Kenseijin (3.5e Class)

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Kenseijin
You shall never escape the Balance.
Rating: Not rated
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Status: 99% (Going through a beta testing phase in my friend campaign.)
Editing: None, Any suggestions put in the Talk page will be considered.

Kenseijin[edit]

Kenseijin are battle monks who pray and meditate to the sword. combining their own energy with that of their blade. This class does not have very many abilities, but makes up for it with their hit point growth.

Making a Kenseijin[edit]

Very limited abilities and skills, many hitpoints.

Abilities: Strength and Wisdom. Strength for the combat, wisdom for their abilities.

Races: Human Only

Alignment: True/Lawful Neutral.

Starting Gold: 4d4x10 average 100

Starting Age: Moderate

Table: The Kenseijin

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Oath of Freedom, Exponential Hit Die, Bonus Feat
2nd +1 +3 +3 +3 Sword Bearer
3rd +2 +3 +3 +3
4th +3 +4 +4 +4
5th +3 +4 +4 +4 Bonus Feat
6th +4 +5 +5 +5 +1 Spending Point
7th +5 +5 +5 +5 Solid Thought
8th +6/+1 +6 +6 +6
9th +6/+1 +6 +6 +6
10th +7/+2 +7 +7 +7 Bonus Feat
11th +8/+3 +7 +7 +7 +1 Spending Point
12th +9/+4 +8 +8 +8 Rage of the Kenseijin
13th +9/+4 +8 +8 +8
14th +10/+5 +9 +9 +9
15th +11/+6/+1 +9 +9 +9 Bonus Feat
16th +12/+7/+2 +10 +10 +10 +1 Spending Point
17th +12/+7/+2 +10 +10 +10 Diamond Soul
18th +13/+8/+3 +11 +11 +11
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12 Bonus Feat

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Disguise, Gather Information, Heal, Intimidate, Jump, Knowledge, Listen, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope.

Class Features[edit]

All of the following are class features of the Kenseijin.

Weapon and Armor Proficiency: Kenseijin are proficient with all simple and martial weapons. Kenseijin have no proficiency in armor or shields.

Oath of Freedom The Kenseijin swear an Oath to their blade, for it to protect them and to not doubt their blades will. In doing so the Kenseijin cannot wear any form of armor, except for shields, or they will break this bond with their sword and lose all of their kensei abilities. Breaking this Oath ensures that one will never be allowed to become a Kenseijin again. The Oath of Freedom can only be sworn to any blade of any quality or material that is not evily or good alligned. A Kenseijin can swear an oath to a fallen Kenseijins blade, doing so allows the Kenseijin to use the blade to its full potential, only if the blade accepts its new wielder(EGO). In cases where a Kenseijin dual Wields he/she may swear their oath to multipul blades. The loss of either of the blades results in the same penalty as if they had only one, if both are destroyed the Kenseijin takes 4x the Results.

Exponential Hit Die (Su): Every level the Kenseijin gains they gain more and more hit die equal to their level. I.E. 1 at level 1, 2 at level 2 for a total of 3, 3 at level 3 for a total of 6 and so on to a maximum of their Wis Modifier. if the Kenseijin has a 19 wis, +4 and it moves up to 20, +5 the kenseijin would gain every hit die that they would have normally accuired of they originally had a 20 wis. This ability is gained after the kenseijin swear their "Oath of Freedom". This ability only is active while the oath of Freedom is intact, breaking that ath destroys all extra HD gained from this ability. This ability only applies to Kenseijin HD, No other classes. should a Charater lose all the HD they would have had, they must make a Fort save to save Vs. Massive damage for their HP loss, Failure would result in the death of the player due to massive loss. The Kenseijin are limited to a max of 10Hd per level regardless of their Wis Mod. Once a Kenseijin goes Epic, they are Limited to 15 HD Per epic level only, that means that they do not gain all the HD they would have gained if they had a max of 15 the whole time, just epic levels, 11 Hd at 21 12 HD at 22 13 Hd at 23, ECT...untill they gain 15 per level, the kenseijin can gain as many levels in kenseijin as they wish, gaining bonus feats, and leveling their sword as if its abilities kept progressing.

