Kensai
Kensai are a subclass of warrior who devote themselves to the study of
one chosen weapon to the exclusion of all others. Kensai are
generally trained in monasteries in the Marakeel Empire, though some have
been known to strike out on their own.
Unless noted otherwise, kensai are treated as fighters for
class-dependent spell effects, magic items, THAC0, saves, nonweapon
proficiency groups, and so forth.
All kensai are lawfully-aligned humans, and they are always
single-classed.
Level advancement and training
Kensai use the standard fighter xp track. Unlike other fighters,
kensai can self-train at any level; this requires a successful wisdom
check after the three-week training period.
Special abilities
Weapon proficiency and specialization
- Unlike other fighters, kensai may specialize up to five times in
their chosen weapon.
- Kensai are able to learn and invent special maneuvers with their
chosen weapon (such as a floating parry or a nunchaku choking
maneuver). Each maneuver fills a weapon proficiency slot.
- Kensai may use their INT-based proficiency slots for weapon
proficiencies.
- Kensai can self-train additional specializations in their chosen
weapon; they can also self-train special maneuvers given suitable
reference materials (such as a tome on nunchaku poking style). As
with self-training for levels, this requires a successful wisdom check
after the three weeks of training.
- There are no general rules in place regarding development of new
maneuvers (or recreating manuevers the kensai has seen someone else do
and thinks are really cool). The DM currently handles this on a
case-by-case basis.
Max damage strikes
A kensai can attack for maximum damage L times per day. A
max damage strike must be announced before rolling to hit, and the
attack is expended whether the attack hits or misses. A miss is a
miss, while a hit automatically does the maximum possible damage.
Using this ability does not require a called shot, though it can be
used in conjunction with one.
Restrictions
Weapon selection
A kensai can be proficient in one and only one weapon (in which they
tend to be really, really proficient), and they will never wield
anything else.
Kata
To regain max damage strikes, a kensai must get eight hours' sleep and
perform two hours of kata. If the kata is not performed, the kensai
must perform extra kata the following day (four hours instead of two).
In the meantime, the kensai retains and can use any unused max damage
strikes from the previous day.
If a kensai misses kata for several days running, additional special
abilties may be lost until proper training is resumed.
Armor
Kensai do not wear armor. This is mainly an encumbrance/style issue,
so magical robes, bracers, prot rings, and spell effects such as blur,
barkskin, and stoneskin are all fine. (As one might expect, kensai
tend to be good at parrying and vulnerable to archers.)
Magical weapons (and whetstones)
Kensai can use magical weapons and whetstones, but they don't get any
to-hit or damage bonus from them, and combat-related special abilities
(such as sharpness or stunning) don't kick in. A +N magical
weapon (including whetstone and spell effects) will allow the kensai
to damage creatures that require one, and special abilities unrelated
to combat (such as speech or detection) will function.
Many traditional kensai weapons don't even exist in magical versions,
since there's not much demand for them. Fortunately, there are other
magic items around (if you can get one) that allow people to fight
stuff like lycanthropes and demons with normal weapons.
Aesthetic development
All kensai have an (at least vaguely) artistic outlet for spiritual,
aesthetic, or meditative reasons. In game terms, this uses one
nonweapon proficiency slot (and cannot have significant adventuring
applications).
Duels
Kensai have a tradition of testing their skill by dueling each other.
These duels can take any form, as long as both kensai agree to the
rules in advance. (For an example, check out Beeel's dueling rules; LE kensai have doubtless
cooked up far more complicated, legalistic, and subtly imbalanced
practices.)
The stakes in a duel (aside from reputation) are still in beta; one
possibility is that the winner will gain extra max damage strikes for
several days after the duel.
Maintained by Erich Greene; last updated 7-8-99