| Vermilleo |
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.
| Aleron |
Dotting as well.
I did give it a once over and the only thing that gives me a lot of pause is if his weapon is ever broken he becomes completely useless for an entire week (and a day for the ritual). That seems really harsh. The fact he additionally has to pay to have it remade hurts even worse.
Also are all his saves high? That might be a bit much honestly. Reflex I would say should be high for sure and maybe one other (I'd probably lean will myself).
Otherwise I love what I'm seeing so far and will be keeping a definite eye on this one. Would like something like this for my homebrew campaign I'm running.
| clff rice |
The ex-kansai thing kinda dosnt make sense to me. I feel like he is a weapony monk. Dont se any reason to make him loose all his powers if he puck up a different weapon. Maybe he cant advance as Kensai anymore but there isnt much reason to limit him that much. I can see paladins and stuff loosing alll their powers because they get their abilitys partly from a god. But the kensai seems to be training based.
| Vermilleo |
Keep note that Pathfinder uses kensai as a name for magus archetype in Ultimate Combat.
Yeah, I know - I looked at the rules for it and I wanted something more like a monk than an arcane type. I kept the name because kensai as a class goes at least all the way back to 2e and besides, "Kensai=Sword Saint" sounds awesome :)
| Vermilleo |
And an archetype that does many of the things your class does as well. With spells.
MA
If you think it's underpowered (because it has no spells), how would you go about balancing it? The only obvious (to me) way to power it up in keeping with the flavor is to give it flurry of blows or somesuch...which I thought might be too overpowered. I'd welcome suggestions, though.
| ThatEvilGuy |
| 1 person marked this as a favorite. |
So to it's a monk/fighter (weapon master)/magus (bladebound and kensai) with a bit of duelist all in a 20 level base class who can lose all of his powers if he ever dares to multiclass.
I'm getting the "dedicate yourself wholly to a weapon" vibe here but what does knowing how to wield any other weapon have to do with focusing on one? Does that mean that nobody can ever learn how to be a kensai if they just so happen to know how to use a knife as well?
"I would fight you with my Kung Fu but I never learned how. My katana gets very jealous. It won't even let me use other katana without punishing me."
It looks like a heavy handed way to balance the class and is more than enough for me to not bother playing one. The best part is, as far as I can tell, if you lose your bonded weapon at level 1, you die and cannot be brought back to life without someone finding your jealous blade and sticking it in your cold, dead hands. Even better, because the wording is vague, being disarmed can impart a negative level on you. Do not fight swashbucklers at first level. They will kill you by showing off.
Also, these are a few questions I ask myself when I ever think about introducing a new base class to my game, either through converting or creating:
- Is this needed?
Considering we have the weapon master fighter, bladebound and kensai magus as well as the sword saint samurai archetype, the "master of a single weapon" niche has a good amount of representation. - Does this class do anything unique that makes it stand apart from others?
Besides being able to use a Japanimation-esque ranged slash, nothing that I can see. Fighter has armor and weapon training, magus has spellstrike, oracle has a curse mechanic that enhances them, gunslinger has grit and deeds, witches have hexes, etc... what stands out here?
I'm a fan of the Miyamoto Musashi inspired character so sure it is. It's just been done before and this doesn't add anything new.
To be honest, with a little editing it would be better suited as a prestige class than base class.
| Rasmus Wagner |
All in all, not unbalanced.
The wording concerning the negative level that comes with a lost weapon is off.
Wind slash is poorly worded. Just increase reach on his own turn as a no-action supernatural ability, bam, end of story.
I haven't done the math on the enhancement bonus ability, but I assume it's about even with Fighter Weapon Training?
And the weapon jealousy is just silly.
| Vermilleo |
Also are all his saves high? That might be a bit much honestly. Reflex I would say should be high for sure and maybe one other (I'd probably lean will myself).