Sword Bearer The Kenseijin' bond with their blade becomes empowered by his/her experiences. sharing the players experience with their Sword. This can be done in 10% incraments from 10%-90%. The Sword becomes intelligent, but its Ego can never control its Wielder. The Sword of a Kenseijin is useless in the hands of anyone besides its true owner. if the blade is stolen it loses all its abilities until the Kenseijin wields it again, aswell as becoming unsharpenably dull, doing half damage as non-lethal. If the Sword should break, the Kenseijin must recoup for 1 month and create a new Oath with another Sword. All Experience that was put into the blade is lost. If a Kenseijin Chooses to Swear to multipul blades he/she must share experience with both blades seperatly, 10% self 45% 1 45% 2 is an example. Any blade that the Oath is sword to can deal either lethal non lethal at the will of the Owner, anything from wooden training sword to Chainsaw. Also, anytime that the kenseijin meditates, he/she becomes under the effect of greater sustainance. Not having to Eat, Sleep, Breate, or Drink as long as they are meditating.

Solid Thought(Ex) The Kenseijin and his/her Blade start to think as one, in doing so any will save must be rolled for both the Kenseijin and his/her blade, if either make the save, it is considered a Success. Both Kenseijin and Blade Must gain this ability for it to work

Diamond Soul (Ex): At 17th level, the kenseijin gains spell resistance equal to his/her current kenseijin level + 10. In order to affect the kenseijin with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the kenseijin's spell resistance.

Rage of the Kenseijin(Ex)

Regular Effect - A Kenseijin can track down his/her blade as if Scrying by Divine. Magic effects that would cancel scrying would not effect the blade unless they worked against Divine.

NOTE:This following is designed for OP Campaigning only...this is not a regular
ability and should only be used with DM approval for High Power Campaigns.

As the Kenseijin builds bond with their blade, they realize their attachment and weakness, that is their blade. In such cases that the kenseijin is aware that ther blade has been removed from their possession, they go into a divine rage, gaining +2 STR and +2 CON, aswell as the traditional -2 Hit to AC. Aswell as Unleashing a fury of divine energy, this takes place in 1 of 3 forms, depending on your blades main paths: Divine, Arcane, Mundane.

Sacred-Furious White pulsating energy ripples from the Kenseijin taking the form or wings, a cape/cloak..Ect ending in 6 main pieces each able to make a ranged touch attack asif they were Brilliant energy, and of the same enchanment bonus of the Kenseijins blade. they can also make grapple attemps to retrieve the blade + to the Kenseijins grapple mod. (Perception)

Wrathful - Large orbs of white energy form and circle around the Kenseijins head asif they were Ioun stones. each shooting or arcs of White Lightning, Dealing 1D6/2 Levels of Kenseijin of Holy and/or Lightning Damage for purposes of resistance or Damage Reduction. The Kenseijin can shoot 1 of the 3 balls at their blade losing the effects of the ball, but causing anything touching or withing a 10ft Radius of the blade to take 10D6 Fire and Holy Damage. (Insight & Deception)

Fury - The Kenseijin starts to glow, and tattoos begin to pulsate with white energy, the Eyes of the kenseijin Ignite with white fire, aswell as the hair of the Kenseijin. The Kenseijins speed increases by 50Ft. and can move as if unstoppable. resistant to all damage from non hostile creation. The Kenseijin can Make a will save DC=10+(1 for every 20 Ft the blade is away to the kenseijin) to call his/her blade. In which case the blade flies to its true owner at insane speed, unless bound, in which case the blade makes STR check = Kenseijins STR & Base Attack, aswell as the Blades WIS Mod to break free and fly to its master. (Strength, Speed, & Fortitude)

This state of Rage happens only when the Kenseijins blade is removed from his/her possession, and lasts aslong as the kenseijin is without their blade or until they are forced unconscious. Feats can be taken to benifit this form of rage, and for purposes of prerequisits, this rage is limitless, or /will, even though it can only be activated through theft of a kenseijins blade. Using a magical effect that forces someone to become enraged would activate this ability.

