VikingSamurai
2009-07-16, 12:46 PM
Okay, so one day I was playing Baldur's Gate II and I thought about converting the Kensai to 3.5 ed. I have edited and added several things, looking at several forum entries and also making things up.
Just to clarify, this is a base class.
Kengou:
Information:
This class consists of a warrior who has been specially trained to be one with his sword. They are deadly, fast and trained to fight without encumbrance. They generally learn through specialization of a specific weapon. The title “Kengou” is often given to warriors of amazing skill, this class is usually taken by characters who are essentially Kenseis-in-training. Upon joining a dojo, the Kengou makes four sacred oaths:
(#1) The Kengou must aspire to master their chosen weapon (if they start using a weapon that isn't their chosen one and do not use their chosen weapon for two weeks, unless there is no alternative), lest they become fallen
(#2) The Kengou must never, at any point use a ranged weapon, lest they become fallen
(#3)The Kengou must obey their master(s) (if applicable), lest they become fallen
(#4)The Kengou must uphold their beliefs (stay true to their alignment), lest they become fallen.
Advantages:
-When a Kengou begins his/her training, he selects whether he/she wants to dual-wield or use one weapon. This results in either a + 2 bonus to AC.(deflection bonus), the penalty for dual-wielding is reduced by 4 OR he/she gains +2 to damage(with two-handed weapons). This starts at level 1 and at level 5, 10, 15, 20 (and so on if using epic levels) either there is a +1 deflection bonus, +1 to initiative or +1 to damage respectively. This is chosen at 1st level and it only applies to the Kengou's chosen weapon. At levels 5,10,15,20,25 and 30 the Kengou gains feats related to his/her combat style.
- May use the “Kai” ability one time per day for every 4 levels (starts at 1st level with one use). This ability lasts 6 seconds and makes all of the attacks made by the Kengou do maximum damage.
-Has the ability to select a “Weapon of choice”. This gives all the weapon focuses and weapon specializations after the prerequisites are met, but not neccessarily as soon as they have been met (this includes epic versions of these feats). These feats can only be used with the chosen weapon and are disabled in heavy armor. Medium armor will only allow the use of weapon focus and weapon specialization.
-Arrow Cutting: A Kengou may deflect arrows with his/her chosen weapon. This works like the Deflect Arrows feat but the kengou may deflect one arrow per round per 3 levels. When an arrow is deflected it is destroyed by the Kengou's blade. This starts at 2nd level and continues.
-Throw Weapon: The Kengou may throw his/her chosen weapon with a range increment of 15'. If the weapon is already capable of being thrown, its range increment increases by another 10'.
-Quick Sheathe: The Kengou may sheathe his/her weapon as a free action that does not provoke an attack of opportunity.
-Close Combat: The Kengou may use his/her chosen weapon while grappling, as long as it isn't large or bigger.
-Run: At first level, a Kengou gains run. Only usable in light or no armor.
-Improved Initiative: At first level, a Kengou receives Improved Initiative as a bonus feat. Only wearing light or no armor and carrying at most a medium load.
-Dodge: At 2nd level, the Kengou gains Dodge as a bonus feat, even if he does not meet the prerequisites. Only wearing light or no armor and carrying at most a medium load.
-Mobility: At 3rd level, the Kengou gains Mobility as a bonus feat, even if he does not meet the prerequisites. Only wearing light or no armor and carrying at most a medium load.
-Spring Attack: At 6th level, the Kengou gains Spring Attack as a bonus feat, even if he does not meet the prerequisites. Only wearing light or no armor and carrying at most a medium load.
-Evasion: At 7th level, the Kengou suffers no ill effects if he suceeds on a Reflex save against an effect with a save of Reflex half. The Kengou only benefits from this ability when wearing light or no armor and carrying at most a medium load.
-May use a "kenki attack", the target must make a successful will save against a D.C. equal to the kengou's intimidate check + str mod and level modifier (in other words, every 5 levels in the class gives the kengou a +1 bonus on kenki attacks) or be demoralised. On a critical failure, the target is paralyzed by fear.
-Once he reaches level 30, a Kengou is as strong as his master. He has the choice of challenging his master to a fight and if he wins, he no longer has to obey his masters' orders. (A Kengou's master is usually a Kengou of level 30, if higher then they will take levels in CW Kensai (if not, they will take levels in monk))
Disadvantages:
-Because they often frown upon the use of weapons that aren't bladed ones (or simple ones), the Kengou is not proficient with any kind of ranged or non-bladed weapon and must take proficiency in them or suffer a -8 penalty (or whatever the penalty is with using them-4) on all attempts to use them. Also, class offensive abilities do not apply to these.
-The Kengou cannot take: weapon focus, greater weapon focus, weapon specialization, greater weapon specialization, improved critical or power critical in any weapon other than their weapon of choice because he/she specializes in that weapon and thus neglects other weapons.
-When wearing higher than medium armor, or carrying a medium or heavy load, a kengou loses his/her AC bonus, as well as his/her class features/abilities. If carrying/using a shield, a Kengou is subject to a -2 penalty to hit (don't see how shields would limit class abilities).
