei must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000gp sacrificed in solitude. During this time, he must spend at least 8 hours each day kneeling before or training with his weapon of choice, not stopping to eat or rest.

The values shown on the table below are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a Kensei already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 14,000gp and spending two weeks in prayer. If the same Kensei wanted to bring a second weapon to a +1, he would have to sacrifice 2,000gp.

Before a Kensei's weapon of choice becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until the powers are awakened.

A Kensei who loses his weapon of choice is dishonored until he can recover it. He can enhance another weapon of masterwork quality (if his 1st weapon of choice is lost or sundered or if he has the Two-Weapon Fighting feat) but it must be of at least masterwork quality and he must spend 1 week in solitude create a bond with this new weapon. A Kensei who attempts to sell his weapon of choice loses all of his Kensei abilities and his weapon of choice reverts to its original form.

Weapon Bonus - Total Sacrifice Required - Minimum Character Level
+1 - 2,000gp - 4th
+2 - 8,000gp - 7th
+3 - 18,000gp - 9th
+4 - 32,000gp - 11th
+5 - 50,000gp - 13th
+6 - 72,000gp - 14th
+7 - 98,000gp - 15th
+8 - 128,000gp - 16th
+9 - 162,000gp - 17th
+10 - 200,000gp - 18th

*A weapon can't actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. For example, a Kensei who has a +4 long sword can transform it into a +4 thundering long sword with a sacrifice of 40,000gp, since thundering is a special ability equivalent to a +2 bonus.

Weapon Expertise: A Kensei's specialized training with his weapon of choice has given him great skill with this particular weapon. A Kensei qualifies for feats that usually require a minimum number of Fighter levels (such as Weapon Specialization) as if he had a Fighter level equal to his Kensei level -2. For example, a 6th-level Kensei could take Weapon Specialization, since he’s treated as being a 4th-level Fighter for this purpose. These effective Fighter levels stack with any Fighter levels he might actually have. Thus a Fighter 2/Kensei 4 would also qualify for Weapon Specialization. Note: Any feat that applies to a designated weapon (such as Weapon Specialization) may only be taken for your weapon of choice.

Evasion: At 2nd level or higher, a Kensei can avoid damage from many area-effect attacks. If the Kensei 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 the Kensei is wearing light or no armor. A helpless Kensei does not gain the benefit of evasion.

Martial Aptitude: As a Kensei gains experience, he learns a number of aptitudes that improve his honed strike, starting at 2nd level, a Kensei gains one martial aptitude. He gains an additional martial aptitude for every 2 levels of Kensei attained after 2nd level. A Kensei gains the benefits of his martial aptitudes only while using honed strike, and some of these aptitudes require the Kensei to take an action first. Unless otherwise noted, a Kensei cannot select an individual aptitude more than once. Some martial aptitudes can only be taken if the Kensei has met certain prerequisites first, such as taking other martial aptitudes first or being a certain level. The DC of any saving throw called for by a martial aptitude is equal to 10 + 1/2 the Kensei's level + the Kensei's Wisdom modifier.

Battle Dancer: A Kensei with this martial aptitude can make a full attack action (for melee attacks only) and still move up to his speed. However, the Kensei must move a minimum of 5 feet between each attack when using this martial aptitude, and he cannot return to a square he just exited (although he may return to that square later during the full attack). The Kensei is subject to attacks of opportunity during this "dance," but may tumble normally as part of his move. A Kensei prevented from completing his move is also prevented from finishing his full attack. A Kensei must be of at least 12th level and his weapon of choice must be a slashing weapon to select this martial aptitude.

Blade Barrier: A Kensei with this apptitude may produce the the equivalent of the blade barrier spell by throwing his weapon of choice and using a full round action each round for a number of rounds equal to 3 + his wisdom modifier, he can end this ability as a free action and when he does so, his weapon returns to his hand. A Kensei must be of at least 12th level and he must have the Ricochet martial aptitude before selecting this martial aptitude.

Combat Maneuver Mastery: A Kensei with this martial aptitude adds a +2 bonus to any combat maneuver made with his weapon of choice.

Devastating Blow: After scoring a hit with his weapon of choice, a Kensei can choose not to roll dice to determine the damage. Instead, he figures the normal maximum damage (not a critical hit) he can inflict and deals that much damage to the target. A Kensei wielding a long sword with a 15 Strength and 16 Wisdom deals 13 points of damage (8 + 2 for Strength + 3 for Wisdom) when he chooses this option. Additional damage, such as from using the Power Attack feat (following the rules for it normally), the sneak attack ability, or a weapon's special properties (such as flaming or vicious), is determined normally, not maximized. This ability cannot be used when you roll a successful critical hit. A Kensei can use this aptitude once per day and only while using honed strike.

Flurry of Strikes: A Kensei with this martial aptitude may elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in that round at his full base attack bonus, but all of his attacks that round (including this extra attack) take a -2 penalty until the Kensei's next turn.

Knockback: Once per round, the Kensei can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Kensei's Strength modifier and is moved back as normal. The Kensei does not need to move with the target if successful. This does not provoke an attack of opportunity.