Bonus Feats These feats can only be chosen if the player has the Prerequisits. Bonus feats can also be sacrifics for spending points (See the Oathbound blade area for desc.) 1 BF = 1 SP

Blind-Fight, Blind Sight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Diehard, Dire Charge, Dodge, Endurance, Exceptional Deflection, Exotic Weapon Proficiency, Great Cleave, Greater Power Specialization, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Hold the Line, Improved Bull Rush, Improved Critical (Oath bound weapon), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Improved Whirlwind Attack, Infinite Deflection, Knock-Down, Mind Over Body, Polyglot, Power Attack, Power Critical, Power Specialization, Mobility, Quick Draw, Reflect Arrows, Run, Snatch Arrows, Spring Attack, Stand Still, Superior Expertise, Superior Initiative, Track, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Finesse, Weapon Focus (Oath bound weapon), Weapon Specialization, Whirlwind Attack,


Ex-Kenseijin[edit]

Kenseijin are allowed to multiclass without penalty, but if a Kenseijin breaks his oath of freedom, they are never allowed to become a kenseijin again, this usually causes an Alignment change to CN, and drives the Kenseijin Critically Insane. In doing so they usually die very quickly dues to suicide or sleep deprivation from their blade haunting or hounding them constantly.

Epic Kenseijin[edit]

Table: The Epic Kenseijin

Hit Die: d8

Level Special
21st Undying, +1 Spending Point
22nd
23rd
24th
25th Bonus Feat
26th +1 Spending Point
27th
28th
29th
30th Immortality, Bonus Feat

2 + Int modifier skill points per level.

Undying - At this point the Kenseijin has Poured such large ammounts of their knowledge and experiences into their blade it starts to act like a Lich' Phylactery preserving them longer, but not indefinatly. This extends the Kenseijins Maximum Age by 5x, and removes any age penalties applied to the Kenseijin until they would gain them with their new max age.

Imortality - The Blade of the Kenseijin becomes part of their soul, sharing the same soul. So Long the blade of the Kenseijin Is not broken after this point the Kenseijin come under the affects of False immortality, in which case they can never die from age, and never take penalties. the Kenseijin ceases to age and is restored to a moderate age.

Epic Bonus Feats - The Epic Kenseijin Gains Bonus Feats every X0, X1, X5, & X6 levels, X being the tens or Hundereds of levels they might accumulate. These Feat can Only be chosen from the Kenseijin Bonus Feat list. If the Kenseijin should gain every bonus feat on the list, they can pick freely as if they were an equal level fighter.

Human Kenseijin Starting Package[edit]

Weapons: One-sided Bastard Sword, Short Sword, Dagger.

Skill Selection: Pick a number of skills equal to 4 + Int modifier (+2).

Skill Ranks Ability Armor
Check
Penalty
Balance 3 Dex 0
Gather Information 3 Cha "—"
Heal 4 Wis "—"
Sense Motive 3 Wis "—"
Survival 4 Wis "—"
Tumble 3 Dex 0

Feat: Blind-Fight, Endurance

Bonus Feats: Diehard

Gear: Backpack, Bedroll, Winter Blanket, Flint n Steel, Candle x 5, Trail Rations x 7 Days, Cloak.

Gold: 67g.


Playing a Kenseijin[edit]

Religion: The Kenseijin do not have a set religion, and are nto defined not to have one, but no matter what the Kenseijin will always pray and meditate to their Oathed Blade.

Other Classes: As Monk.

Combat: Tank, As Monk/Fighter.

Advancement: Kenseijin/Fighter, Kenseijin/Monk, or Kenseijin/Ranger

Kenseijin in the World[edit]

The Kenseijin due to their Monkish nature are commonly confused for them...but for some of the less enlightened members of society, who see druids as demons, different, and unwelcome...See them as such.

Daily Life: As Monk.

Notables: Members of the 15 Eyes

Organizations: The 15 Eyes - A Group of Epic level Kenseijin who not only swore an oat hto their blade, but apon that oath also swore to protect the balance of the World to the best of their ability. These are the 15 Eyes, 15 Kenseijin all with a unique blade, and each an even more unique set of abilities.

