World of Amistade
Known for their matchless bravery and strict code of honor, Temporal Kensai are considered noble soldiers. The Temporal Kensai masters body, mind, weapon and will. They devote their strength and life to the service of the ideal of Chronos and il-Yannah.The reputation of a Temporal Kensai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness.
Some Temporal Kensai become masters in their own right, but even those who become kai-warlords still see themselves as servants of Chronos.
Adventures: Most Temporal Kensai adventurers are motivated primarily by their hatred of Chaos and slavery, and are driven by their compassion for all living beings and their desire to fight Chaos, darkness and evil in whatever form it takes.
Temporal Kensai wander the land to collect the Kai crystals of slain Kalish to keep them out of the hands of Abotchee, necromancers and other evil spell casters as a powerful source component for gating and summoning rituals, construct creation and the creation of undead.
Temporal Kensai also wander their newly adopted planet defending the innocent and oppressed. Their goal is to stop the Abotchee’s plots and schemes.
Some Temporal Kensai undertake quests and other adventures at the behest of their temple , a Temporal Adept or their Temporal Kensai masters as a troubleshooter.
Characteristics: Wielding their signature weapon Temporal Kensai are as potent in melee as a fighter, although they are more versatile. Their adherence to the code of il-Yannah is intimidating to their foes, and the fixed stare of a Temporal Kensai can unnerve most opponents.
Alignment: Almost every aspect of a samurai’s life is ruled by the code of il-Yannah, which demands bravery in the face of utmost peril, and honor and respect to superiors, peers and lessers alike. Temporal Kensai are always of good alignment. They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls.
Religion: The Temporal Kensai masters body, mind, weapon and will. They devote their strength and life to the service of the ideals of Chronos and il-Yannah. Some Temporal Kensai become masters in their own right, but even those who become Kai Warlords still see themselves as servants of Chronos.
Background: Most characters who become Temporal Kensai aspire to the class from the beginning of their training in the about il-Yannah. Temporal Adepts who train young Kalish in the ways of il-Yannah look for likely young men and women who excel in the principles of service, martial proficiency, and the purity of mind and body necessary to become a Temporal Kensai. Even those who do not qualify at the end often become Temporal Adepts.
Races: Unfortunately only Kalish with their Kai crystals are the only race able to channel the cosmic energy that is the key to the Temporal Kensai’s powers.
Other Classes: Because both classes live their lives according to a code of behavior, Temporal Kensai tend to get along well with paladins. Monks are likewise admired for their strict training regimen and self-discipline. Temporal Kensai also get along well with fighters, especially if they have served in an army, and bards whose art reflects appropriate themes.
Role: With their signature weapon in hand, Temporal Kensai are found standing among front-line melee combatants staring down whatever evil they are about to face. Temporal Kensai also benefit from a series of abilities that give morale penalties to their foes. .
GAME RULE INFORMATION
Temporal Kensai have the following game statistics.
Abilities: Strength is of paramount importance to the signature weapon wielding Temporal Kensai, and Dexterity and Constitution help them survive in the midst of battle. Many of the Temporal Kensai’s other class features depend on Charisma—a Temporal Kensai’s force of personality can make their enemies quake in fear.
Alignment: Any good.
Hit Die: d8.
Starting Gold: 5d4 × 10 (125 gp)
The Temporal Kensai class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local and nobility) (Int), Ride (Dex), and Sense Motive (Wis). See Chapter 4 in the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Special: Must complete an oath of service (see sidebar) to Chronos and the ideals of il-Yannah.
All of the following are class features of the Temporal Kensai.
Weapon and Armor Proficiency: Temporal Kensai are proficient with all simple and martial weapons, and with leather and studded leather armor, but not with shields. They also start with one Exotic Weapon Proficiency choice at 1st level.
Because the somatic components required for Temporal Kensai spells are simple, a Temporal Kensai can cast Temporal Kensai spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any arcane spellcaster, a Temporal Kensai wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.
Mage Armor (Ex): Starting at 1st level a Temporal Kensai is able to use their Kai crystal once per day to focus cosmic energy to create Mage Armor as per the spell.
Weapon Focus (Ex): At 1st level a Temporal Kensai gains Weapon Focus (see page 102) as a bonus feat.
Kai Smite (Ex): Once per day, a Temporal Kensai of 3rd level or higher can give a great cry during combat that invigorates them. When a Temporal Kensai shouts (a free action), their next attack gains a bonus on the attack roll and the damage roll equal to their Charisma bonus (minimum +1).
As a Temporal Kensai gains levels, they can make a kai smite more often.
Iaijutsu Master (Ex): By 5th level, a Temporal Kensai has become adept at iaijutsu, a fighting technique that concentrates on drawing their weapon and striking a foe in one fluid motion. They are treated as having the Quick Draw feat, but only when they draw their signature weapon.
