Kenhachi (Kenpachi) (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 20:38, 5 February 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This prestige class needs a fuller description.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


It is said Kenhachi's are born under a sign that is unknown to all but them. It is also said that none can beat them, but one of their own. The rank of Kenhachi, the strongest warrior in a generation is a curse and a blessing from the gods. Kenhachi are brutal warriors that seem to never give in to pain, fear, or even death. They only love the thrill of battle, the ecstasy of the slaughter, and the challenge of an opponent.

Becoming a Kenpachi[edit]

Kenpachi are a strong fighter class that is usually taken by a fighter, barbarian, or rogue. Though any melee based class can become a Kenpachi.

Abilities A high Strength is vital for combat prowess, while a strong Constitution is required to for lots of HP and some class features. Dexterity is important to keep the Kenpachi safe in battle. Charisma is the cornerstone of many of the Kenpachi's abilities; having high charisma makes it hard for targets to resist the Kenpachi's abilities.

Entry Requirements

Entry Requirements
Alignment: Any Chaotic
Base Attack Bonus: + 4
Race: Any
Skills: Intimidate 7 ranks.
Feats: Power Attack, Endurance, Diehard.
Table: Kenhachi
Hit Die: d12
Level Base
Attack Bonus
1st +1 +2 +0 +2 Thrill of the fight, Bonus feat, Come on hit me, Limitation
2nd +2 +3 +0 +3 Not worth my time, Limitation
3rd +3 +3 +1 +3 Ability Boost (+4 Con.), Bonus Feat
4th +4 +4 +1 +4 This is a joke
5th +5 +4 +1 +4 Strengthened by Wounds
6th +6/+1 +5 +2 +5 Bonus feat
7th +7/+2 +5 +2 +5 Limitation
8th +8/+3 +6 +2 +6 Ability Boost (+4 Str.)
9th +9/+4 +6 +3 +6 Bonus feat
10th +10/+5 +7 +3 +7 This isn't a fight!, Time to Let Loose!

Class Skills (2 + Int modifier per level)
Intimidate, Jump, Climb,Knowledge (Local),Listen,Spot.

Class Features[edit]

All of the following features are for the class Kenpachi.

Come on Hit Me: At 1st level, the Kenpachi can taunt his opponent to attack him. The Kenpachi chooses a target and taunts him forcing the target to attack the Kenpachi immediately unless a successful Will save is made (DC 10 + Kenpachi Level + Charisma modifier).The target of this ability is subject to all attacks of opportunity in normal movement rules. The Kenpachi uses this ability as a standard action. If the target misses, or the Kenpachi takes no damage, Not Worth my Time may be used by the Kenpachi, upon reaching 2rd level.

Thrill of the Fight: At 1st level, the Kenpachi gains the resolve to resist damage, granting DR 1/-. Thrill of the Fight increases by 1 for each Class level of Kenpachi.

Limitation: The Kenpachi feels the need to limit himself against his opponents and chooses to limit his own abilities in order to make a more fair fight. These limitations can be taken in any order but each limitation can only be taken once and they are optional though if you do not use the Limitations you do not gain the Limitation bonuses.

No Armor: The Kenpachi limits his defensive ability by wearing no armor against his foes. The Kenpachi who chooses to do so gains 1.5 times the normal DR granted by Thrill of the Fight, rounded down. The Kenpachi also gain an Armor bonus to Armor Class equal his Constitution modifier. Donning armor (not a shield) causes him to lose this bonus.

Weighed Down: The Kenpachi can limit his movement by wearing heavy weights, reducing his movement by 10 feet and giving him an armor check penalty of -4. The Kenpachi who chooses to do so gains an additional .5 times strength to weapon damage for a one-handed weapon, and an additional x1 if using a two-handed weapon.

Here I Am: The Kenpachi gives his opponents an advantage by letting them know where he is at all times, causing him to take a -4 penalty to his hide, move silently, and listen skills; in addition the Kenpachi forgoes flanking bonuses for himself, though he will count as flanking for his allies. The Kenpachi who chooses to do so adds an additional .5 times his level to the taunt DC's of Come on Hit Me, Not Worth my Time,and This is a Joke.