NPC Reactions: Unknowingly.

Kenseijin Lore[edit]

Characters with ranks in Knowledge(History) can research Kenseijin to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(History)
DC Result
5 Common traits that would identify one as a Kenseijin in stories of the past.
20 What the Kenseijin are, Their abilites, and how they operate.
45 The Location of where some Master Kenseijin are "Burried".*
50 The Abilities and Traits or their Swords, Specific to the Kenseijin revealed with the DC:45 Check.**
  • Note - Kenseijin of this level become immortal, in some cases they actually die, in others they fake their deaths in order to dwell carelessly in solitude until their time of need.
    • Note - The Sword can only be used truly by its Master. In cases like this the Character might see the sword as useless or Damaged. Only after succeeding an extremely high Knowledge History or appriase check might one find worth in the blade, but in no way able to identify it magically or not.

Kenseijin in the Game[edit]

Legend of the 15 Eyes: The 15th Long has it been told that a Group of warriors roam the world training, honing and mastering their skills for when the world falls out of balance, and calls apon them, Kenseijin who have been waiting ages, Some said to be dead, others eternally Youthful...When will they be needed again.

EL 7 (27 if Prevoked) After finding a secret door while exploring a hidden dungeon, the party stumbles through a set of passages and finally arives at a seal room. Apon the room there are 14 marking each with a blade in it, around a 15th also with a blade. no search or spot check can allow a player to open this door, it is a test. to open the door the playermust pull the 15th blade out and align it like the other 14. after doing so the door dustily slides up into the roof, 15 seconds later closes, with no means of opening it. in this secret dust fdilled room lies an ancient looking sarcofagus in the middle of the room, very crude looking, but very masterfully build. After successfully searching it the players can determine that it is locked from the inside, again the 14 emblems circle around the 15th, but this one is in proper order. apon a player deciding to press on the blade of the 15th a small click can be heard within the coffin. inside lies a barely decayed body, ancient and petrified clothing and n ornate blade, nothing happens until a player decided to remove the blade from the sarcofagi, after which the body raises out and calls apon the blade. in doing so the player who tookthe blade must succeed a Strength check DC:20, apon failure the blade flies to the land of the corpse, apon success the player is slowly dragged closer and slocer to the body. Along with failure the corpse returns to his coffin and begins to close it, during which the players must ask him who he is in a specific language, DMs choice. apon success the player will finally reach the corpse and is forced to let go by the will of the blade, in doing so the corpse askes who faces him, and why they have come? Failure again, the corpse will explain that hes is the 15th of the 15 eyes, and he has been in meditation for over 10,000 years, waiting for the call. and will answer any questions the players ask, as their reward. success, the Player who held on to the blade earns honor with the 15th eye, and is given a small crude copper earring, it will jingle when, any of the 15 eyes are close, and it will ignite on fire when danager is stirring, this does not cause any damage, mearly a warning. DMs coice to end, to exit all the players have to do is walk through the rock, after which the door is present again.

Legend of the 15 Eyes: Becoming the 5th (Kenseijin Only)(Party may come along)Apon successful research of the Kenseijin and the 15 Eyes, a player Kenseijin can successfully find out that the 5th Eye was slain defending a Legendary city long lost from a Paragon Red Great Wyrm and its Minions. Slaying the Great Dragon, and saving the City over 75,000 Year ago.

EL 25 too come.

Oathbound Blade Chart[edit]

