Kensai
(Chinese: Master or Chujen)
- | - | - | - | - |
Oriental Classes | - | - | - | Oriental Adventures |
XP | Experience
Level |
10-sided
Dice for Accum. Hit Points |
THACO | Saves | Proficiencies |
- | - | - | fighter (4-7: 3/2)
(8-14: 2/1) (15+: 5/2) |
fighter
(+1 bonus: figured in) |
3@L1 (max. of 1 slot for additional weapon),
4@L2, 5@L4, 6@L6, 7@L8, 8@L10 |
0 -- 3,000 | 1 | 1 | 20 (1/1) | d13, p14, r15, b16, s16 | 3@ L1 (max. of 1 slot for additional weapon) |
3,001 -- 5,500 | 2 | 2 | 19 | d13, p14, r15, b16, s16 | 4 |
5,501 -- 10,000 | 3 | 3 | 18 | d12, p13, r14, b15, s15 | ^ |
10,001 -- 22,000 | 4 | 4 | 17 (3/2) | d12, p13, r14, b15, s15 | 5 |
22,001 -- 44,000 | 5 | 5 | 16 | d10, p11, r12, b12, s13 | ^ |
44,001 -- 88,000 | 6 | 6 | 15 | d10, p11, r12, b12, s13 | 6 |
88,001 -- 150,000 | 7 | 7 | 14 | d9, p10, r11, b11, s12 | ^ |
150,001 -- 250,000 | 8 | 8 | 13 (2/1) | d9, p10, r11, b11, s12 | 7 |
250,001 -- 500,000 | 9 | 9 | 12 | d7, p8, r9, b8, s10 | ^ |
500,001 -- 750,000 | 10 | 9 + 2 | 11 | d7, p8, r9, b8, s10 | 8 |
750,001 -- 1,000,000 | 11 | 9 + 4 | 10 | d6, p7, r8, b7, s9 | ^ |
1,000,001 -- 1,250,000 | 12 | 9 + 6 | 9 | d6, p7, r8, b7, s9 | <9?> |
- | 13 | - | 8 | - | - |
- | 14 | - | 7 | - | <11?> |
- | 15 | - | 6 (5/2) | - | - |
250,000 XP are required for each level
beyond 12th.
Kensai gain 2 hp per level beyond 9th.
Kensai means "sword saint" or "sword master"
and is usually applied to characters who have perfected
the art of fighting with the sword. In
the Oriental AD&D game this is broadened to include
almost any type of
weapon or fighting skill. Thus, there
may be kensai who use halberds, kensai who use swords, kensai who use
unarmed fighting styles, etc. The player
is allowed to choose the kensai character's special weapon. In all cases,
it is the kensai's aim to become the perfect
master of his weapon. For the man and weapon to become one,
acting on a single thought, is the ultimate
goal of a kensai.
To achieve this the kensai must master
his weapon and himself, and must study and learn other arts. He
must practice daisy with his weapon, condition
his body and purify his spirit through meditation and ordeal. He
must acquire proficiencies in different
peaceful arts as well as be absolutely dedicated to his goal.
The prime requisites of kensai are WIS
and DEX. To become a kensai, a character must have
STR and WIS scores of at least 12 and
a Dexterity score of at least 14. If both his Wisdom and Dexterity
scores are 14 or higher, the kensai earns
a 10% bonus on all experience points. The kensai must be lawful,
although he can be good, evil, or neutral.
Only human, hengeyokai, and spirit folk characters can be kensai.
Kensai use 10-sided dice to determine
their hit points, gaining one die per level. They use the combat
and saving throw tables of fighters. They
can use any weapon but cannot wear armor. Gaining proficiency in
and using weapons preferred by ninja causes
the kensai to lose honor, unless it is his chosen weapon.
The player must select one weapon or unarmed
fighting style for his kensai character. The character
automatically receives a proficiency (but
not specialization) in that weapon or style without expending any
proficiency slots. He begins the game
with three proficiency slots. Only one of these can be used for a second
weapon proficiency. The remaining slots
must be filled with peaceful skills.
The kensai does not receive the Reaction/Attacking
Adjustment or the Defensive Adjustment for a high
Dexterity score. Instead a kensai begins
with a natural armor class between 9 and 5. To find his armor class,
subtract the character's Dexterity score
from 23. The result is the character's natural armor class. For example,
a
kensai with Dexterity 16 has a natural
AC of 7. Thereafter, his natural armor class improves by one step
for every three levels he attains (one
step at 3d, another at 6th, etc.).
