The kensei had a bonkers original write-up, including a completely unique method of calculating the kensei's AC. I've eliminated abilities that have no easy applicability to Labyrinth Lord.
Requirements: Str 12,
Dex 14, Wis 12
Prime Requisite: Wis,
Dex
Hit Dice: 1d8
The
kensei is a master with one particular weapon (usually a sword, from
the translation “sword saint”). Such a warrior has made it his or
her objective to attain oneness of thought and action as well as
attain moral purity.
Kensei
cannot wear any kind of armor nor can they use shields. They are able
to use any weapon, and must choose one weapon e.g. longsword to be
their chosen weapon.
The kensei gains certain bonuses (see below) when using his or her
chosen weapon. Kensei use the Paladin Experience Table, Saving Throw
Table and attack values. Kensei must be of Lawful alignment. Should a
Kensei become Neutral or Chaotic, he or she ceases to advance in this
class and advances henceforth as a Fighter (in this case the Kensei
powers gained will not be accessible when wearing armor).
The
Kensei receives a bonus of -2 to AC (in addition to Dexterity
modifiers). His or her AC continues to improve by -1 at every 3rd
Level (hence -1 at 3rd
Level. -2 at 6th
Level etc.) with a limit of -5 at 15th
Level.
Kensei
are immune to fear and receive a +1 bonus to all saving throws.
Once
per day per level, the Kensei can focus his or her ki to cause
maximum damage on a successful hit with his or her chosen weapon. The
intention to use this ability must be announced before the to hit
roll is made.
The
intense dedication required of the Kensei's path places certain
restrictions upon them:
- Kensei avoid using magical weapons, as they wish to master their art without such aids. If a Kensei uses a magical weapon, the weapon's power eliminates any bonuses to hit or damage gained from the class (thus a 5th Level Kensei using a longsword +1 would add +1 to his or her attack and damage rolls, not +2).
- Kensei cannot benefit from items that alter the character's natural AC (such as magical bracers). If a Kensei wears such an item, it has no effect on his or her AC.
- The Kensei must practice for at least 2 hours per day. If a training session is missed, the Kensei must make up for any missed sessions before advancing to the next experience level. Thus, if a Kensei misses 1 day of practice, he or she must add a further 2 hours to a practice session before advancing. A Kensei can only practice for a maximum of 4 hours a day.
Reaching
2nd
Level
–
The Kensei gains a +1 bonus to damage rolls with the chosen weapon.
This increases by an additional +1 at 5th,
8th,
10th,
and 12th
Levels to a maximum of +5.
Reaching
3rd
Level –
The
Kensei gains a +1 bonus to attack rolls with the chosen weapon. This
increases by an additional +1 at 5th,
8th,
10th,
and 12th
Levels to a maximum of +5. Note that this ability allows the Kensei
to hit monsters that can only be hit by weapons of the specific plus
needed (e.g. a gargoyle can be hit by a 3rd
Level Kensei).
Reaching
4th
Level – The
Kensei can now meditate (as per the Shugenja ability).
Reaching
6th Level – The
Kensei is now only surprised on a roll of 1. His or her allies are
surprised as per normal (barring any special abilities).
Reaching
7th Level – The
Kensei can cause fear (as per the Samurai ability)
Reaching
9th Level – 1d6
pupils (all 1st
Level Kensei) are attracted by the Kensei's growing reputation. The
pupils serve and study with their new master, and all have the same
chosen weapon as him or her. There is a 5% chance per Level that the
pupils gain that each will leave to pursue his or her own studies.
Should the Kensei character be defeated in a duel, then there is a
50% chance per pupil that each will leave his or her service.
Reaching11th
Level – The
most famous and deadly ability of the Kensei is the Whirlwind Attack.
This is another use of the Kensei's ki, and the character cannot have
used any other ki powers that day. Using this power also prevents any
further uses of ki powers for the next 24 hours. The Whirlwind Attack
can only be made with the Kensei's chosen weapon. Using this power
allows the Kensei to attack all opponents within 10 feet of him or
her. This happens regardless of the number of attacks the Kensei
could normally make. These attacks must all be made at the same time
(i.e. the character cannot make some attacks, allow another PC to
take a turn and then make further attacks).
I have been waiting to see how you would tackle the Kensei, good job. I agree the original was completely bonkers.
ReplyDeleteI like it. This exactly the sort of thing I plan on doing with OSRIC. And like the Khan, I also reckon the original class was Bonkers.
ReplyDelete