-Gauntlets can often get in the way of the Kengou's fighting style, causing a -2 penalty to hit. The Kengou can take a feat to negate this (Gauntlet Grandmastery) however, incorporating it into his fighting style. Gloves and bracers however, do not limit the Kengou's combat capabilities. Padded gloves induce a -1 penalty to hit
-Because the Kengou learns through specialization, he neglects all weapons that he doesn't specialize in, and thus he suffers a -2 penalty to hit with bladed weapons that aren't his chosen weapon.
-If a Kengou chooses to use a ranged weapon he/she becomes fallen (breaking one of their oaths).
-If a Kengou disobeys their master (if they have one), they will also become fallen.
-If a Kengou does not stay true to his/her alignment, he/she will become fallen.
-Becoming fallen means that the Kengou may not take further levels in Kengou until he/she atones, and until he/she atones, he/she loses all advantages (and ougis) apart from Chosen Weapon due to inner turmoil (so the Kengou cannot concentrate on fighting). There will also be active assassination attempts if the Kengou has commited a serious crime - such as murder. Assassination attempts are usually carried out by Kengou, especially if the crime committed has affected them negatively. The assassination attempts will only be carried out if the organization of Kengou (or what have you) know of the crime that has been committed, and that the Kengou that committed the crime is known to have done so.
-If using simple weapons, a Kengou loses all offensive abilities of his class.
General info:
-Proficient with all bladed weaponry (that can use slashing damage) and simple weaponry.
-Not proficient with armour or shields.
-HD:D10
-Class Skills: Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Profession, Swim, Sense Motive and Tumble.
-Alignment: any non-chaotic.
-Same multiclass restrictions as the monk.
-Wisdom is used for A.C. (unarmored only) on top of dexterity.
-Skill points: 4 + intelligence modifier (X4 at first level).
-bonus feats: Same as fighter + class-specific feats.
Class-Specific Feats:
Noutou Jutsu:
"Noutou Jutsu-Himeikou"
Prerequisites: Kengou, Base Attack Bonus +1, Dex 10+
Specifics: The Kengou sheathes his sword with god-like speed, all creatures within a 15-foot radius of the Kengou must make a successful fortitude save against the D.C. (10+1/2 your level in kengou+dex mod) or be deafened for 1d4 rounds. Also, if the target has keen hearing (senses?) and fails the save, they take 1d4 sonic damage (once deafened, they cannot take sonic damage until they regain their hearing). Counted as a free action. once you have used himeikou, you cannot use it or any other noutou jutsu until your next turn. This does not work on creatures with no sense if hearing
"Noutou Jutsu-Kyoukou"
Prerequisites: Kengou, Himeikou, Base Attack Bonus +2, Dex 11+
Specifics: The Kengou sheathes his blade with god-like speed, all creatures within a 15-foot radius of the Kengou must make a successful fortitude save against the D.C. (10+1/2 your level in Kengou+dex mod) or begin to tremble violently, suffering a -2 temporary dex mod, a loss of all dodge bonuses, and all spellcasters affected must make a concentration check in order to be able to cast the desired spell for 1d4 rounds. Counted as a free action. Once you have used Kyoukou, you cannot use it or any other noutou jutsu until your next turn. Golems, earth elementals and shambling mounds will be unaffected by this feat.
"Noutou Jutsu-Oumukou"
Prerequisites: Kengou, Himeikou, Kyoukou, Base Attack Bonus +3, Dex 12+
Specifics: The Kengou sheathes his blade with god-like speed, all creatures within a 15-foot radius of the Kengou must make a successful fortitude save against the D.C. (10+1/2 your level in Kengou+dex mod) or be stunned for 1d4 rounds. Obviously, creatures that are immune to stunning effects are not affected by this spell. Counted as a free action. Once you have used Oumukou, you cannot use it or any other noutou jutsu until your next turn.
Battou Jutsu:
Itoryuu:
"Battou Jutsu-Itouryuu Iai"
Prerequisites: Quick Draw, Kengou, Base Attack Bonus +6, Dex 10+
Specifics: The Kengou can use an “Iai” as an attack of opportunity(if he has the “quick draw” feat and his sword(s) sheathed), drawing his weapon with a god-like speed and ferocity. Due to the god-like speed in the drawing, the target is considered flatfooted against an Iai. Iai cannot be used with weapons a size category larger than the Kengou without a -4 penalty. Once he/she has hit level 10, the Kengou can take a feat to dual-iai (Battoujutsu-Nitoryuu Iai). The Kengou can use the iai as a free action if he/she so decides to use it on his/her turn. Once an iai has been performed, the Kengou may not sheathe his/her weapon and do another iai until the next round (or aoo). Can only be used in light or no armor.
Nitoryuu:
"Battou Jutsu-Nitouryuu Iai"
Prerequisites: Quick Draw, Itouryuu Iai, Kengou, Base Attack Bonus +10, Dex 12+
Specifics: The Kengou becomes able draw two of his chosen weapons with god-like speed at the same time. Can only be used in light or no armor
Daitoryuu:
"Battou Jutsu-Daitouryuu Iai"
Prerequisites: Quick Draw, Itouryuu Iai, Kengou, Base Attack Bonus +10, Dex 10+
Specifics: This feat eliminates the penalty for using weapons a size category larger than the Kengou (but not above 1 size category). Can only be used in light or no armor.