He also automatically has a + 1 bonus on
all initiative rolls, for both melee and
missile combat. If the kensai is fighting as part of a group, the bonus
applies only to him. Thus, he may be able
to act before the rest of the party. This initiative bonus rises to + 2
at
5th-level and + 3 at 9th level.
Furthermore, the kensai receives a + 1 bonus on all saving throws.
Through training with his particular weapon
and his mental practice, the kensai learns to focus his ki
power. This lets him cause maximum damage
with a single attack when using his specialized weapon. The
player must announce that the kensai character
is using this power before rolling the die to determine whether
the kensai hits his opponent. If the opponent
is hit, the weapon automatically causes its maximum damage plus
any other damage bonuses the kensai has.
The kensai can use this power a number of times per day equal to his
level. Thus a 5th-level kensai can use
his ki power five times in a single day.
When a kensai engages in a psychic
duel with a character who is not a kensai, he gains a + 2 bonus on
his die roll when resolving the duel.
When a kensai engages in a psychic duel with another kensai, only the
levels of the characters are used.
All kensai are immune to fear.
In addition to the above abilities, the kensai gain the following powers when they reach the appropriate level.
At 2nd level he causes one additional point
of damage when using his specialty weapon. This increases
by one again at 5th, 8th, 10th, and 12th
level, for a total damage bonus of + 5.
At 3rd level he gets a + 1 bonus on his
dice rolls to hit. This also allows him to hit creatures that
normally can be hit only by magical +
1 weapons. Both of these bonuses increase by one when the character
reaches 5th, 8th, 10th, and 12th levels,
for a total of + 5 to hit and the equivalence of a magical + 5 weapon.
At 4th level he can meditate like a shukenja.
At 5th level he gains an additional + 1
on initiative dice rolls, for a total modifier of + 2. This increases
by one again when the character reaches
9th level, for a total initiative bonus of + 3.
At 6th level the kensai is surprised only on a roll of 1 on 1d6.
At 7th level he can use two weapons simultaneously
with no penalty. He also causes fear the same as a
samurai (q.v.).
At 9th level the kensai attracts 1 d6 pupils,
drawn by his great renown as a master of his weapon. All
pupils are 1st-level kensai. These pupils
stay at the school of the master, studying under and serving him. There
is a 5% chance per level that a pupil
ends his studies with that master and leaves to pursue his own course.
In
addition, should the master ever lose
a duel to a lower level kensai, there is a 50% chance per pupil that the
pupil will leave the service of the defeated
master. When a kensai master defeats a higher level kensai character
in a duel, he gains 1-2 additional pupils.
Again, these are all 1st-level kensai. All pupils specialize in the same
weapon as the master.
At 11th level the kensai can make a whirlwind attack.
This is an additional ki power. The kensai
concentrates his bodily energy and bursts
into a blurring whirlwind of motion. This ability requires all of the
character's ki power for the day (i.e.,
he cannot have used any ki power previously that day). The whirlwind
attack can only be made with the specialty
weapon. Using this power, the kensai can attack all opponents within
10 feet of him once in the same round.
Both sides must roll for initiative (the kensai's initiative bonuses do
apply) and the kensai cannot use his ki
power to guarantee maximum damage. However, all other to hit and
damage bonuses apply. The kensai can attack
every opponent within range at the instant of the attack,
regardless of the number of attacks he
normally is allowed. All attacks occur when dictated by the initiative
roll.
Table 19: KENSAI BONUSES
Experience
Level |
Initiative
Bonus |
AC
Bonus |
Damage
Bonus |
To Hit
Bonus |
Special Abilities |
1 | + 1 | 0 | 0 | 0 | - |
2 | + 1 | 0 | + 1 | 0 | - |
3 | + 1 | + 1 | + 1 | + 1 | - |
4 | + 1 | + 1 | + 1 | + 1 | meditation |
5 | + 2 | + 1 | + 2 | + 2 | - |
6 | + 2 | + 2 | + 2 | + 2 | 1/6 surprise |
7 | + 2 | + 2 | + 2 | + 2 | two weapons, fear |
8 | + 2 | + 3 | + 3 | + 3 | - |
9 | + 3 | + 3 | + 3 | + 3 | 1-6 pupils |
10 | + 3 | + 4 | + 4 | + 4 | - |
11 | + 3 | + 4 | + 4 | + 4 | whirlwind attack |
12 | + 3 | + 4 | + 5 | + 5 | - |
Restrictions: Because of his dedication
to perfecting his combat art, the kensai must follow certain restrictions.