Table: Oathbound Blades

Hit Die: d10

Level Experience Enc + Ability Scores Saving Throws Special
Int Wis Cha Fort Ref Will
1st 2,000 +1 1 5 1 +1 +1 +1 Empathy, 60 ft hearinf and Vision
2nd 6,000 +1 6 6 4 +1 +1 +2 Primary Ability
3rd 12,000 +2 7 6 5 +2 +2 +3
4th 20,000 +2 8 7 6 +2 +2 +4 Spending point +1
5th 30,000 +3 9 8 7 +3 +3 +5 +1 Primary Stat
6th 42,000 +3 10 10 9 +3 +3 +6 Speech
7th 56,000 +4 10 12 9 +4 +4 +7 Solid Thought
8th 72,000 +4 10 12 11 +4 +4 +8 Secondary Ability, Spending point +1
9th 90,000 +5 11 12 11 +5 +5 +9
10th 110,000 +5 12 12 12 +5 +5 +10 +1 Primary Stat, +1 Secondary Stat
11th 132,000 +6 12 13 12 +6 +6 +11 Telepathy
12th 158,000 +6 13 13 13 +6 +6 +12 Spending point +1
13th 182,000 +7 13 14 13 +7 +7 +13
14th 210,000 +7 14 14 14 +7 +7 +14 Secondary Ability
15th 240,000 +8 14 15 14 +8 +8 +15 +1 +1 Primary Stat
16th 272,000 +8 15 15 15 +8 +8 +16 Spending point +1
17th 306,000 +9 15 16 15 +9 +9 +17
18th 342,000 +9 16 17 16 +9 +9 +18
19th 380,000 +10 17 17 17 +10 +10 +19
20th 420,000 +10 18 18 18 +10 +10 +20 Secondary Ability, Spending point +1, +1 Primary Stat, +1 Secondary Stat

The Oathbound Blade is the only magical item a Kenseijin can use freely, that is for combat that is. The Enc + or Enchantment Bonus applies to Hit and Damage, and in this case for this blade only, Bonus to AC.

Primary Ability & Secondary Ability Abilities[edit]

As the Kensei Infuse their lifes work, dedication, learning, and experience into their blade, it becomes more and more like them with 2 characteristics: Primary, the main focus and drive, aswell as the methodism used to achieve the kenseijins goals, aswell as the Secondary, the Support, Definition, and Diversity of each kenseijin. the Kenseijin gain 1 primary and 3 secondary abilities, they can exchange 2 secondaries for another primary. The 6 Paths as as follows: Strength (STR), Speed (DEX), Fortitude (CON), Insight (INT), Perception (WIS), and Deception (CHA).

As the kenseijins Blade levels up and it gains abilites, they will gain feats based on the levels of power they have in a specific path, I.E. if a Kenseijin just became level 2 he/she would gain a Primary Ability, if said ability was used for the Power ability in the strength path, the Kenseijin would have a total ability level of 1 in the strength path and unlock Power attack, The Feats unlocked by this are only given while wielding the blade, and cannot be used as prerequisites, on the other hand, these feats are gained regardless of the requirments. If the Kenseijin already has the feat nothing happend unless the feat is stackable. Now for example the same kenseijin 20 levels later with a 20th level blade has power level 2 and hate level 2, his/her total ability level would be 4 and would gain all 4 special feats or abililities of that path, if the Kenseijin has power level 2 and speed level 2 then Their ability level would be Strength level 2 and speed level 2 and unlock the according abilities.

Paths[edit]

Each path has 2 levels, the second level is given once a secondary ability, in the same path as your primary, is taken.

Strength[edit]

The Strength path is about Damage, Slaughter, Vengence, Wrath, Power, Destruction, and Death.

Level 1 - Power Attack

Level 2 - Cleave

level 3 - Great Cleave

Level 4 - Improved Critical (Same as oathbound weapon)

Primary

Power - Level 1 - Increased die type of weapon & +2 Damage with oathbound weapon. Level 2 - Increased die type of weapon & Increase Strength bonus of Weapon by + .5x

Rage - Level 1 - Bypasses all DR = STR / 1/2 STR Mod. Level 2 - Voids STR Mod hardness & Increases Blades Hardness by STR Mod.

Hate - Level 1 - Increase Critical Multiplier by 1. Level 2 - Increase Cricial Multiplier by .5

Secondary

Reckless - +1 to Hit and Damage -2 AC with oathbound blade.

Damage Increase - +2 Damage with oathbound blade.

Overpower - Reduce # of attacks by 1/2 to do 2.5X Damage with oathbound blade. (Must have atleast 2 attacks a round)

Speed[edit]

The Path of Speed is about agility, reflexes, accuracy, evasion, and in general speed.

