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Kensai

(Complete Warrior variant, p. 49)

The kensai masters body, mind, weapon, and will.

Requirements

Base Attack Bonus: +5

Alignment: Any lawful

Skills: Concentration 5 ranks , Diplomacy 5 ranks , Ride 5 ranks

Feats: Combat Expertise , Weapon Focus (any weapon)

Special: Must complete an other of service (see sidebar) to either an overlord or an ideal.


Hit die

d10

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Kensai gain no proficiency with any weapon or armor.

Signature Weapon (Su): The kensai chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a signature weapon. Most kensai choose
either a sword or bow for this weapon, but even a kensai's natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality.

Upon qualifying for the class, a kensai gains the ability to establish a link with his signature weapon. The character focuses part of his life energy on the weapon, making it more effective in his hands and his hands alone.

Signature Weapons

Class Level Weapon Bonus Minimum XP Cost 2
1st +1 40
2nd +2 160
3rd +3 360
4th +4 640
5th +5 1,000
6th +6 1 1,440
7th +7 1 1,960
8th +8 1 2,560
9th +9 1 3,240
10th +10 1 4,000

1A weapon can't actually have an enhancement bonus higher than +5, but it can have special abilities that are the equivalent of additional bonuses. Use these lines on the table to determine the XP cost when special abilities are added to a signature weapon. Example:* A 6th-level kensai who has a masterwork longsword can imbue it with the power to be a +5 keen longsword at a cost of 1,440 XP, since the keen special ability is equivalent to a +1 bonus.

2The XP cost presented here assumes that the weapon being imbued does not already have an enhancement bonus. If it does, the cost to imbue it with additional power is reduced. For instance, if a kensai has a +1 longsword and wants to imbue it with the power to be a +3 longsword, he may do so by paying the difference in XP cost between creating a +1 weapon and a +3 weapon (360 minus 40, or
320 XP).

The process for imbuing a signature weapon with power is a simple one. The character must find a quiet, safe spot to meditate (and pray, for those kensai who serve deities) for 24 hours. At the end of this meditation, the kensai sacrifices a number of experience points, essentially shifting some of his life force into his signature weapon. The signature weapon then becomes a magic weapon (if it wasn't already) and gains an enhancement bonus and/or special abilities. His current class level limits the amount of enhancement a kensai can place into his signature weapon. A kensai cannot create a signature weapon if doing so would cost enough experience points to reduce his character level.

Use the table on the previous page to determine XP costs and class level limits.

If the ritual is interrupted, it can be begun again at any time, but it must run for a full 24 hours for the signature weapon to be imbued. The kensai pays the XP cost as soon as the ritual has been completed.

A kensai's signature weapon has a caster level equal to the character's class level + 10.

Imbuing Double Weapons: A double weapon may be imbued, but both ends of the weapon must be paid for and imbued separately.

Imbuing Natural Weapons: The process for imbuing a kensai's natural weapons (such as his fists) is the same as for a manufactured weapon, except all of the kensai's natural weapons of one type are imbued at 100% of the cost + 10% per natural weapon. For example, a human kensai who has Weapon Focus (unarmed strike) may turn his fists into signature weapons for 120% of the XP cost. A six-armed kensai with a bite and tail attack would have to choose between fists, bite, and tail and pay either 160% of the cost (for six fists) or 110% of the cost (for the single bite or tail). A kensai who imbues a particular type of natural weapon must imbue all his natural weapons of that type (so a human kensai with two fists must imbue both fists). It takes 24 hours for a kensai to imbue one type of natural weapon, regardless of how many actual weapons of that type he possesses.

Losing a Signature Weapon: If a kensai's signature weapon is lost or stolen, the character must strive to recover it by any means that do not violate his oath or alignment. A kensai who knowingly abandons a signature weapon is treated as if he broke his oath of service (see the sidebar). A kensai who abandons a signature weapon and atones for the deed can begin to create a new signature weapon.

If someone destroys a kensai's signature weapon, only the kensai can repair it. If enough is left of the weapon to salvage (the shattered shards of a sword, for example), the kensai can reforge the weapon as if he were using the Craft (weaponsmithing) skill to make a masterwork weapon. If he takes the reforged weapon and then meditates for 24 hours, he may pay the appropriate XP cost to restore his weapon to full strength.