Miscellaneous:
"Gauntlet Grandmastery"
Prerequisites: Kengou, Base Attack Bonus +2
Specifics: This feat counteracts the penalties of wearing gauntlets and padded gloves that come with the Kengou.
"Gashou"
Prerequisites: Run, Base Attack Bonus +5
Specifics: The Kengou charges toward the target with amazing speed (target is flat-footed and cannot make an attack of opportunity). If the Kengou uses one-handed style, he gains an extra +2 to hit on top of charge bonuses. Two-handed style gets +2 to damage and two-weapon style gets an attack with his other sword-arm on top of the first. Can only be used in light or no armor. If this feat is taken by a character who is not a Kengou, they do not gain any of the bonuses granted by styles. This feat cannot be used in heavy armor, and if used in medium armor, the target is not flat-footed.
"Seishinryoku"
Prerequisites: Monk or Kengou, Wis 12+
Specifics: The Monk/Kengou can successfully channel his/her willpower into their attacks. This means that the Monk/Kengou may use their wisdom bonus to hit and damage instead of their strength bonus, if it is higher, in all melee attacks. The Kengou refer to this as "Seishinryoku", while monks tend to use the term "Strength of mind".
"Jukutatsu"
Prerequisites: Kengou, level 20
Note: Gained automatically when prerequisites are met
The Kengou's chosen weapon becomes an extension of his body. This has three effects, first is that he/she gains the ability to deal lethal or non lethal damage with no penalty, and can use it as if it were under the effects of a freedom of movement spell. Finally he/she gains an extra strike at his/her full base attack bonus while wielding his/her chosen weapon when performing a full attack. This is commonly referred to as weapon mastery.
"Still Mind"
Prerequisites: Monk 3rd or Kengou 8th
Note: The Monk gains this feat automatically at 3rd level
Specifics: The Monk/Kengou gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
"Sashi-tooshi" Pronounced "tohshi"
Prerequisites: Kengou 15th level
Note: This feat is gained automatically when a Kengou reaches level 15
Specifics: The Kengou can impale another creature, causing massive damage. If the Kengou hits (using his/her highest to-hit bonus), he deals whatever amount of damage a hit from his weapon would do X2 (this is doubled or multiplied by whatever the critical multiplier is on a critical hit). The target must make a fortitude save against a D.C. equal to 10+1/2 the Kengou's level+Wis mod of the Kengou or die. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this. This technique can only be used once a week.
"Gensen"
Prerequisites: Kengou, Dex 14+
Specifics: The Kengou may sacrifice all attacks on his/her turn to perform a Gensen. The Kengou makes many high-speed movements with his/her blade, throwing his/her opponent off-guard, and then moves to strike a vital area at his/her highest attack bonus. The target is given a spot check against a D.C. equal to 10+1/2 the Kengou's level+Dex mod to see the incoming strike. If it fails, it is caught flat-footed and the Kengou deals the normal damage of one hit plus the damage of a sneak attack of a rogue of equal level to the Kengou. If the Kengou uses the nitoryuu style, he/she gets a second hit, but only a normal hit against the target, not a sneak attack. Everything that is immune to sneak attacks only takes normal damage and ignores the sneak attack damage. Golems and other non-intelligent creatures cannot be thrown off-guard by this, and thus are not considered flat-footed.
Style-Related Feats:
Itouryuu:
"Itouryuu Ougi-Mekkyoukufusetsu"
Prerequisites: 30 levels in Kengou, Itoryuu Combat Style
Note: Gained automatically when prerequisites are met
Specifics: The Kengou explodes into a whirlwind of destruction. This feat works like improved whirlwind attack, but all attacks made in Mekkyoukufusetsu are at a +6 bonus, the Kengou can attack one opponent up to three times, and he/she does not have to forfeit any bonuses. This attack can be used once per week. After using this ougi, the Kengou is weakened greatly and suffers a -15 penalty to hit and damage for 3 rounds. This can only be used in light or no armor.
Nitouryuu
"Nitouryuu Ougi-Chimannenku"
Prerequisites: 30 levels in Kengou, Nitoryuu Combat Style
Note: Gained automatically when prerequisites are met
Specifics: The Kengou goes into a state of super-speed for 1 round (on his turn, free action to activate) and can make double his/her normal amount of attacks with no penalties (basically just repeats the first string of attacks, although he/she cannot use the extra attack from the "weapon mastery" feat in this), plus a finishing move at your third highest plus to hit that unless the target makes a will save against a D.C. equal to 10+1/2 your level in Kengou+your wisdom modifier, it is instantly destroyed (presuming it lived through the first string of attacks). This attack can be used once per week. Only in light or no armor and with the Kengou's chosen weapon. After using this ougi, the Kengou is weakened greatly and suffers a -15 penalty to hit and damage for 3 rounds.