One eye open: The Kenpachi decides that two eyes is one too many. He covers one eye with an eye patch, causing him to be less capable of spotting and seeing enemies. Doing so causes him to take a -4 penalty to spot checks, and -2 penalty to hit, but it also gives the Kenpachi a presence of fear with a radius of 15 feet. Enemies within this radius must make a Will save or be shaken for 1d4+1 rounds. DC is 10 + charisma modifier + Kenpachi level.

Off-hand ability: the Kenpachi uses his weapon in his off-hand to give his opponents an advantage, incurring all the penalties for using a weapon in his off hand. Doing so allows the Kenpachi the ability to use Come on Hit Me, Not Worth my Time, This is a Joke, and This isn't a Fight! as a move action instead of a standard action.

Time to Let Loose!: Once per day, against an opponent whom the Kenpachi respects and recognizes as an equal or superior who has a CR equal to or greater than the Kenpachi’s, the Kenpachi may remove all limitations to utilize their full power. Doing so causes the Kenpachi to lose all the benefits of their limitations; however, benefits replace these based on the limitations taken. The bonuses last for the rest of combat.

Not Worth my Time: The Kenpachi taunts his opponent sending them into a rage against the Kenpachi.(Will negates the effect DC=15 + Kenpachi's level + charisma modifier). The taunted opponent gains +2 Str and a -2 to hit while in the rage. This ability works like Come on Hit Me. If the target misses, or the Kenhachi takes no damage, they gain the effects of the rage again; and This is a Joke may be used by the Kenpachi upon reaching 4th level. Alternatively, the Kenpachi can use This is a Joke instead of This is a Joke. (The Effect of the Rage lasts for 3=Charisma Modifier Rounds)

Strengthened by wounds: As the battle rages on and wounds are dealt and received, the Kenpachi grows stronger. When the Kenpachi reaches half health or less he gains an additional DR5/- and fast healing 2. This effect ends when the Kenpachi returns to over half health. This effect stacks with other Damage Reduction types.

This is a Joke: The Kenpachi laughs in the face of his enemy provoking another immediate attack on the Kenpachi (Will negates the effect DC=20+Kenhachi's level+charisma modifier). If the target misses, or the Kenhachi takes no damage, they are stunned for 1 round; and This isn't a Fight! may be used by the Kenhachi upon reaching 10th level. This ability can be switched in order with Not Worth my Time.

This isn't a Fight!: The last thing any defeated creature who tries to attack the Kenpachi hears. With a mighty cry the Kenpachi strikes down any who still try to defy his might. The Kenpachi attacks the target with a single swipe of his weapon dealing damage x2 on a normal hit ( a critical would be the weapon’s critical x2). Things that are immune to critical effects are not immune to this effect. This abilty can only be used if Come on Hit Me, Not Worth my Time, and This is a Joke have been successful.

Time to Let Loose!' Once per day, against an opponent whom the Kenpachi respects and recognizes as an equal or superior who has a CR equal to or greater than the Kenpachi’s, the Kenpachi may remove all limitations to utilize their full power. Doing so causes the Kenpachi to lose all the benefits of their limitations; however, benefits replace these based on the limitations taken. The bonuses last for the rest of combat. The Kenpachi may not use Come on Hit Me Not Worth My Time This is a Joke or This Isn’t a Fight and lose all limitation bonuses until they complete a Long Rest

  • No Armor: When letting loose, the Kenpachi gains their Kenpachi level in DR/- (no change) and becomes resistant to blows.
  • Weighed Down: The Kenpachi gains double movement speed, and one extra attack per round.
  • Here I Am: +6 Bonus to AC, hide and move silently checks.
  • One Eye Open: The radius of the frightful presence doubles, and the effective Kenpachi level for this ability is doubled.
  • Off Hand Ability: Allows the Kenpachi to use


Campaign Information[edit]

Playing a Kenpachi[edit]

Combat: Damage,Tank

Resources: Kenpachi are few and far between each one wanting to out due the others.

Kenhachi in the World[edit]

Characters of this class fit into most worlds that have a love for fighting.The standard kenhachi is rude to those he does not see as strong or worthy of being around, which may cause party conflict.

NPC Reactions:NPC's react with fear or acceptance depending on the Kenhachi's alignment and deeds done

Kenhachi Lore[edit]

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

<-the appropriate skills->
DC Result
16 They have a love of fighting
21 They tend to mock their opponents into striking them.
26 kenhachi are once in a generation of races and are usually killed by the next Kenhachi of that race.

Kenhachi in the Game[edit]


Sample Encounter:

EL whatever:

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!