Opening the Wounds: A Kensei with this aptitude deals an amount of bleed damage to his opponent equal to his Wisdom modifier, temporary increases to Wisdom, such as those gained from spells like owl's wisdom do not increase the bleed damage done. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage bypasses any damage reduction the creature might possess.

Perfect Balance: While wielding his weapon of choice, a Kensei using the Total Defense action or the Combat Expertise feat receives an additional +1 to AC. A Kensei’s weapon of choice must be a weapon to which the Weapon Finesse feat can apply to select this martial aptitude.

Ricochet: For a number of rounds equal to 3 + your Wisdom modifier you may treat your weapon of choice as if it had the returning property. A Kensei must be of at least 6th level and his weapon of choice must be a throwing weapon to select this martial aptitude.

Savage Strength: While wielding his weapon of choice, a Kensei using this martial aptitude adds his strength bonus x2 instead of his strength bonus x1-1/2. A Kensei must be of at least 8th level and his weapon of choice must be a two-handed weapon to select this martial aptitude.

Stunning Blow: A Kensei using this martial aptitude gains and may use the Stunning Fist feat with his weapon of choice while using his honed strike ability; he need not meet the prerequisites of the feat. A Kensei must be of 8th level before selecting this martial aptitude.

Bonus Feats: At 3rd level and every 4 levels thereafter (7th, 11th, etc) a Kensei gains a bonus feat from the following list. The Kensei must meet any prerequisite for the feat he selects. Bonus Feat List: Agile Maneuvers, Alertness, Blind-Fight, Combat Reflexes, Dodge, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quick Draw, and Run. At 7th level he adds Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Lunge, Spring Attack, and Wind Stance to the list.

Improved Evasion: At 9th level, a Kensei'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 Kensei does not gain the benefit of improved evasion.

Timeless Body: At 17th level, a Kensei no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the Kensei still dies of old age when his time is up.

Sword Saint: Upon reaching 20th level a Kensei has mastered his weapon of choice; he now adds his Wisdom modifier to all damage rolls, even while he is not using honed strike. In addition, any critical hits made with his weapon of choice are automatically confirmed and when he uses his honed strike ability he now adds his Wisdom modifier x2 on damage rolls.


Nicely done. With your permission, I'd like to use some of these ideas for my homebrew campaign.


Kirth Gersen wrote:
Nicely done. With your permission, I'd like to use some of these ideas for my homebrew campaign.

Ya that's fine with me, I'd really like to know how well the class works as I'm considering throwing it in as an NPC my PC's have to fight in a game I'm running.


Felgoroth wrote:
I'm considering throwing it in as an NPC my PC's have to fight in a game I'm running.

Honestly, I doubt if they'll notice the difference. What you've written is a good PC class because it gives players interesting choices, including a menu of abilties and daily resource management. Providing choices both in terms of character building and in terms of daily ability use is good PC class design. An NPC kensai, on the flip side, will be using his daily rounds until he's killed (no management needed), and already has his menu abilities selected for him by the DM.


Kirth Gersen wrote:
Honestly, I doubt if they'll notice the difference. What you've written is a good PC class because it gives players interesting choices, including a menu of abilties and daily resource management. Providing choices both in terms of character building and in terms of daily ability use is good PC class design. An NPC kensai, on the flip side, will be using his daily rounds until he's killed (no management needed), and already has his menu abilities selected for him by the DM.

I think I did a decent job on the class, I may add a little to Honed Strike but I'm not sure yet. I could definitely use some help on the Martial Aptitudes though. One I thought of last night was something like Ringing the Gong: A Kensei with this aptitude that successfully hits an enemy may choose to cause all enemies in a 30ft radius to make a Will save or take an amount of sonic damage equal to the Kensei's Wisdom modifier. A Kensei must be of at least 6th level and his weapon of choice must be a bludgeoning weapon. A Kensei may only used this ability once per honed strike.


For the empty levels, honestly you could move evasion and improved evasion to those levels, or better yet, replace evasion with uncanny dodge and improved uncanny dodge. I think you could give them a good fortitude save and a poor reflex and it would be golden.

My reasoning is this, the class lends itself to be a front-line damage dealer, and therefore will be the focus of a lot more hate from the opposing side. Giving uncanny dodge will make those deadly situations a little more safer, but it won't replace the fighter as a better over all frontline combatant.

Wisdom and Armor is a pretty potent combination at first level. With this, you can expect players to have AC as high as 24 at first level, so be prepared for nigh untouchable players the first few levels. To remedy this, give Wall of blades at a later level (maybe 3 or 5), around the same time a monk starts to get access to bracer's of armor.

Also, simply put, there need to be more weapon aptitudes. What you have is a great start and I love the ideas that turn the Kensai into the catch all weapon master instead of having to prestige into a certain kind. I see references to Dervish Dancer, the old Kensai, and others. That's a good path to follow honestly and I'm sure if you really scoured the books you could have at least a dozen more ideas on your head. Such as the CW's Ki frenzy or even some inspirations out of the Tome of Battle for manuevers.

That's my critique of it anyway. Take it for what you will.