This is one of the things I wasn't sure about...I guess the thought process was "monk archetype" and monks get all saves...plus, at least from a flavor point of view, I'm not sure if I would be able to decide between Fort and Will if I had to pick one. I guess I'll wait and see what other people say?
"I would fight you with my Kung Fu but I never learned how. My katana gets very jealous. It won't even let me use other katana without punishing me."
It looks like a heavy handed way to balance the class and is more than enough for me to not bother playing one. The best part is, as far as I can tell, if you lose your bonded weapon at level 1, you die and cannot be brought back to life without someone finding your jealous blade and sticking it in your cold, dead hands. Even better, because the wording is vague, being disarmed can impart a negative level on you. Do not fight swashbucklers at first level. They will kill you by showing off.
Yeah, having looked at everyone's responses that seems to be the #1 complaint, and I think you're all probably right. I will look at it a little more after awhile, but basically I think I agree.
- Is this needed?
Considering we have the weapon master fighter, bladebound and kensai magus as well as the sword saint samurai archetype, the "master of a single weapon" niche has a good amount of representation.
Weapon master fighter is more like a fighter that gets bonuses with one weapon...I was more going for monk-ish abilities (fast move, unarmored/unencumbered bonuses, + magic samurai abilities). Magus is arcane. I also don't have the book with the sword saint (the Jade something Primer?) and it's not online...so I don't really know anything about it. I actually never heard of it until you mentioned it.
Does this class do anything unique that makes it stand apart from others?
Besides being able to use a Japanimation-esque ranged slash, nothing that I can see. Fighter has armor and weapon training, magus has spellstrike, oracle has a curse mechanic that enhances them, gunslinger has grit and deeds, witches have hexes, etc... what stands out here?
Again, the monk archetype thing. I wasn't trying to invent anything completely new, it just didn't seem like replacing monk abilities with new ones at the same level would do quite what I wanted. I know it's not a completely original idea...the person this is for in my campaign really wants something very specific, and none of the aforementioned things really do it for them. I was more going for an amalgamation of already-existing rules that fit the concept and mesh well.
Also, what is the gunslinger/what book is it in? I'm not familiar with that one.
Is it cool?
I'm a fan of the Miyamoto Musashi inspired character so sure it is. It's just been done before and this doesn't add anything new.
Just trying to fill a specific need in my campaign :)
Wind slash is poorly worded. Just increase reach on his own turn as a no-action supernatural ability, bam, end of story.
I agree. I was pretty tired of working on it by that point and I think I ended up with something clumsier than I wanted - I like your idea better.
Anyway, thanks everyone who has commented so far, I will put up a modified version sometime and see what people think. The help is much appreciated...I want to get something interesting AND balanced that fits with the person's character concept, and particularly the balance part is something that free commentary is very helpful on.
| meatrace |
It's much easier to make a class archetype than a new base class.
If anything, you should make it a Monk archetype. Give it full BAB with his mastered weapon, maybe let him flurry with it, and weapon training like a fighter on top of it, and then crib the rest of the class from the tweaks Magus made, using Ki pool instead of Arcane pool. Bing, bang, done!
| ThatEvilGuy |
Gunslinger is in Ultimate Combat. It's pretty much what it sounds like. A class that specializes in guns.
You can find it here.
| Vermilleo |
Here is a modified version...changes include:
- Giving the kensai a ki pool equal to his class level + Wis. I was comparing what I had written to the monk class...monks have a lot more passive abilities, and this class as written relies on ki points for a lot of its abilities. I don't know if that's overpowered, but I think 1/2 level + Wis is too little.
- I did my best to remove the crippling restrictions. There is now one against taking weapon-specific feats for other weapons (like Weapon Focus in another weapon). What do people think?
- Wind slash has been rewritten to take advantage of Rasmus Wagner's suggestion.
EDIT: I think Uncanny Dodge goes well with the flavor and concept...would that be too much in terms of mechanics? What about exchanging uncanny dodge for improved evasion?