Daitouryuu
"Daitouryuu ougi-Kuuretsu"
Prerequisites: 30 levels in Kengou, Daitoryuu Combat Style
Note: Gained automatically when prerequisites are met
Specifics: The Kengou forfeits all other attacks in his/her turn to do a powerful overhead swing with his/her chosen weapon, with a to-hit bonus of his/her first two attacks combined. Damage is X5, unless it is a critical in which case it is (damage X5) X whatever critical modifier you have. There is a 25% chance the target is decapitated (or cleaved or whatever is appropriate in the situation) on a normal hit, and a 75% chance on a critical hit. This attack can be used once per week. Only in light or no armor and with the Kengou's chosen weapon. After using this ougi, the Kengou is weakened greatly and suffers a -15 penalty to hit and damage for 3 rounds.
Epic abilities:
"Epic Kai"
Prerequisites: ability to use 6 kais, wisdom 16+
Specifics: Kai now lasts for a full 18 seconds
The Kengou
{table=head]Level|Base Attack Bonus (+epic bonus)|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|1st Kai, Bonus Feat, Improved Initiative, Weapon Focus with c/w
2nd|
+2|
+0|
+0|
+3|Bonus Feat, 1st Arrow Cut, Dodge
3rd|
+3|
+1|
+1|
+3| Mobility
4th|
+4|
+1|
+1|
+4|Weapon Specialization with c/w
5th|
+5|
+1|
+1|
+4|2nd Arrow Cut, 2nd Kai
6th|
+6/+1|
+2|
+2|
+5|Spring Attack, Bonus Feat
7th|
+7/+2|
+2|
+2|
+5|Evasion
8th|
+8/+3|
+2|
+2|
+6|3rd Arrow Cut, Greater Weapon Focus with c/w
9th|
+9/+4|
+3|
+3|
+6|3rd Kai
10th|
+10/+5|
+3|
+3|
+7|Bonus Feat
11th|
+11/+6/+1|
+3|
+3|
+7|4th Arrow Cut
12th|
+12/+7/+2|
+4|
+4|
+8|Greater Weapon Specialization with c/w
13th|
+13/+8/+3|
+4|
+4|
+8|4th Kai
14th|
+14/+9/+3|
+4|
+4|
+9|Bonus Feat, 5th Arrow Cut
15th|
+15/+10/+5|
+5|
+5|
+9|Sashi-tooshi
16th|
+16/+11/+6/+1|
+5|
+5|
+10|
17th|
+17/+12/+7/+2|
+5|
+5|
+10|5th Kai, 6th Arrow Cut
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Bonus Feat
19th|
+19/+14/+9/+4|
+6|
+6|
+11|
20th|
+20/+15/+10/+5|
+6|
+6|
+12|7th Arrow Cut, Weapon Mastery
21st|
+21/+16/+11/+6/+1|
+6|
+6|
+12|6th Kai
22nd|
+21/+16/+11/+6/+1|
+7|
+7|
+13|Bonus Feat
23rd|
+22/+17/+12/+7/+2|
+7|
+7|
+13|8th Arrow Cut
24th|
+22/+17/+12/+7/+2|
+8|
+8|
+14|Epic Weapon Focus with c/w
25th|
+23/+18/+13/+8/+3|
+8|
+8|
+14|7th Kai
26th|
+23/+18/+13/+8/+3|
+9|
+9|
+15|9th Arrow Cut, Bonus Feat
27th|
+24/+19/+14/+9/+4|
+9|
+9|
+15|
28th|
+24/+19/+14/+9/+4|
+10|
+10|
+16|Epic Weapon Specialization with c/w
29th|
+25/+20/+15/+10/+5|
+10|
+10|
+16|8th Kai, 10th Arrow Cut
30th|
+25/+20/+15/+10/+5|
+11|
+11|
+17|Bonus Feat, Ougi[/table]
Fighting Styles
{table=head]Level|Itouryuu|Daitouryuu|Nitouryuu
1st|
+2 A.C.(deflection), Iron Will|
+2 Damage, Great Fortitude|
Dual-wielding penalty reduced by 4, Lightning reflexes
5th|
+1 A.C.(deflection), Combat expertise|
+1 Damage, Power attack|
+1 Initiative, Two-weapon fighting
10th|
+1 A.C.(deflection), Improved Disarm|
+1 Damage, Cleave|
+1 Initiative, Two-Weapon Defense
15th|
+1 A.C.(deflection), Improved Feint|
+1 Damage, Great Cleave|
+1 Initiative, Improved Two-Weapon Fighting
20th|
+1 A.C.(deflection), Whirlwind Attack|
+1 Damage, Improved Overrun|
+1 Initiative, Greater Two-Weapon Fighting
25th|
+1 A.C.(deflection), Improved Whirlwind Attack|
+1 Damage, Epic Toughness|
+1 Initiative, Perfect Two-Weapon Fighting
30th|
+1 A.C.(deflection), Armor Skin, Mekkyoukufusetsu|
+1 Damage, Great Strength, Kuuretsu|
+1 Initiative, Two-Weapon Rend, Chimannenku[/table]
There is an extra attack granted at epic levels, this is lost if the Kengou is wearing medium or heavy armour and carrying more than a medium load.
At the moment I'm not too sure whether it's balanced enough and would appreciate some feedback.
[Shameless self-promotion]
See also:
Golden Avariel (race) (http://www.giantitp.com/forums/showthread.php?t=119071)
Improved Monk (http://www.giantitp.com/forums/showthread.php?p=6725511#post6725511)
[/Shameless self-promotion]
Just to clarify, this is a base class.
