You're right about the magic bonus, though I think the scaling can be pretty evenly scaled... +1 at 7 (or 3, which is the earliest level you can find a magic weapon, according to Hoard of the Dragon Queen), +2 at 12 (or 10), and +3 at 17. I think I'll try out the 3, 10, 17 loadout, since those run in line with the wonky leveling system...
I was trying to focus more on melee, but with the class redesign, I'll be trying to figure out something for ranged... but if you will note, this is an improved fighting style, and fighting styles are all based around giving a static bonus of some kind. I gave back the damage on a miss for great weapons fighting, and tried to fix the "massive" damage gap between the fighting styles by giving twf the second strike (they actually average out to be 65.2 (Gwf), 62 (Duelist) and 67 (twf) if all of the attacks hit, though Gwf will do 24 damage on 0 hits. So not exactly 100% equal in that respect. ) Archery... I do not know what to do. Maybe gaining advantage on attacks within 30', and having no disadvantage on attacks made in melee?
Yeah, most of it is going to be cut, except as maybe a few maneuvers. Dueling Strike and Avalanche of Blades (the second one as a very nerfed version of itself) will likely reappear as maneuvers that can be purchased for Ki, and I'm debating adding Whirlwind Blade a well...
Power Surge will likely appear as a maneuver (spend Ki to use it once, then spend ki and make a constitution check to get it more times until after a long rest kind of thing...), Withstand is going to be the level 10 ability (though just granting advantage would become worthless at later fighter levels due to indomidable, so I'll add something more to that... also remember, withstand is for dex-based saves in 3.5), Instill (aka infuse) will be moved to level 15 and grant advantage instead of a +3 bonus, and Ki warlord will be level a 17 that interacts with the ki pool in a new (and hopefully interesting) way and gives the Kensai some story powers.
I've considered it now... and I have to agree. I'm thinking that the combo of a Monk's ki progression (with a pool of 1/2 level) and a battlemaster's (Or more, just a set of class-unique spirit and mobility-themed) maneuvers could be interesting. The monk would have more Ki to throw around, but the Kensai would have a few more options and a way to save on spending/ recovering it. And yes, variable costs of the ki abilities sort of necessitates the recovery method. Also, I'm thinking of making this class more based around dexterity and mobility, trying to capture the essence of a fighter/ monk hybrid than a walking block of wall that can do some Ki stuff. As such, I'm going to make the save DCs scale off of Dexterity instead of strength... any thoughts/ concerns about that?
Thank you for the complement, and hopefully I'm thinking of a way to do so. XD