EDIT: Added Spanky's idea about dual-wielding...
Also:
It's much easier to make a class archetype than a new base class.
In retrospect, yeah. But I've already done all this work...so I would like to just go ahead and finish doing it this way with as much input as possible. On to the modified version:
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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 either a single simple, martial or exotic melee weapon or one specific pair of weapons, one of which must be light and one of which must be either one-handed or light.
Kensai are not proficient with any armor or shields, unless they choose one weapon of a pair to be a shield.
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.
A kensai cannot take weapon-specific feats (for example, Weapon Focus) with a weapon other than his weapon of choice.
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 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, eventually developing magical abilities.
The kensai's weapon bond can be transferred to another weapon of the correct type through a special ritual that and takes 24 hours to complete.
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.
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 adds 5 feet to his reach with his weapon of choice. Every 3 levels thereafter (15th, 18th ), this reach increases by 5 feet. The kensai may spend 1 ki point as a free action to double this range increment until the start of his next turn.
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.
| Vermilleo |
I think the kensai should have more proficiencies in more than that one weapon.....
Musashi was THE kensai, and he could use katana, wakizashi, and boat oar.
Well, that sounds like an archetype for this class waiting to happen <<
Or maybe the "weapon of choice" could be extended to either one weapon, or one pair of (one-handed and light) weapons - like the katana and wakizashi. I think I like that idea anyway and am adding it into my rules...
| Vermilleo |
Having thought about it some more, I've decided that the rules for weapon and armor proficiency and weapon of choice should read:
Weapon and Armor proficiency: A kensai is proficient with all simple and martial weapons as well as his weapon(s) of choice.
Kensai are not proficient with any armor or shields, unless they choose one weapon of a pair to be a shield.
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 or pair of melee weapons. At 1st level, a kensai chooses either a single simple, martial, or exotic melee weapon, or two such weapons, either one light and one one-handed weapon or two light weapons. 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. A kensai with two dual weapons of choice may use these abilities even when wielding only one of those weapons. Once he has selected his weapon(s) of choice, a kensai cannot later change. 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.
Then Weapon Focus would be replaced with:
Weapon Training: At first level, a kensai with a single weapon of choice gains Weapon Focus with that weapon as a bonus feat. A kensai with dual weapons of choice gains Two-Weapon Fighting as a bonus feat.
And, unrelated - I'm changing Wind Slash to keep attacks of opportunity from getting out of hand:
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, on his turn he adds 5 feet to his reach with his weapon of choice. Every 3 levels thereafter (15th, 18th ), this reach increases by 5 feet. The kensai may spend 1 ki point as a free action to double this reach until the start of his next turn.
| Vermilleo |
Skills - replacing Knowledge (religion) with Knowledge (nobility). Also, what about Bluff and Heal?
Alignment: Lawful alignment: necessary? In retrospect, probably not. Unless someone puts forth a convincing argument otherwise, I'm removing the lawful requirement. Then there should be no Ex-Kensai section >>
Night everyone.
| Vermilleo |
Alright, since I apparently have nothing better to do Friday night, here is a "finished" version. As in, unless someone says something is horribly wrong with it.
I removed a couple abilities, added others, and tried to balance it and make the flavor a little more consistent (no more weapon teleporting, for example).
Note: He has good Fort and Ref, but bad Will saves. I realized too late I'd only put in good saves in the table...but I don't want to go rework that ><
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. A kensai excels at finishing combat before the other participants realize it has begun.
