| Post/Author/DateTime | Post |
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| TyraaloftheFist11-16-04, 09:03 PM | Kensai Skills/points:As monk, add "Parry"(explained later)/6 Alignment:Anything nonlawful HD:d10 Movement Speed increases as monk Weapons/Armor Proficiency:Bastard swords, and they can wear dastana(+1 deflection bonus to AC) or bucklers. If they wear any actual armor, they lose all class abilities until they take it off. Special: All swords/katanas are finessable for kensai due to extensive training, Kensai qualify for Weapon Specialization and Greater Weapon Specialization as fighters. Kensai begin the game with a katana (+1 attack, 1d8 damage, 18-20 critical threat range, x2 multiplier) or a masterwork bastard sword(+1 attack, 1d10 damage, 19-20 critical threat range, x2 multiplier) They may not use a magical katana/bastard sword, because it does not allow for an accurate measurement of skill. However, their Ancestral Blade ability does not make the sword magical, it awakens the spirits within the blade, which gift the katana with spirit power and provide the kensai with guidance, similar to magic(it is affected by antimagic, but detect magic, arcane sight, both greater and lesser, and anything that does not detect supernatural effects does not detect spirit power). The kensai is to normal swordwielders what a monk is to a weaponless fighter. That is, each has the kind of skill that the others dream of. Kensai are born, not made, although few that could have become kensai did, opting instead to be fighters or barbarians. Their skill with bladed weaponry is incredible, matched only by their hatred of being restricted by anything. BAB Fort Ref Will Abilities 1 +1 +2 +2 +1 Weapon Focus, Flurry Strike, Kensai Defense, Ancestral Blade 2 +2 +3 +3 +2 Evasion, Deflect Arrows, Flash Attack 3 +3 +3 +3 +2 Still Mind, Kai, Unflankable, Dodge 4 +4 +4 +4 +3 Razor Strike 1, Weapon Specialization 5 +5 +4 +4 +3 Purity of Body 6 +6 +5 +5 +3 Iajitsu, Quick Draw 7 +7 +5 +5 +4 Wholeness of body 8 +8 +6 +6 +4 Slow fall 40 ft,Razor Strike 2 9 +9 +6 +6 +5 Improved Evasion, Rain Strike 10 +10 +7 +7 +5 Escaping Rain,Superior Weapon Focus 11 +11 +7 +7 +6 Diamond Body, Storm Strike 12 +12 +8 +8 +6 Razor Strike 3, Abundant Step, Slow Fall 60, Superior Weapon Specialization 13 +13 +8 +8 +6 Diamond Soul, Precise Slash 14 +14 +9 +9 +7 Hit and Run 15 +15 +9 +9 +7 Escaping Wind, Wounding Strike 16 +16 +10 +10 +8 Razor Strike 4,Unbent Blade,Slow Fall 80 17 +17 +10 +10 +8 Ageless, Freed Tongue 18 +18 +11 +11 +9 Deep Cutting 19 +19 +11 +11 +9 Empty Body, Form of Air 20 +20 +12 +12 +9 Slow Fall Any Distance, Unconquerable, Razor Strike 5, Escaping Flame, Master's Focus, Master's Specialization Ability Explanations:If named as feat, it's that feat. Flurry/Rain/Storm Strikes are flurry of blows with a sword, anything with the same name as monk ability is exactly like that ability. Rain Strike subtracts 1 from the attack penalty of Flurry Strike, and Storm Strike is exactly the same as Greater Flurry. Kensai Defense: You add your Charisma bonus to AC as well as your Dexterity bonus. Ancestral Blade: Exactly the same as the 'Ancestral Relic' feat in Book of Exalted Deeds, but only applies to your sword, and may be used to awaken the enhancement below for 600 gp. Superior Weapon Focus: +1 to attack rolls, stacks with Weapon Focus. Kiai:Once per day per level you can give up all other attacks to deal a critical hit on a succesful attack,or one attack that round deals max damage or you can spend two uses to deal a max damage crit. Unflankable: As Improved Uncanny Dodge Razor Strike:Add the number next to it to attack and damage Slow fall: as the monk ability. Iajitsu: Once per round, you can quickdraw your sword and attack too fast for the enemy to react or even see your sword. They get no Dex bonus against this attack and you can strike cool poses! Whee! After experiencing this, they get a Reflex Save (dc=5+attack roll+Charisma modifier) to keep their Dex bonus. Escaping Rain/Wind/Flame:Against one of your enemies, you get +3/+4/+5(respectively) to your AC, and against the rest you get +2/+3/+4(respectively). Precise Slash: +2 to your critical threat range(not multiplied by keen or improved critical) Hit and Run: When charging, you may continue moving after attacking the enemy Wounding Strike: Your attacks cause 1 point of bloodloss damage each round for one turn. Multiple wounds stack. Unbent Blade: Your attacks bypass hardness/ damage reduction. Ageless/Freed Tongue: You don't age, and you can talk to anything with an intelligence score. Deep Cutting: Crit multiplier is increased by one. Form of Air: You(and everything you are carrying) can become air for one turn per level. Your senses work as normal, but you can't deal damage, move anything a mage hand spell couldn't, or be seen/heard/felt. Period. No exceptions. Also, any AOE spells deal half damage to you, unless they remove air. Then they act like finger of death. Unconquerable: You gain Damage Reduction 15/-, and are immune to mind effects. How do you like that? BTW, here are the new things I replaced the damage increases with... Superior Weapon Specialization: I swear I've seen this feat somewhere...+1 to damage, stacks with Weapon Specialization. Requirements: +12 BAB, Weapon Focus, Superior Weapon Focus, Weapon Specialization.