First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Kensai
  Kensai are the ultimate masters of one melee or martial arts weapon, martial arts style, or (under the MyWorld rules), body part.  These masters learn to fight with that one thing better than anyone else.  However, they choose not to fight with any other weapon or style except under very limited circumstances.

  To be a kensai, the character must have strength and wisdom of 12 and dexterity of 14; if wisdom and dexterity are both at least 14, he gains a 10% bonus to experience.  All kensai must be lawful.

  Kensai gain one ten-sided die of hit points per level plus fighter constitution bonuses, and use fighter combat and save tables.  They cannot wear armor.  They can use any weapon; there is a penalty to personal honor for the use of a ninja weapon, except that a kensai who chooses to dedicate himself to a ninja weapon may use that weapon without penalty.  Kensai are usually limited in weapon use by the dedication they select.

  The kensai begins with proficiency in his weapon or style of dedication.  A kensai to a body part has proficiency in one martial arts style related to that body part.  Under MyWorld rules, if the kensai is dedicated to a martial arts only weapon and selects a weapon-oriented style, or if he is dedicated to a weapon-oriented style and chooses a martial arts only weapon, he gets proficiency in both the weapon and the style (that to which he is dedicated listed first).  Whether they have spent one or two slots, they have three more slots, but only one of these may be spent on a weapon; the other two must be invested in "peaceful" proficiencies.  Kensai cannot specialize.  (MyWorld rules include martial arts styles and maneuvers as non-weapon proficiencies which may be taken with these slots.)

  The kensai does not get the normal dexterity adjustment to armor class.  Instead, his dexterity is subtracted from 23 to find his base armor class.  This may be further modified by the armor class adjustment of a martial arts style, but he may not use any type of armor nor any magic device which improves his armor class.  He may not use a magic weapon of the type to which he is dedicated, nor any magical means of enhancing his chance to hit with his dedication.  His armor class improves further by one step every three levels beginning at level 3.  Kensai also begin with +1 on initiative in all combat situations, and gradually improve this to +3 by level 9.  All saving throws are bonused +1.  The accuracy with which the kensai attacks gives him +1 damage with his dedication at level 2, rising to +5 damage by level 12.  He also gains a +1 hit bonus with his dedication at level 3 which rises to +5 at level 12; this hit bonus enables him to hit creatures which can only be hit by magic weapons having such bonuses, as well as increasing his chance to hit generally.

  A description and discussion of the kensai dedications and effects is given in Special Rules section of M. J. Young's Dungeons & Dragons materials, under Kensai Dedication and Associated Rules.

  The kensai's first ki power enables him to announce that any one attack will do maximum damage; the power must announced before the attack is rolled, and only works with attacks covered by his dedication.  It may be used one time per level each day.

  The kensai is bonused in psychic duels against other characters who are not kensai.  A psychic duel is a form of non-active combat practiced by honorable Orientals in which a saving throw determines the outcome.  Against non-kensai, kensai receive +2 on their saves in such duels.

  All kensai are immune to fear.  Beginning at level 4 they can meditate.  This enables them to rest, gaining the equivalent of two hours of sleep for each hour spent in meditation.  During such meditation, they are fully alert, sufficiently to keep watch if desired, and may move immediately to any other activity.  By level six, they are surprised only one time in six.  At level seven, they can cause fear.  This will cause all creatures of one hit die or less in the immediate area who fail a save to flee or surrender, as appropriate; the character can turn this on and off at will.

  Also at level seven, the kensai can fight in melee with two weapons.  A kensai to a weapon may use a weapon in one hand which is not that to which he is dedicated as long as he is using his dedication weapon in the other hand.  A weapon not connected to the kensai's dedication may be magical at no penalty.  A kensai to a style may not use any magic weapon in the style, as all weapons usable in the style are considered part of the dedication, and receive the kensai bonuses.  (This is not clear in the rules, and is the interpretation of the referee under MyWorld rules; other referees may have a different rule.)

  At level 9 the kensai attracts d6 first level kensai students with a dedication identical to his.  These do not need to be paid.  There is a 5% chance per level that the student will leave the master and go out on his own.  Also, there is a 50% chance for each student to leave if the master is defeated in a duel by a lower level kensai.  Conversely, if the kensai defeats a higher level kensai in a duel, he gains d2 students, also first level.

  A kensai who wins a duel with any other kensai receives double the normal experience (as well as possible bonuses to honor); however, the same kensai may only be dueled once per level.

  At level 11, the kensai gains a second ki power, the whirlwind attack.  It may only be done once per day, and must be a standard attack within the kensai's dedication.  He may attack every opponent within ten feet once in the same instant.  He may not use his other ki power for maximum damage at all on the same day, but all of his other kensai abilities and bonuses apply.  Normal initiative rules apply, although the kensai gets the advantage of his initiative bonus.

  The kensai must spend two hours per day in practice.  If such practice time is missed, it must be made up before the character can advance to the next level.

  Upon advancing to the next level, a kensai has a chance equal to ten percent per level that he will be challenged by a rival kensai of the same level.  If the advancing kensai does not win this duel, he is reduced to the previous level, and must attain the level again.  Duels obviously do not have to be to the death, but may be arranged to any honorable rules which the challenged kensai desires.  In addition to these duels, kensai may be challenged at any time, and may be pressured to issue challenges to others; these other duels may affect honor and give experience, but they will not take away the kensai's level.

  A kensai must maintain his honor.  If his honor falls below that of his family, he loses his kensai status, becoming a bushi of the same level.  He retains all kensai abilities gained to that point, but thereafter advances as a bushi.

  Advancement table:

0
-1500
-1
1
0
3000
2
3001
5500
3
5501
10000
4
10001
22000
5
22001
44000
6
44001
88000
7
88001
150000
8
150001
250000
9
250001
500000
10
500001
750000
11
750001
1000000
12
1000001
1250000
  250000 xp/level above the 10th.

  Oriental Humans, Spirit Folk, and any Hengeyokai who can be lawful may be Kensai.


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