Kengou:
Information:
This class consists of a warrior who has been specially trained to be one with his sword. They are deadly, fast and trained to fight without encumbrance. They generally learn through specialization of a specific weapon. The title “Kengou” is often given to warriors of amazing skill, this class is usually taken by characters who are essentially Kenseis-in-training. Upon joining a dojo, the Kengou makes four sacred oaths:
(#1) The Kengou must aspire to master their chosen weapon (if they start using a weapon that isn't their chosen one and do not use their chosen weapon for two weeks, unless there is no alternative), lest they become fallen
(#2) The Kengou must never, at any point use a ranged weapon, lest they become fallen
(#3)The Kengou must obey their master(s) (if applicable), lest they become fallen
(#4)The Kengou must uphold their beliefs (stay true to their alignment), lest they become fallen.
Advantages:
-When a Kengou begins his/her training, he selects whether he/she wants to dual-wield or use one weapon. This results in either a + 2 bonus to AC.(deflection bonus), the penalty for dual-wielding is reduced by 4 OR he/she gains +2 to damage(with two-handed weapons). This starts at level 1 and at level 5, 10, 15, 20 (and so on if using epic levels) either there is a +1 deflection bonus, +1 to initiative or +1 to damage respectively. This is chosen at 1st level and it only applies to the Kengou's chosen weapon. At levels 5,10,15,20,25 and 30 the Kengou gains feats related to his/her combat style.
- May use the “Kai” ability one time per day for every 4 levels (starts at 1st level with one use). This ability lasts 6 seconds and makes all of the attacks made by the Kengou do maximum damage.
-Has the ability to select a “Weapon of choice”. This gives all the weapon focuses and weapon specializations after the prerequisites are met, but not neccessarily as soon as they have been met (this includes epic versions of these feats). These feats can only be used with the chosen weapon and are disabled in heavy armor. Medium armor will only allow the use of weapon focus and weapon specialization.
-Arrow Cutting: A Kengou may deflect arrows with his/her chosen weapon. This works like the Deflect Arrows feat but the kengou may deflect one arrow per round per 3 levels. When an arrow is deflected it is destroyed by the Kengou's blade. This starts at 2nd level and continues.
-Throw Weapon: The Kengou may throw his/her chosen weapon with a range increment of 15'. If the weapon is already capable of being thrown, its range increment increases by another 10'.
-Quick Sheathe: The Kengou may sheathe his/her weapon as a free action that does not provoke an attack of opportunity.
-Close Combat: The Kengou may use his/her chosen weapon while grappling, as long as it isn't large or bigger.
-Run: At first level, a Kengou gains run. Only usable in light or no armor.
-Improved Initiative: At first level, a Kengou receives Improved Initiative as a bonus feat. Only wearing light or no armor and carrying at most a medium load.
-Dodge: At 2nd level, the Kengou gains Dodge as a bonus feat, even if he does not meet the prerequisites. Only wearing light or no armor and carrying at most a medium load.
-Mobility: At 3rd level, the Kengou gains Mobility as a bonus feat, even if he does not meet the prerequisites. Only wearing light or no armor and carrying at most a medium load.
-Spring Attack: At 6th level, the Kengou gains Spring Attack as a bonus feat, even if he does not meet the prerequisites. Only wearing light or no armor and carrying at most a medium load.
-Evasion: At 7th level, the Kengou suffers no ill effects if he suceeds on a Reflex save against an effect with a save of Reflex half. The Kengou only benefits from this ability when wearing light or no armor and carrying at most a medium load.
-May use a "kenki attack", the target must make a successful will save against a D.C. equal to the kengou's intimidate check + str mod and level modifier (in other words, every 5 levels in the class gives the kengou a +1 bonus on kenki attacks) or be demoralised. On a critical failure, the target is paralyzed by fear.
-Once he reaches level 30, a Kengou is as strong as his master. He has the choice of challenging his master to a fight and if he wins, he no longer has to obey his masters' orders. (A Kengou's master is usually a Kengou of level 30, if higher then they will take levels in CW Kensai (if not, they will take levels in monk))
Disadvantages:
-Because they often frown upon the use of weapons that aren't bladed ones (or simple ones), the Kengou is not proficient with any kind of ranged or non-bladed weapon and must take proficiency in them or suffer a -8 penalty (or whatever the penalty is with using them-4) on all attempts to use them. Also, class offensive abilities do not apply to these.
-The Kengou cannot take: weapon focus, greater weapon focus, weapon specialization, greater weapon specialization, improved critical or power critical in any weapon other than their weapon of choice because he/she specializes in that weapon and thus neglects other weapons.
-When wearing higher than medium armor, or carrying a medium or heavy load, a kengou loses his/her AC bonus, as well as his/her class features/abilities. If carrying/using a shield, a Kengou is subject to a -2 penalty to hit (don't see how shields would limit class abilities).