Alignment: Any
Hit Die: d10
Level .... BAB .. Fort,Ref ... Special .................. AC Bonus
1st ....... +1 .... +2 ... Weapon of choice, ........ +0
.................................. flurry, bonus feat,
.................................. AC bonus
2nd ....... +2 .... +3 ... Uncanny dodge, ........... +0
.................................. bonus feat
3rd ....... +3 .... +3 ... Weapon bond (+1), ...... +0
4th ....... +4 .... +4 ... Evasion, ki .................... +1
.................................. pool (item breaker)
5th ....... +5 .... +4 ... Superior ......................... +1
.................................. reflexes, weapon
.................................. bond (+2)
6th .... +6/(...) . +5 ... Deflect arrows, ............. +1
.................................. bonus feat
7th .... +7/(...) . +5 ... Iaijutsu, perfect ........... +1
.................................. strike
8th .... +8/(...) . +6 ... Weapon guard, .............. +2
.................................. improved uncanny dodge
9th .... +9/(...) . +6 ... Critical perfection, .......... +2
.................................. weapon bond (+3)
10th .. +10/(...) . +7 ... Flash, bonus feat ......... +2
11th .. +11/(...) . +7 ... Counterstrike .............. +2
12th .. +12/(...) . +8 ... Ki pool (wind .............. +3
.................................. slash 10)
13th .. +13/(...) . +8 ... Iaijutsu focus .............. +3
.................................. weapon bond (+4)
14th .. +14/(...) . +9 ... Strength surge, ......... +3
.................................. bonus feat
15th .. +15/(...) . +9 ... Ki pool (wind .............. +3
.................................. slash 20)
16th .. +16/(...) . +10 .. Improved evasion ....... +4
17th .. +17/(...) . +10 .. Weapon bond (+5), .... +4
.................................. deathblow
18th .. +18/(...) . +11 .. Ki pool (wind .............. +4
.................................. slash 30), bonus feat
19th .. +19/(...) . +11 .. Iaijutsu master ........ +4
20th .. +20/(...) . +12 .. Weapon mastery, .... +5
.................................. weapon bond (+6)
Class Skills
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (geography) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Class Features
All of the following are class features of the kensai.
Weapon and Armor proficiency: A kensai is proficient with all simple and martial weapons as well as his weapon(s) of choice.
Kensai are not proficient with any armor or shields, unless they choose one weapon of a pair to be a shield.
When wearing armor, using a shield, or carrying a medium or heavy load, a kensai loses his AC bonus, any abilities requiring ki points, and all of the following abilities: (improved) uncanny dodge, (improved) evasion, superior reflexes, deflect arrows, iaijutsu, perfect strike, weapon guard, critical perfection, flash, counterstrike, wind slash, iaijutsu focus, deathblow, and iaijutsu master.
Weapon of Choice (Ex): Kensai dedicate their lives to the study of a single melee weapon or pair of melee weapons. At 1st level, a kensai chooses either a single simple, martial, or exotic melee weapon, one double weapon, or two weapons, either one light and one one-handed weapon or two light weapons. A kensai gains the benefit of item breaker, deflect arrows, perfect strike, weapon guard, critical perfection, counterstrike, wind slash, and deathblow only when wielding his weapon of choice. A kensai with dual weapons of choice may use these abilities even when wielding only one of those weapons. Once he has selected his weapon(s) of choice, a kensai cannot later change. 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, for weapon-specific feats (such as Weapon Focus), the kensai can only use this ability to qualify for feats with his weapon of choice.
Flurry (Ex): Starting at 1st level, a kensai can flurry as a full-attack action. When doing so he may make one additional attack using his weapon(s) of choice as if using the Two-Weapon Fighting feat (even if the kensai does not meet the prerequisites for the feat, or if he is using a weapon that feat would not ordinarily affect, such as a two-handed sword).
At 6th level, the kensai can make two additional attacks when he flurries, as if using Improved Two-Weapon Fighting (even if the kensai does not meet the prerequisites for the feat, or if he is using a weapon that feat would not ordinarily affect, such as a two-handed sword).
At 10th level, the kensai can make three additional attacks when he flurries, as if using Greater Two-Weapon Fighting (even if the kensai does not meet the prerequisites for the feat, or if he is using a weapon that feat would not ordinarily affect, such as a two-handed sword).