He
can never use a magical weapon of the
type he specializes in, since such a weapon is not a true measure of his
skill. All types of armor are prohibited
for the same reason. If a kensai fights with a weapon other than the one
he specializes in, he gains only one-half
the usual experience for opponents he defeats with it. This applies even
if only part of the fighting was done
with a different weapon (unless the kensai was fighting with his specialty
weapon and another weapon at once). If
he defeats another kensai in a duel, he earns double the normal amount
of experience. A duel can be fought with
a particular opponent only once per level.
A kensai must train and practice for at
least two hours a day. Any practice over two hours has no
additional effect. Ignoring practice has
no immediate effect; it comes into play when the character is ready to
advance to the next level. Every two-hour
practice session skipped must be made up before the character can
advance. When catching up on missed practice,
the character can practice up to four hours per day: two hours
for that day's practice and two hours
making up for the missed practice. For example, Kiyomori misses six days
of practice while on an adventure. When
he returns home he has enough experience to advance a level, but he
cannot advance until he practices for
six more days, four hours per day, to make up for the days he missed.
Level Advancement: Each time a kensai
advances a level, there is a percentage chance equal to 10 times his new
level that he
will be challenged to a duel. The challenger
is a kensai of the same level that the character just attained. A duel
is a one-on-one fight between two characters.
Neither character can receive aid or support from anyone else.
Kensai characters cannot use magical weapons
or armor in a duel. The duel can be a very formal affair at a
pre-arranged site and time, or an impromptu
meeting of two characters.
If the character refuses
to duel, he forfeits his newly gained level, losing just enough experience
points
to place him at the
bottom of his old level. In addition, he loses honor.
If he accepts the duel
and loses, he also loses both. honor and his new level, the same as if
he had
refused the duel. This
duel doesn't need to be fought to the death, however; the duelists can
agree on any
conditions. Surrender,
first blood, or first strike are common ending conditions; even first draw
can determine a
victor, although this
is rare. Note that when the character reaches 10th level, he must fight
a duel to advance a
level.
Duels: A kensai may be challenged
to duel an NPC at any time, not just when he advances to a new level.
Refusing or losing such a duel costs the
kensai honor, but does not cause him to lose a level of experience.
Birth Rank, Family, & Honor:
A kensai need not be of high birth as the practices and techniques of the
class are available to everyone.
However, family and honor are important.
The player must roll on Table 38: Character Birth. Until the kensai
develops a reputation for his skill, he
is treated socially according to his birth. Gaining and maintaining honor
are a vital part of the kensai's life;
any kensai whose honor falls below his family's honor loses his status
in the
class. Thereafter the kensai is treated
as a bushi of the same level (experience points are adjusted accordingly)
and advances in level according to the
bushi character class. He loses none of the abilities he had as a kensai,
but he can never gain new kensai abilities.
Q: How does a kensai
learn a martial
arts style? Can a kensai
select a martial
arts style as his secondary
weapon?
A: Kensai learn martial
arts just like other
characters do. A 1st-level
kensai who
selects a martial arts style
gets the style
without spending a slot,
and could use his
other weapon slot to learn
a special
maneuver. Yes, a martial
arts style is an
acceptable second weapon.
Remember
also that a kensai can add
additional weapons
or special maneuvers as
he gains new
slots. The one additional
weapon restriction
applies only to the three
slots the
kensai has at 1st level.
(121.20)
Q: Shouldn't a kensai
character get
the fast draw ability
with his chosen
weapon?
A: Kensai can learn
iaijutsu, but if this
ability is taken at 1st
level, the kensai
cannot take a second weapon.
(121.22)
Q: The rules say that
when two kensai
are engaged in a psychic
duel,
only the levels of the kensai
affect
the outcome. Does this mean
the
higher-level kensai always
wins?
What about two kensai of
equal
level?
A: The higher-level
kensai does not always
win. Use the normal procedure,
as neither
kensai gains a bonus against
the other.
(121.22)
SUMMARY
* The kensai begins with a natural AC between
9 and 5.
* To find his AC, subtract the character's
Dexterity score from 23.
* For example, a kensai with Dexterity
16 has a natural AC of 7.
* Thereafter, his natural AC improves
by one step for every three levels he attains (one step at 3d, another
at 6th, etc.).