-Gauntlets can often get in the way of the Kengou's fighting style, causing a -2 penalty to hit. The Kengou can take a feat to negate this (Gauntlet Grandmastery) however, incorporating it into his fighting style. Gloves and bracers however, do not limit the Kengou's combat capabilities. Padded gloves induce a -1 penalty to hit
-Because the Kengou learns through specialization, he neglects all weapons that he doesn't specialize in, and thus he suffers a -2 penalty to hit with bladed weapons that aren't his chosen weapon.
-If a Kengou chooses to use a ranged weapon he/she becomes fallen (breaking one of their oaths).
-If a Kengou disobeys their master (if they have one), they will also become fallen.
-If a Kengou does not stay true to his/her alignment, he/she will become fallen.
-Becoming fallen means that the Kengou may not take further levels in Kengou until he/she atones, and until he/she atones, he/she loses all advantages (and ougis) apart from Chosen Weapon due to inner turmoil (so the Kengou cannot concentrate on fighting). There will also be active assassination attempts if the Kengou has commited a serious crime - such as murder. Assassination attempts are usually carried out by Kengou, especially if the crime committed has affected them negatively. The assassination attempts will only be carried out if the organization of Kengou (or what have you) know of the crime that has been committed, and that the Kengou that committed the crime is known to have done so.
-If using simple weapons, a Kengou loses all offensive abilities of his class.
General info:
-Proficient with all bladed weaponry (that can use slashing damage) and simple weaponry.
-Not proficient with armour or shields.
-HD:D10
-Class Skills: Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Profession, Swim, Sense Motive and Tumble.
-Alignment: any non-chaotic.
-Same multiclass restrictions as the monk.
-Wisdom is used for A.C. (unarmored only) on top of dexterity.
-Skill points: 4 + intelligence modifier (X4 at first level).
-bonus feats: Same as fighter + class-specific feats.
Class-Specific Feats:
Noutou Jutsu:
"Noutou Jutsu-Himeikou"
Prerequisites: Kengou, Base Attack Bonus +1, Dex 10+
Specifics: The Kengou sheathes his sword with god-like speed, all creatures within a 15-foot radius of the Kengou must make a successful fortitude save against the D.C. (10+1/2 your level in kengou+dex mod) or be deafened for 1d4 rounds. Also, if the target has keen hearing (senses?) and fails the save, they take 1d4 sonic damage (once deafened, they cannot take sonic damage until they regain their hearing). Counted as a free action. once you have used himeikou, you cannot use it or any other noutou jutsu until your next turn. This does not work on creatures with no sense if hearing
"Noutou Jutsu-Kyoukou"
Prerequisites: Kengou, Himeikou, Base Attack Bonus +2, Dex 11+
Specifics: The Kengou sheathes his blade with god-like speed, all creatures within a 15-foot radius of the Kengou must make a successful fortitude save against the D.C. (10+1/2 your level in Kengou+dex mod) or begin to tremble violently, suffering a -2 temporary dex mod, a loss of all dodge bonuses, and all spellcasters affected must make a concentration check in order to be able to cast the desired spell for 1d4 rounds. Counted as a free action. Once you have used Kyoukou, you cannot use it or any other noutou jutsu until your next turn. Golems, earth elementals and shambling mounds will be unaffected by this feat.
"Noutou Jutsu-Oumukou"
Prerequisites: Kengou, Himeikou, Kyoukou, Base Attack Bonus +3, Dex 12+
Specifics: The Kengou sheathes his blade with god-like speed, all creatures within a 15-foot radius of the Kengou must make a successful fortitude save against the D.C. (10+1/2 your level in Kengou+dex mod) or be stunned for 1d4 rounds. Obviously, creatures that are immune to stunning effects are not affected by this spell. Counted as a free action. Once you have used Oumukou, you cannot use it or any other noutou jutsu until your next turn.
Battou Jutsu:
Itoryuu:
"Battou Jutsu-Itouryuu Iai"
Prerequisites: Quick Draw, Kengou, Base Attack Bonus +6, Dex 10+
Specifics: The Kengou can use an “Iai” as an attack of opportunity(if he has the “quick draw” feat and his sword(s) sheathed), drawing his weapon with a god-like speed and ferocity. Due to the god-like speed in the drawing, the target is considered flatfooted against an Iai. Iai cannot be used with weapons a size category larger than the Kengou without a -4 penalty. Once he/she has hit level 10, the Kengou can take a feat to dual-iai (Battoujutsu-Nitoryuu Iai). The Kengou can use the iai as a free action if he/she so decides to use it on his/her turn. Once an iai has been performed, the Kengou may not sheathe his/her weapon and do another iai until the next round (or aoo). Can only be used in light or no armor.
Nitoryuu:
"Battou Jutsu-Nitouryuu Iai"
Prerequisites: Quick Draw, Itouryuu Iai, Kengou, Base Attack Bonus +10, Dex 12+
Specifics: The Kengou becomes able draw two of his chosen weapons with god-like speed at the same time. Can only be used in light or no armor
Daitoryuu:
"Battou Jutsu-Daitouryuu Iai"
Prerequisites: Quick Draw, Itouryuu Iai, Kengou, Base Attack Bonus +10, Dex 10+
Specifics: This feat eliminates the penalty for using weapons a size category larger than the Kengou (but not above 1 size category). Can only be used in light or no armor.