A kensai applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A kensai may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry. A kensai may not use any weapon other than his weapon(s) of choice as part of a flurry. A kensai with natural weapons cannot use such weapons as part of a flurry, nor can he make natural attacks in addition to his flurry attacks.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a kensai may select a bonus feat. These bonus feats must be selected from those listed as combat feats. When choosing a weapon-specific feat as a bonus feat (for example, Weapon Focus), he must choose his weapon of choice.
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.
Uncanny Dodge (Ex): At 2nd level, a kensai gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A kensai with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a kensai already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Weapon Bond (Su): Kensai bond spiritually with a single, specific weapon of the type of their weapon of choice. A kensai with a double weapon of choice or dual weapons of choice bonds with both simultaneously. The weapon contains part of the kensai's spirit and retains a fragment of spiritual essence from every creature killed with it, eventually developing magical abilities.
Beginning at 3rd level, 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: anarchic (if the kensai is chaotic), axiomatic (if the kensai is lawful), brilliant energy, defending, holy (if the kensai is good), keen, merciful, speed, or unholy (if the kensai is evil). At 20th level and above, the bonus may stack with existing weapon bonuses to a maximum of +6. 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 each morning after 8 hours of rest or meditation and cannot be changed until the next time he rests for 8 hours (these hours need not be consecutive). To change them, the kensai must have his weapon in his possession, but the weapon retains its (unchanged) abilities in any event.
These bonuses apply only when the weapon is wielded by the kensai and can only be applied to one end of a double weapon or one of a set of dual weapons.
The kensai's weapon bond can be transferred to another weapon of the correct type through a special ritual that and takes 24 hours to complete.
The kensai's bonded weapon is immune to the broken status. If it is damaged, it is restored to full hit points the next time the kensai rests for 8 hours, even if it is not in his possession.
Evasion (Ex): At 4th 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.
Ki Pool (Su): At 4th 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 flurry. In addition, he can spend 2 points to give himself the benefit of true strike (caster level equal to his kensai level). 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.
Item Breaker (Su): Beginning at 4th level, a kensai gains a bonus to damage equal to 1/2 his kensai level when attacking objects with his chosen weapon, as long as he has at least 1 point remaining in his ki pool.
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.
Perfect Strike (Ex): At 7th 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 hit, he can instead spend 2 points from his ki pool to increase his weapon's critical multiplier by 1.
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 Uncanny Dodge (Ex): At 8th level and higher, a kensai can no longer be flanked. This defense denies a rogue the ability to sneak attack the kensai by flanking him, unless the attacker has at least four more rogue levels than the target has kensai levels.
If a kensai already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Critical Perfection (Ex): At 9th level, a kensai adds his Wisdom bonus (minimum 0) on critical hit confirmation rolls with his weapon of choice.
Flash (Ex): At 10th level, the kensai's attacks are so quick they can confuse opponents, creating openings for him to exploit. He can make a Bluff check to feint in combat as a move action. If he has the Improved Feint feat, he can instead feint as a swift action.
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 adds 10 feet to his reach with his weapon of choice. Every 3 levels thereafter (15th, 18th ), this reach increases by 10 feet. The kensai may spend 1 ki point as a free action to double this range increment until the start of his next turn.
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 an opponent denied his Dexterity bonus, he adds his Wisdom modifier on damage with his weapon of choice (minimum 0).
Strength Surge (Ex): At 14th level, the kensai can 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, as an immediate action. This ability costs 2 ki points.
Improved Evasion (Ex): At 16th 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.
Deathblow (Su): Starting at 17th level, a kensai can strike a creature dead with a single decisive blow. He can use this deathblow attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the kensai strikes successfully and the target takes damage from the blow, the target must make a Fortitude saving throw (DC 10 + 1/2 the kensai's level + the kensai's Wisdom modifier) or die.
Iaijutsu Master (Ex): At 19th level, a kensai's initiative roll is automatically a natural 20 and he is never surprised.
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.