Should nothing remain of the weapon, the kensai must begin anew with a weapon that has never before been imbued. The character, however, has not failed in his oath—the destruction of a kensai's weapon in service of his oath is not shameful, and other kensai are likely to show even more respect to a comrade whose weapon is destroyed in oathbound service.

Losing Natural Weapons: If a kensai loses his natural weapons (such as his fists), he may have them regrown by using regeneration or a similar spell. In this singular case, the kensai does not need to spend any more XP or time to reimbue his signature weapon with power. The link is direct enough that no extra effort is necessary.

Power Surge (Ex): At 2nd level, a kensai gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 to his Strength for a number of rounds equal to one-half his class level. Each time after the first that a kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.

Ki Projection: At 4th level and higher, a kensai adds one half his class level (round down) to any Bluff, Diplomacy, Gather Information, or Intimidate checks he makes. At 8th level and higher, the kensai adds his full class level to such checks.

A target that realizes it has been fooled by a kensai's successful Bluff check gains a +10 bonus on any check or saving throw involving the kensai's use of Bluff, Diplomacy, Gather Information, or Intimidate against that target in the future. The kensai can regain the creature's trust by changing its attitude from unfriendly to friendly (see Influencing NPC Attitudes, page 72 of the Player's Handbook).

Withstand (Ex): When a kensai of 5th level or higher is forced to make a Reflex save to avoid damage from an area effect spell (such as a fireball), he can make a Concentration check instead of a Reflex save to resist taking full damage. If a kensai has the evasion or improved evasion ability, those benefits apply on this Concentration check as well.

Instill (Ex): Once per day, a kensai of 8th level or higher may take a full-round action to make a Concentration check (DC 10 + target's HD or character level) to impart some of his own ability into a willing ally he can touch. The kensai then transfers some of his power to the ally: He subtracts up to 1 point per class level from his base attack bonus and/or any or all of his base save bonuses and transfers the same amount to the recipient. The kensai regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the kensai must make a Fortitude save (DC 5 + target's HD or character level) or die as well. If he succeeds, he immediately gets his instilled powers back.

Ki Warlord: When a kensai attains 10th level, he gains great notoriety and becomes known as a ki warlord. Other kensai of the same alignment revere the ki warlord, and even those of differing alignments treat him with some measure of respect. If the ki warlord has an NPC master, this master likely assigns the ki warlord more responsibility and authority within his domain (perhaps giving him a castle, monastery, or military school). If the ki warlord serves a deity, that deity may take a personal interest in giving the ki warlord more responsibility, perhaps actually contacting the ki warlord directly or through intermediaries and making the deity's wishes known.

In addition to this added responsibility, a ki warlord gains some tangible benefits. He has the right to petition other (lower-level) members of the prestige class for assistance on adventures or in the fulfillment of his oath. As long as a ki warlord's requests do not violate the other members' own oaths of service or alignment, lower-level kensai have a responsibility to assist a ki warlord in any reasonable manner — such as providing food and shelter, access to minor resources, and other things another character might have to barter for.

Ki warlords inspire those around them. When fighting within 30 feet of a ki warlord, allies gain a +1 morale bonus on Will saves, Concentration checks, and attack rolls. Lawful allies gain a +2 morale bonus on these checks.

Multiclass Note: A samurai, paladin, or monk who becomes a kensai may continue advancing in his original class.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Signature weapon
2nd +1 +0 +0 +3 Power surge
3rd +2 +1 +1 +3
4th +3 +1 +1 +4 Ki projection
5th +3 +1 +1 +4 Withstand
6th +4 +2 +2 +5
7th +5 +2 +2 +5 Ki projection
8th +6 +2 +2 +6 Instill
9th +6 +3 +3 +6
10th +7 +3 +3 +7 Ki warlord

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Intimidate CHA no no
Jump STR no yes
Knowledge (local) INT yes no
Knowledge (nobility and royalty) INT yes no
Ride DEX no no
Sense Motive WIS no no

Spells for Kensai

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