(Did I get it right?) Master's Specialization: +3 to damage with selected. Special ability. May only be used with the weapon you have Weapon Focus in. Superior Weapon Focus: Extra +1 to attack, stacks with Weapon Focus. Requirements: +10 BAB, Weapon Focus Master's Focus: Extra +2 to attack, stacks with Superior/Weapon Focus. Special ability. May only be used with the weapon you have Weapon Focus in. New Skill: Parry,Key Ability: Dexterity When in total defense mode, you may roll parry checks against a DC of your opponent's attack roll if they would normally have hit you. If you succeed, they don't hit you. If you succeed by 10 or more, you may attack them once at your full BAB. You may only parry as many attacks as you can make. New Enhancement: Spirit's Edge In addition to the +1 attack bonus granted by a masterwork weapon, you may also add 1 point to damage, and 1 point to critical threat range. (+1 attack rolls, 1d8+1 damage, 17-20 critical threat range) A katana has these abilities +1 attack, 1d8 damage, 18-20 critical threat range, x2 multiplier. Whattaya think? |
| TyraaloftheFist11-17-04, 08:31 PM | Morris the Kensai has asked me to belt on a :bump:sword, and now a-:bump:ing I will go. Also, from my Swordwielding Smilies:fight!: :fight!: :fight!: :fight!: :fight!:, :bump:,:bump:,:bump:. |
| TyraaloftheFist11-18-04, 04:10 PM | Do I have to whine AGAIN? I swear, that's the only way I get replies... |
| TyraaloftheFist11-18-04, 10:55 PM | grrrrrrr...fine. :weep::confused::bigeyes::(:raincloud :banghead: :tantrum: :rant::headexplo:nonono: please reply...please? |
| Kudora Kyoji11-18-04, 11:20 PM | A quick look tells me this is overpowered, and hard to read. |
| Ned Fletcher11-19-04, 12:59 AM | Arn't there already stats and everything for the Kensai in the complete warrior's handbook... I would conferm it yes or no, but I temperaraly traded my book for a copy of ebberon. (Pardon my spelling, I tore all the keys of my keyboard for entertainment.) |
| TyraaloftheFist11-19-04, 05:49 PM | A quick look tells me this is overpowered, and hard to read. ...so what would make it easier to read? Suggestions are appreciated... Arn't there already stats and everything for the Kensai in the complete warrior's handbook... Maybe. I don't have it and have never seen it. And this is MY version. I plan to buy both Complete Arcane and Complete Warrior by next week, but on topic, I thought this up a year ago. I should hope that it's unique... (Pardon my spelling, I tore all the keys of my keyboard for entertainment.) Man, you really must've been bored... |
| Jell_Moo11-19-04, 06:00 PM | This is almost impossible to read. You probably won't get many responses until you format it a bit better. Check out THIS (http://boards1.wizards.com/showthread.php?t=50606) thread for info on how to format this sort of thing on the boards. Good luck. |
| TyraaloftheFist11-19-04, 08:31 PM | The chart that would be here is in the first post now. |
| RatFlail OF DOOM!!!!11-19-04, 10:20 PM | WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY WAY too many class features find a way to compact them together... |
| Jell_Moo11-19-04, 10:52 PM | Ooooookkkkk... Really, I'm not trying to sound insulting here, but is this serious? I'll assume it is for the moment. This is so horribly beyond broken and overpowered it isn't funny. Compare this class to a a Fighter. Notice anything? This class is just plain better in every way imagineable. My advice? Start over from scratch. Figure out exactly what you want the class to do, and work from there. You have wayyyy too many class abilities going on here. It's like you took the best features of the Fighter and the Monk, added them together and then added a whole bunch more special goodies too. Go back to square one. List the abilities that are MUST HAVES for the Class, and ones that are NICE TO HAVE. And I mean everything. BAB, hit dice, skills, everything. Then start assembling it back together, keeping in mind that it shouldn't be noticeably better than the classes that inspire it (in this case Fighter and Monk). |
| TyraaloftheFist11-19-04, 11:40 PM | Not really, I was lying in bed at like four in the morning and had gotten no sleep. (I'm loopy when I'm sleepless.) Good idea. How about: No magic weapons/armor(except for Ancestral Blade), Razor Strike, Fast Movement, Weapon Focus/Specializations, Escaping stuff(Rain,Wind,Fire), Evasion/Improved Evasion, Iajitsu, Kensai Defense, and Flurry/Rain/Storm Strikes? |
| RatFlail OF DOOM!!!!11-20-04, 08:07 PM | wrong forum :( |
| Shyunal Drakaven11-20-04, 08:34 PM | Not really, I was lying in bed at like four in the morning and had gotten no sleep. (I'm loopy when I'm sleepless.) Good idea. How about: No magic weapons/armor(except for Ancestral Blade), Razor Strike, Fast Movement, Weapon Focus/Specializations, Escaping stuff(Rain,Wind,Fire), Evasion/Improved Evasion, Iajitsu, Kensai Defense, and Flurry/Rain/Storm Strikes? Are you saying you are taking all those things away? If you are, then it becomes much less broken, but it still needs some more fixing. |
| TyraaloftheFist11-21-04, 02:51 AM | Are you saying you are taking all those things away? If you are, then it becomes much less broken, but it still needs some more fixing. No, I was saying that those are a selection of must-haves that I was thinking should stay. Kensai can't wear armor, or use magical weapons. They can only use dastana these can't be magic either. Rings/potions are the only magic a Kensai may have besides the Ancestral Blade. Also, my idea of Kensai is a really fast character who can be incredibly good with his sword. Everything not listed goes away. Everything listed are things I was wondering whether they were overpowered. With everything else gone, I think it seems a lot more balanced. |