Level 1 - Improved Initiative

Level 2 - Combat Reflexes

Level 3 - Spring Attack

Level 4 - Back Hand Sword Style - Use DEX instead of STR for bonus to hit and damage while wielding a melee weapon. As Payment, Power Attack, Cleave, Great Cleave, and Feats requiring any of those feats cannot be used while wielding a blade this way. (This is a Feat from a book i dont remember the name of, you must have the feat to gain the bonus.) Or Counter Attack as a Class Ability.

Primary

Speed - Level 1 - Increase base movement by 20 ft. & Additional attack at Minimum Attack bonus (This counts as an attack gained by BAB, not magic). Level 2 - Movement speed increased by 20 ft. & Freedom of Movement as a Supernatural ablity 8/week.

Reflexes - Level 1 - Reflex save +2, Evasion, & Uncanny Dodge. Level 2 - Reflex save +2, Improved Evasion, & Inproved Uncanny Dodge. (This Level 2 can only be obtained by spending 2 Primary & Secondary abilites in speed, One Primary must be the Reflex path.)

Accuracy - Level 1 - +4 to Hit & + 2 to AC. Level 2 - +2 to Hit, +1 to AC & Dodge.

Secondary

Speed Increase - Increase base movement bt 5 ft.

Evasion - Must be taken to enable Level 2 Reflexes Path.

Agility - +5 to all Dex based class skills.

Fortitude[edit]

The Path of Fortitude is birthed from Endurance, determination, & Endlessness.

Level 1 - Endurance

Level 2 - Diehard

Level 3 - Epic Toughness

Level 4 - Regeneration 1, Or Increase Natural Regeneration by +2 (This stacks with the Level 2 form of the Regeneration Path)

Primary

Regeneration - Level 1 - Gain Fast Healing 1. Level 2 - Fast Healing 1/2 Becomes Regeneration 2.

Resistance - Level 1 - DR 5/- Vs. All. Level 2 - DR 10/- Vs. All.

Toughness - Level 1 - Natural Armor +2. Level 2 - Resist Elements 5 & Natural Armor +2

Secondary

Health - Gain +1 Health Per HD

Fury - Wont die until -20 Hp, Still is Unconscious unless otherwise able to fight. I.E. Diehard.

Endurance - Dont become fatigued, or overburdened until x4 Normal.

Insight[edit]

The Path of Insight is about Smarts, Intelligence, Prediction, & Deduction.

Level 1 - +4 Skill Points

Level 2 - Combat Reflexes

Level 3 - Hold the Line

Level 4 - Hostile Mind

Primary

Insight - Level 1 - Gain +1 Insight bonus to Hit, AC, and Damage. Level 2 - Insight +1 to Hit and AC.

'Talented' - Level 1 - Jack of all Trades & +2 Skills per level. Level 2 - +2 skills per level & +1 to Hit against non Intelligent races and creatures.

Freerunning - Level 1 - Move through any Terrain Unhindered. Level 2 - Add Int Mod to Balance, Climb, Jump, Search, Spot, Swim, Tumble, Use Rope.

Secondary

Skilled - +2 to all Class Skills.

Brains - 25% chance to leave engagment without prevoking attacks of oppertunity.

Tumble - Make Tumble check to void falling damage = to Total score vs. Ft of fall. (total roll of 10 voids 10 ft of falling dmg.)

Perception[edit]

The Path of Perception is about watching and reacting in the perfect way. Using the Mind to protect oneself.

Level 1 - Blind-Fight

Level 2 - Blind Sight (10 Ft Radius)

Level 3 - Blind Sight (25 Ft Radius)

level 4 - Opportunist as the class ability.

Primary

Power - Level 1 - +4 to Confirming Critical Hits & Called Shots. Level 2 - 15% chance to hit 2 targets with one strike.

Protection - Level 1 - 25% Resistance to all Mind affects. Level 2 - Immune to Mind Affects & +2 to Will Save.

Predictive - Level 1 - + 2 to Hit and Damage. Level 2 - 10% chance to completely avoid Enemy attack.

Secondary

Interference - Allies can leave engagment with the target you are engaging without prevoking attacks of opportunity.

