Link to Word doc that looks nice: https://docs.google.com/document/d/1b-dRXIJifc0FXz6URj4Sj7lCkGFFQqla4KcG6bnYWMI/edit
xp to next level: 2100xp Rounding level 7 to 70K
Hit dice: 1d6
Hit dice 1 (500xp)
Fighting 2 (1000xp)2 Tradeoffs: Weapon/Armor Unrestricted to Broad (+300xp)
Thievery 1 (200xp)(3 abilities)
Chosen Weapon: At the first level the Kensai must choose a type of weapon, (Dagger, Sword, Two Handed Sword, Bow, Crossbow, ect…) this weapon can not be changed later on. Once chosen the Kensai gains +1 to attack and damage with that weapon. Also he can benefit from as many fighting styles as his weapon allows at the same time. (1 ½ ability points? Limiting to one type of weapon, gains to attack and damage, but no bonus unless they gain fighting styles.)
Weapon is my Shield: At the first level while a Kensai has drawn his Chosen Weapon he gains a +1 to all saves. (½ ability points? Limited to weapon needed.)
Alert: At the 2nd level the Kensai gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ he can notice secret doors with just casual observation. He gains a +1 bonus to avoid surprise. (1 point Alertness, lazy I know)
Power Surge: At the 3rd level the Kensai can go into focus once per day per level of experience. While in focus, the character gains a +1 bonus to all attack throws, proficiency throws, saving throws, and initiative rolls. A meditative focus lasts for 1 turn (10 minutes) (1 point, name stolen from 3.5 PrC)
Perceive Intentions: At the 4th level the Kensai always know the exact reaction result (Hostile, Unfriendly, etc.) of creatures he interacts with, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the character’s WIS are immune to this power (and the character will know they are immune).
Become the Weapon: At the 9th level the Kensai draws closer to his weapon and much like his weapon mortal ailments do not effect him. He is immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes. (1 point)
Embody the Weapon: At the 11th level just like the Kensai’s weapon can not be tainted nor can his body. The character is immune to all forms of poison, including magical poisons. (1 point)
When reaching the 5th level the Kensai forms a better connection with his chosen weapon. By spending time meditating and spending gold he can awaken latent powers in his weapon. This functions like spell research for enchanting a weapon but when the Kensai gets to what monster parts are needed he needs to defeat that many monsters. Once finding out which monsters he has to defeat in order to awaken that power he can meditate again for a new roll and new monster parts. The bonus gained from this mediation can not exceed 1/2th Kensai level. (This is what I wanted peoples opinion about)
At 9th level (Weapon Master), a Kensai can, assuming enough gold is at hand, build a dojo and become a great leader of men, taking a seat of honor in his society. When he does so, up to 1d4+1x10 0th level mercenaries and 1d3 Kensai of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Additional rules for dojos are detailed in the Campaign chapter. (Thinking of doing more on dojos later.
Kensai Proficiency List: Acrobatics, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Dungeon Bashing, Endurance, Fighting Style, Gambling, Intimidation, Lay on Hands, Leadership, Manual of Arms, Military Strategy, Mystic Aura, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Survival, Swashbuckling, Weapon Finesse, Weapon Focus
I wanted to know what people think. I’ve been really wanting to play one so I stated it out in ACKs. I wont be getting to play one in a while but still wanted to see what people thought.