Miscellaneous:
"Gauntlet Grandmastery"
Prerequisites: Kengou, Base Attack Bonus +2
Specifics: This feat counteracts the penalties of wearing gauntlets and padded gloves that come with the Kengou.
"Gashou"
Prerequisites: Run, Base Attack Bonus +5
Specifics: The Kengou charges toward the target with amazing speed (target is flat-footed and cannot make an attack of opportunity). If the Kengou uses one-handed style, he gains an extra +2 to hit on top of charge bonuses. Two-handed style gets +2 to damage and two-weapon style gets an attack with his other sword-arm on top of the first. Can only be used in light or no armor. If this feat is taken by a character who is not a Kengou, they do not gain any of the bonuses granted by styles. This feat cannot be used in heavy armor, and if used in medium armor, the target is not flat-footed.
"Seishinryoku"
Prerequisites: Monk or Kengou, Wis 12+
Specifics: The Monk/Kengou can successfully channel his/her willpower into their attacks. This means that the Monk/Kengou may use their wisdom bonus to hit and damage instead of their strength bonus, if it is higher, in all melee attacks. The Kengou refer to this as "Seishinryoku", while monks tend to use the term "Strength of mind".
"Jukutatsu"
Prerequisites: Kengou, level 20
Note: Gained automatically when prerequisites are met
The Kengou's chosen weapon becomes an extension of his body. This has three effects, first is that he/she gains the ability to deal lethal or non lethal damage with no penalty, and can use it as if it were under the effects of a freedom of movement spell. Finally he/she gains an extra strike at his/her full base attack bonus while wielding his/her chosen weapon when performing a full attack. This is commonly referred to as weapon mastery.
"Still Mind"
Prerequisites: Monk 3rd or Kengou 8th
Note: The Monk gains this feat automatically at 3rd level
Specifics: The Monk/Kengou gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
"Sashi-tooshi" Pronounced "tohshi"
Prerequisites: Kengou 15th level
Note: This feat is gained automatically when a Kengou reaches level 15
Specifics: The Kengou can impale another creature, causing massive damage. If the Kengou hits (using his/her highest to-hit bonus), he deals whatever amount of damage a hit from his weapon would do X2 (this is doubled or multiplied by whatever the critical multiplier is on a critical hit). The target must make a fortitude save against a D.C. equal to 10+1/2 the Kengou's level+Wis mod of the Kengou or die. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this. This technique can only be used once a week.
"Gensen"
Prerequisites: Kengou, Dex 14+
Specifics: The Kengou may sacrifice all attacks on his/her turn to perform a Gensen. The Kengou makes many high-speed movements with his/her blade, throwing his/her opponent off-guard, and then moves to strike a vital area at his/her highest attack bonus. The target is given a spot check against a D.C. equal to 10+1/2 the Kengou's level+Dex mod to see the incoming strike. If it fails, it is caught flat-footed and the Kengou deals the normal damage of one hit plus the damage of a sneak attack of a rogue of equal level to the Kengou. If the Kengou uses the nitoryuu style, he/she gets a second hit, but only a normal hit against the target, not a sneak attack. Everything that is immune to sneak attacks only takes normal damage and ignores the sneak attack damage. Golems and other non-intelligent creatures cannot be thrown off-guard by this, and thus are not considered flat-footed.
Style-Related Feats:
Itouryuu:
"Itouryuu Ougi-Mekkyoukufusetsu"
Prerequisites: 30 levels in Kengou, Itoryuu Combat Style
Note: Gained automatically when prerequisites are met
Specifics: The Kengou explodes into a whirlwind of destruction. This feat works like improved whirlwind attack, but all attacks made in Mekkyoukufusetsu are at a +6 bonus, the Kengou can attack one opponent up to three times, and he/she does not have to forfeit any bonuses. This attack can be used once per week. After using this ougi, the Kengou is weakened greatly and suffers a -15 penalty to hit and damage for 3 rounds. This can only be used in light or no armor.
Nitouryuu
"Nitouryuu Ougi-Chimannenku"
Prerequisites: 30 levels in Kengou, Nitoryuu Combat Style
Note: Gained automatically when prerequisites are met
Specifics: The Kengou goes into a state of super-speed for 1 round (on his turn, free action to activate) and can make double his/her normal amount of attacks with no penalties (basically just repeats the first string of attacks, although he/she cannot use the extra attack from the "weapon mastery" feat in this), plus a finishing move at your third highest plus to hit that unless the target makes a will save against a D.C. equal to 10+1/2 your level in Kengou+your wisdom modifier, it is instantly destroyed (presuming it lived through the first string of attacks). This attack can be used once per week. Only in light or no armor and with the Kengou's chosen weapon. After using this ougi, the Kengou is weakened greatly and suffers a -15 penalty to hit and damage for 3 rounds.