* He also automatically has a +1 bonus
on all initiative rolls, for both melee and missile combat.
* This initiative bonus rises to +2 at
5th-level and +3 at 9th level.
* Furthermore, the kensai receives a +1
bonus on all saving throws.
* Thus a 5th-level kensai can use his ki power five times in a single day.
* When a kensai engages in a psychic duel with a character who is not a kensai, he gains a +2 bonus on his die roll when resolving the duel.
* At 2nd level he causes one additional
point of damage when using his specialty weapon.
* This increases by one again at 5th,
8th, 10th, and 12th level, for a total damage bonus of +5.
* At 3d level he gets a +1 bonus on his
dice rolls to hit.
* This also allows him to hit creatures
that normally can be hit only by magical +1 weapons.
* Both of these bonuses increase by one
when the character reaches 5th, 8th, 10th, and 12th levels, for a total
of +5 to hit and the equivalence of a magical +5 weapon.
* At 4th level he can meditate like a shukenja.
* At 5th level he gains an additional +1
on initiative dice rolls, for a total modifier of +2.
* This increases by one again when the
character reaches 9th level, for a total initiative bonus of +3.
* At 6th level the kensai is surprised only on a roll of 1 on 1d6.
* At 7th level he can use two weapons simultaneously with no penalty.
* At 9th level the kensai attracts 1d6
pupils, drawn by his great renown as a master of his weapon.
* All pupils are 1st-level kensai.
* There is a 5% chance per level that
a pupil ends his studies with that master and leaves to pursue his own
course.
* In addition, should the master ever
lose a duel to a lower level kensai, there is a 50% chance per pupil that
the pupil will leave the service of the defeated master.
* When a kensai master defeats a higher
level kensai character in a duel, he gains 1-2 additional pupils.
* Again, these are all 1st-level kensai.
* At 11th level the kensai can make a whirlwind
attack.
* Using this power, the kensai can attack
all opponents within 10 feet of him once in the same round.
* Each time a kensai advances a level, there is a percentage chance equal to 10 times his new level that he will be challenged to a duel.
* Note that when the character reaches 10th level, he must fight a duel to advance a level.
* The player must roll on Table 38: Character Birth.
1. SUBCLASS = fighter
2. SOCIAL CLASS MINIMUM = roll on Birth
Rank table required
3. ABILITY SCORE MINIMUMS
STRENGTH = 12
INTELLIGENCE = 6
WISDOM = 12:14
DEXTERITY = 14:14
CONSTITUTION = 6
CHARISMA = 6
COMELINESS = 3
PERCEPTION =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= hengeyokai (6), human (U) spirit folk (9)
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d10
7. MAXIMUM NUMBER OF HIT DICE = 9
8. SPELL ABILITY = none
9. ARMOR PERMITTED = none
10. SHIELD PERMITTED = none
11. WEAPONS PERMITTED = any (Proficiency
in or use of ninja preferred weapons will lead to a loss of honor for the
character.)
12. OIL PERMITTED = yes
13. POISON PERMITTED = DM's option
14. ALIGNMENT = LG, LN, LE
15. STARTING MONEY = 1-4 ch'ien + 1-10
tael (ch'ao) (5-20 gp + 10-100
sp)
16. WEAPON PROFICIENCIES = one weapon
or martial arts style (free @L1) : see 25.
17. NON-PROFICIENCY PENALTY = -3
18. NON-WEAPON PROFICIENCIES = see 25.
19. STARTING AGE =
20. COMBAT = fighter (4-7: 3/2) (8-14:
2/1) (15+: 5/2)
21. SAVING THROWS = fighter (+1 bonus)
22. MAGIC ITEMS =
23. FAMILY = required
24. HONOR = 25 + lowest ability score
(if no family)
Losing a duel vs. NPC:
-3
Overindulgence in food
or drink: -2
Proficiency in a ninja-preferred
weapon (unless specialized weapon): -5
Refusing a duel vs.
NPC: -5
Using a ninja-preferred
weapon (unless specialized weapon): -1
Victorious against
overwhelming odds: +3
Winning a duel vs.
NPC: +1
Honor awards for kensai
duels are only given for fighting a particular
NPC once per level.
A second duel with the same NPC will have no effect
until the PC advances
in level.
25. SKILLS = 3@L1 (max. of 1 slot for
additional <?> weapon), 4@L2, 5@L4, 6@L6, 7@L8, 8@L10