As for bonus feats, you could easily get away with giving them fighter bonus feats. Every feat on the fighter's list could be used for a kensai, and since the kensai isn't swimming in feats like a fighter, you don't have to worry about competition between the two.


SuperTKO wrote:
For the empty levels, honestly you could move evasion and improved evasion to those levels, or better yet, replace evasion with uncanny dodge and improved uncanny dodge. I think you could give them a good fortitude save and a poor reflex and it would be golden.

I might do the good fortitude over reflex or maybe a good fortitude and reflex (like a ranger), I was imagining the Monk with weapons or like crouching tiger hidden dragon people when I thought of this I guess. Would all good saves (like a Monk) be too much?

SuperTKO wrote:
My reasoning is this, the class lends itself to be a front-line damage dealer, and therefore will be the focus of a lot more hate from the opposing side. Giving uncanny dodge will make those deadly situations a little more safer, but it won't replace the fighter as a better over all frontline combatant.

Uncanny Dodge seems like a little much to give them with Wisdom to AC but I may try it if I play test them.

SuperTKO wrote:
Wisdom and Armor is a pretty potent combination at first level. With this, you can expect players to have AC as high as 24 at first level, so be prepared for nigh untouchable players the first few levels. To remedy this, give Wall of blades at a later level (maybe 3 or 5), around the same time a monk starts to get access to bracer's of armor.

That's a good point, I took it from the Swordsage getting Wisdom to AC and light armor but thinking back, they had really high AC at lower levels. I'll definitely change this to a higher level.

SuperTKO wrote:
Also, simply put, there need to be more weapon aptitudes. What you have is a great start and I love the ideas that turn the Kensai into the catch all weapon master instead of having to prestige into a certain kind. I see references to Dervish Dancer, the old Kensai, and others. That's a good path to follow honestly and I'm sure if you really scoured the books you could have at least a dozen more ideas on your head. Such as the CW's Ki frenzy or even some inspirations out of the Tome of Battle for manuevers.

There will definitely be more weapon aptitudes, that was just a short list that I had come up with. Like you said though, the majority are taken from past classes such as Battle Dancer, which is based off of Dervish Dance, Devastating Blow, which is based off of the Oriental Adventures Ki Strike, and Savage Strength, which is from the Exotic Weapon Master.

SuperTKO wrote:

That's my critique of it anyway. Take it for what you will.

As for bonus feats, you could easily get away with giving them fighter bonus feats. Every feat on the fighter's list could be used for a kensai, and since the kensai isn't swimming in feats like a fighter, you don't have to worry about competition between the two.

I may change their bonus feats to any Combat Feat, I just kind of thought a preset list would make them seem a little less powerful than just being able to take whatever feat they want.


Felgoroth wrote:
That's a good point, I took it from the Swordsage getting Wisdom to AC and light armor but thinking back, they had really high AC at lower levels. I'll definitely change this to a higher level.

Or, to fix multiclassing dips, cap it at +1 per Kensai class level, to a max equal to Wis mod. Also, I'd make it an insight bonus to AC, rather than an untyped bonus that stacks with everything.


Felgoroth wrote:


SuperTKO wrote:
My reasoning is this, the class lends itself to be a front-line damage dealer, and therefore will be the focus of a lot more hate from the opposing side. Giving uncanny dodge will make those deadly situations a little more safer, but it won't replace the fighter as a better over all frontline combatant.

Uncanny Dodge seems like a little much to give them with Wisdom to AC but I may try it if I play test them.

It's not really that bad, considering Monk always retains it's wisdom to AC unless it's considered helpless. a Kensai with Uncanny dodge would retain it at the start of combat, but would otherwise lose it when feinted, grappled, etc.

Also, if you raise the Wis to AC to at least 5th level, you shouldn't have to place a +1 per kensai level for dip prevention.


Kirth Gersen wrote:
Or, to fix multiclassing dips, cap it at +1 per Kensai class level, to a max equal to Wis mod. Also, I'd make it an insight bonus to AC, rather than an untyped bonus that stacks with everything.

I had actually thought about giving them the +1 bonus/level thing with Wisdom but I knew people didn't really like that mechanic a whole because the Duelist has something similar with Intelligence (which I don't mind I just know other people didn't like it that much). I might do that as well so by 3rd or 4th level most Kensei will have their full Wisdom modifier to AC.

EDIT: Ninja'd by SuperTKO.

SuperTKO wrote:
It's not really that bad, considering Monk always retains it's wisdom to AC unless it's considered helpless. a Kensai with Uncanny dodge would retain it at the start of combat, but would otherwise lose it when feinted, grappled, etc.

I guess that's true, and Uncanny Dodge is way cooler than Evasion anyway.

SuperTKO wrote:
Also, if you raise the Wis to AC to at least 5th level, you shouldn't have to place a +1 per kensai level for dip prevention.

This is true


Before I post a "draft 2" (which will probably just be in this thread), here are some of my ideas. Get rid of Evasion and Improved Evasion. Add Uncanny Dodge at 2nd level and Improved Uncanny Dodge at 5th level. Change Wall of Steel to 1 point of Wisdom bonus per level of Kensei. Add more Martial Aptitudes. Any other ideas?

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