I am getting ready to move to the Waverly, NY-Sayre PA area and I will be looking for some new gaming buddies in a couple of weeks. Also, I have a partially wooded 1 acre lot in Oswego county (Town of New Haven) for sale, these two things are related, if you are interested in either, let me know.
And now, my current build of the Kensei
The Kensei is a weapon master, usually a master of the sword, as implied by the name of the class,
although any melee weapon can be their focus. An unsurprised Kensei can make a melee attack before rolling initiative. A Kensei that fells an opponent may immediately make another attack against an opponent in melee range. A Kensei has a d10 for hit points. A Kensei is required to have Strength and Dexterity scores of not less than 12, and a Wisdom of at least 14. A Kensei adds his Wisdom bonus to his AC and as an attack bonus. A Kensei must have a Lawful alignment. Only Human, Spirit Folk or Hengeyokai may become Kensei.
Experience Points Experience Level Hit Dice
0-3000 1 1d10
3001-5500 2 2d10
5501-10000 3 3d10
10001-22000 4 4d10
22001-44000 5 5d10
44001-88000 6 6d10
88001-150000 7 7d10
150001-250000 8 8d10
250001-500000 9 9d10
500001+ 10 9d10+2
Kensei bonuses- Once per day for every level the Kensei has achieved, he may focus his attunement to his chosen weapon to deliver maximum damage with a single strike, he must announce this before he rolls to hit. +1 initiative bonus, increases to +2 at level 5 and +3 at level 9. Wisdom bonus to AC,
additional +1 AC bonus at levels 3, 6 and 9. Starting at level 3 a Kensei may meditate, entering a state of deep concentration in which he refocuses and regains his energies. 1 hour of meditation is as restful as 2 hours of sleep, and as such a Kensei may go without sleep for as many days as he has levels, provided he has the opportunity to meditate for at least 4 hours per day. While meditating a Kensei is oblivious to all but the most extremes of heat and cold, hunger and thirst do not affect him. He is, however fully aware of his surroundings, and thus suffers penalties to neither surprise or initiative rolls. Starting at level 6 a Kensei is surprised only on a roll of 1. Starting at level 7 students will begin to seek a Kensei out, 1d4 every level. When a Kensei's student levels up the Kensei makes a morale check, if the check is passed the student stays with the Kensei to continue learning, if it is failed they move on. As such, they are not really followers, but not Henchmen or Hirelings either. Students require no pay, and will perform many menial duties (cooking, cleaning, etc.) for their master in return for their training. These students may be of any Warrior class (Bushi, Samurai, Kensei), but are more likely to stay if they are Kensei. At level 9 the Kensei gains the whirlwind attack, where he focuses his power and launches into a blindingly fast series of attacks where he gets a single attack vs. every enemy within his weapons range or 10', whichever is greater.
Kensei restrictions- A Kensei may wear only light armor, and if he does he loses any Class and/or
Wisdom based AC bonuses. A Kensei must practice with his chosen weapon for at least 1 hour per day, every day or lose his Class based abilities, fighting as a Bushi of equal level, until the missing hours are made up. Starting at level 5 (to gain level 5), a Kensei must seek out a higher level Kensei and defeat him in a duel to rise in level. These duels are (mostly) non-lethal in nature, but the details are up to the DM. If a Kensei loses the duel, he is reduced in experience points to the minimum necessary for his current level, ie. a 4th level Kensei losing his first "level-up" duel, would drop to 10001 experience points.