Daitouryuu
"Daitouryuu ougi-Kuuretsu"
Prerequisites: 30 levels in Kengou, Daitoryuu Combat Style
Note: Gained automatically when prerequisites are met
Specifics: The Kengou forfeits all other attacks in his/her turn to do a powerful overhead swing with his/her chosen weapon, with a to-hit bonus of his/her first two attacks combined. Damage is X5, unless it is a critical in which case it is (damage X5) X whatever critical modifier you have. There is a 25% chance the target is decapitated (or cleaved or whatever is appropriate in the situation) on a normal hit, and a 75% chance on a critical hit. This attack can be used once per week. Only in light or no armor and with the Kengou's chosen weapon. After using this ougi, the Kengou is weakened greatly and suffers a -15 penalty to hit and damage for 3 rounds.
Epic abilities:
"Epic Kai"
Prerequisites: ability to use 6 kais, wisdom 16+
Specifics: Kai now lasts for a full 18 seconds
The Kengou
{table=head]Level|Base Attack Bonus (+epic bonus)|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|1st Kai, Bonus Feat, Improved Initiative, Weapon Focus with c/w
2nd|
+2|
+0|
+0|
+3|Bonus Feat, 1st Arrow Cut, Dodge
3rd|
+3|
+1|
+1|
+3| Mobility
4th|
+4|
+1|
+1|
+4|Weapon Specialization with c/w
5th|
+5|
+1|
+1|
+4|2nd Arrow Cut, 2nd Kai
6th|
+6/+1|
+2|
+2|
+5|Spring Attack, Bonus Feat
7th|
+7/+2|
+2|
+2|
+5|Evasion
8th|
+8/+3|
+2|
+2|
+6|3rd Arrow Cut, Greater Weapon Focus with c/w
9th|
+9/+4|
+3|
+3|
+6|3rd Kai
10th|
+10/+5|
+3|
+3|
+7|Bonus Feat
11th|
+11/+6/+1|
+3|
+3|
+7|4th Arrow Cut
12th|
+12/+7/+2|
+4|
+4|
+8|Greater Weapon Specialization with c/w
13th|
+13/+8/+3|
+4|
+4|
+8|4th Kai
14th|
+14/+9/+3|
+4|
+4|
+9|Bonus Feat, 5th Arrow Cut
15th|
+15/+10/+5|
+5|
+5|
+9|Sashi-tooshi
16th|
+16/+11/+6/+1|
+5|
+5|
+10|
17th|
+17/+12/+7/+2|
+5|
+5|
+10|5th Kai, 6th Arrow Cut
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Bonus Feat
19th|
+19/+14/+9/+4|
+6|
+6|
+11|
20th|
+20/+15/+10/+5|
+6|
+6|
+12|7th Arrow Cut, Weapon Mastery
21st|
+21/+16/+11/+6/+1|
+6|
+6|
+12|6th Kai
22nd|
+21/+16/+11/+6/+1|
+7|
+7|
+13|Bonus Feat
23rd|
+22/+17/+12/+7/+2|
+7|
+7|
+13|8th Arrow Cut
24th|
+22/+17/+12/+7/+2|
+8|
+8|
+14|Epic Weapon Focus with c/w
25th|
+23/+18/+13/+8/+3|
+8|
+8|
+14|7th Kai
26th|
+23/+18/+13/+8/+3|
+9|
+9|
+15|9th Arrow Cut, Bonus Feat
27th|
+24/+19/+14/+9/+4|
+9|
+9|
+15|
28th|
+24/+19/+14/+9/+4|
+10|
+10|
+16|Epic Weapon Specialization with c/w
29th|
+25/+20/+15/+10/+5|
+10|
+10|
+16|8th Kai, 10th Arrow Cut
30th|
+25/+20/+15/+10/+5|
+11|
+11|
+17|Bonus Feat, Ougi[/table]
Fighting Styles
{table=head]Level|Itouryuu|Daitouryuu|Nitouryuu
1st|
+2 A.C.(deflection), Iron Will|
+2 Damage, Great Fortitude|
Dual-wielding penalty reduced by 4, Lightning reflexes
5th|
+1 A.C.(deflection), Combat expertise|
+1 Damage, Power attack|
+1 Initiative, Two-weapon fighting
10th|
+1 A.C.(deflection), Improved Disarm|
+1 Damage, Cleave|
+1 Initiative, Two-Weapon Defense
15th|
+1 A.C.(deflection), Improved Feint|
+1 Damage, Great Cleave|
+1 Initiative, Improved Two-Weapon Fighting
20th|
+1 A.C.(deflection), Whirlwind Attack|
+1 Damage, Improved Overrun|
+1 Initiative, Greater Two-Weapon Fighting
25th|
+1 A.C.(deflection), Improved Whirlwind Attack|
+1 Damage, Epic Toughness|
+1 Initiative, Perfect Two-Weapon Fighting
30th|
+1 A.C.(deflection), Armor Skin, Mekkyoukufusetsu|
+1 Damage, Great Strength, Kuuretsu|
+1 Initiative, Two-Weapon Rend, Chimannenku[/table]
There is an extra attack granted at epic levels, this is lost if the Kengou is wearing medium or heavy armour and carrying more than a medium load.
At the moment I'm not too sure whether it's balanced enough and would appreciate some feedback.
[Shameless self-promotion]
See also:
Golden Avariel (race) (http://www.giantitp.com/forums/showthread.php?t=119071)
Improved Monk (http://www.giantitp.com/forums/showthread.php?p=6725511#post6725511)
[/Shameless self-promotion]