Courage - Gains Aura of Courage as the Paladin ability.

Opportunist - Divine Health as the Paladin ability.

Deception[edit]

The Path of Deception is about Trickery, Cunning, and Being Advantageous.

Level 1 - Improved Feint

level 2 - Improved Trip

level 3 - Knock-Down

level 4 - Superior Expertise

Sneak - Level 1 - Gain Sneak Attack ability. (Can make sneak attacks while completely engaged, must roll a successful slight of hand Vs. Spot to do so). Level 2 - Player can make Attack against targets Flat footed AC. (Sword must be atleast level 7, and you must take twice.)

Hidden - Level 1 - Gain Improved Feint. Level 2 - Gain Greater Invisibility as a Spell Like ability 1/Day.

Liar - Level 1 - All Charisma based Skills become class skills, +5 to Charisma based Skills. Level 2 - Charm as a spell like ability /will

Secondary

Sneak Support - Taking thie Ability Twice enbales the Level 2 form of Sneak to apply. +2 to all Charisma class skills.

Hidden Support - +4 to your Feint Rolls & 10% chance to reroll failure.

Spells[edit]

The Kenseijin learns to channel energys around him/her through their blades.

Primary You cannot take a higher level Primary ability, you can only move up with the secondary ability.

Spell Like Ability 1-3

Roll Percentile 1-50 = lvl 1

51=80 = lvl 2

81-99 = lvl 3

100 = lvl 3 and roll again.

Spell Like Ability 4-6

Roll Percentile 1-50 = lvl 4

51-80 = lvl 5

81-99 = lvl 6

100 = lvl 6 and roll again.

Spell Like Ability 7-9

Roll Percentile 1-50 = lvl 7

51-80 = lvl 8

81-99 = lvl 9

100 = lvl 9 and roll again.

Spell Like Ability 10th

Roll Percentile 1-50 = Spellcraft check of 50-

51-80 = Spell Craft of 100-

80-95 = Spell craft of 150-

96-100 = Spell Craft of 200-

NOTE:even with higher spell craft capability, you can still get a spell with a 50- spellcraft.

Times per / XXX

Roll Percentile 1-50 = Per week

51-85 = Per day

86-100 = At will.

Per week

Roll Percentile 1-40 = 1d4

41-60 = 1d6

61-70 = 2d4

71-80 = 2d6

81-90 = 4d4

90-100 = 4d6

Per day

Roll Percentile 1-50 = 1d4

51-80 = 1d6

81-95 = 2d4

96-99 = 2d6

100=4d4

At Will - Good Job!!!

NOTE:10th gain the same but per week is per year
and per day is per month. the number rolled is Div/2 to a min of 1.

Secondary

Spell Like Ability Booster - Gain a Second Spell Like Ability 2 levels lower that your current SLA.

Spell Like Ability (MetaMagic) - One of your Spell Like Abilities function as if Empowered by all basic metamagic feats.

Spell Like Ability (Sacrifice) - Sacrifice your current Spell Like Ability to gain another of a higher category...I.E. 1-3 Becomes 4-6 if taken once, 4-6 becomes 7-9 if taken 3 times, 7-9 Becomes 10th if taken 6 times... 10th level abilities cannot be at will.


Primary Stat & Secondary Stat Stats[edit]

Every 5 Levels the Blade gains the Kenseijin gains a +1 while wielding his blade to one of, if not his only Primary ability, and every 10 Levels he gains a +1 stat to any ability he has a secondary in.

Spending Point[edit]

The Kenseijins blade is diverse gaining abilites like no other item. using spending points they are allowed to follow any options they want. 1 point can be used to purchase a Secondary ability, and 2 points for a Primary ability. The Wielder only has feats that have been gained on their blades while wielding their blades, and cannot use that feat for prerequisits. Also the Blade can use a spending point to gain +1 Enchantment slot for purposes of Magical enchantment such as keen or Flaming are +1, Speed +3, Brilliant Energy +4, vorpal +5. things of that sort, Spending points go away after being used and cannot be sacrificed for something better. if you take keen you no longer have a spending point and would need to save up 3 to gain the speed ability.


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