Signature Weapon (Su): At 5th level the Temporal Kensai chooses one of their weapons (it must be one for which he has the Weapon Focus feat) to become a signature weapon. Most Temporal Kensai choose either a sword or bow for this weapon, but even a Temporal Kensai ‘s natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality.
A Temporal Kensai uses this ability to establish a link with their signature weapon. The character focuses part of their life energy on the weapon, making it more effective in their hands and their hands alone.
The process for imbuing a signature weapon with power is a simple one. The character must find a quiet, safe spot to meditate and pray to Chronos for 24 hours. At the end of this meditation, the Temporal Kensai sacrifices a number of experience points, essentially shifting some of their life force into their signature weapon. The signature weapon then becomes a magic weapon (if it wasn’t already) and gains an enhancement bonus and/or special abilities. Their current class level limits the amount of enhancement a Temporal Kensai can place into their signature weapon. A Temporal Kensai cannot create a signature weapon if doing so would cost enough experience points to reduce his character level.
Use the table on the previous page to determine XP costs and class level limits.
If the ritual is interrupted, it can be begun again at any time, but it must run for a full 24 hours for the signature weapon to be imbued. The Temporal Kensai pays the XP cost as soon as the ritual has been completed.
A Temporal Kensai signature weapon has a caster level equal to the character’s class level + 5.
Imbuing Double Weapons: A double weapon may be imbued, but both ends of the weapon must be paid for and imbued separately.
Imbuing Natural Weapons: The process for imbuing a Temporal Kensai natural weapons (such as their fists) is the same as for a manufactured weapon, except all of the Temporal Kensai’s natural weapons of one type are imbued at 100% of the cost + 10% per natural weapon. For example, a Temporal Kensai who has Weapon Focus (unarmed strike) may turn their fists into signature weapons for 120% of the XP cost. A Temporal Kensai who imbues a particular type of natural weapon must imbue all their natural weapons of that type (so a Temporal Kensai with two fists must imbue both fists). It takes 24 hours for a Temporal Kensai to imbue one type of natural weapon, regardless of how many actual weapons of that type he possesses.
Losing a Signature Weapon: If a Temporal Kensai’s signature weapon is lost or stolen, the character must strive to recover it by any means that do not violate his oath or alignment. A Temporal Kensai who knowingly abandons a signature weapon is treated as if he broke his oath of service (see the sidebar). A Temporal Kensai who abandons a signature weapon and atones for the deed can begin to create a new signature weapon.
If someone destroys a Temporal Kensai’s signature weapon, only the Temporal Kensai can repair it. If enough is left of the weapon to salvage (the shattered shards of a sword, for example), the Temporal Kensai can reforge the weapon as if they were using the Craft (weaponsmithing) skill to make a masterwork weapon. If they take the reforged weapon and then meditates for 24 hours, they may pay the appropriate XP cost to restore their weapon to full strength.
Should nothing remain of the weapon, the Temporal Kensai must begin anew with a weapon that has never before been imbued. The character, however, has not failed in their oath — the destruction of a Temporal Kensai’s weapon in service of their oath is not shameful, and other Temporal Kensai are likely to show even more respect to a comrade whose weapon is destroyed in oathbound service.
Losing Natural Weapons: If a Temporal Kensai loses his natural weapons (such as his fists), he may have them regrown by using regeneration or a similar spell. In this singular case, the kensai does not need to spend any more XP or time to reimbue their signature weapon with power. The link is direct enough that no extra effort is necessary.
Power Surge (Ex): At 6th level, a Temporal Kensai gains the ability to make a DC 15 Concentration check as a move action to focus their energy and spirit. If they succeed, they gain +8 to their Strength for a number of rounds equal to one-half his class level. Each time after the first that a Temporal Kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.
Staredown (Ex): At 6th level, a Temporal Kensai becomes able to strike fear into their foes by their mere presence. They gain a +4 bonus on Intimidate checks and can demoralize an opponent (as described in the Intimidate skill description, page 76 of the Player’s Handbook).
Blast of Force (Ex): At 7th level a Temporal Kensai is able to use their Kai crystal once per day to focus cosmic energy to create a Blast of Force as per the spell.
Forceward (Ex): Starting at 8th level a Temporal Kensai is able to use their Kai crystal once per day to focus cosmic energy to create Forceward as per the spell.
Improved Initiative (Ex): At 8th level, the Temporal Kensai has practiced and used their iaijutsu techniques enough that they are able to anticipate when any enemy will attack. They now have the Improved Initiative feat.
Kai Projection: At 8th level and higher, a Temporal Kensai adds one half their class level (round down) to any Bluff, Diplomacy, Gather Information, or Intimidate checks they makes. At 12th level and higher, the Temporal Kensai adds their full class level to such checks.
A target that realizes it has been fooled by a Temporal Kensai’s successful Bluff check gains a +10 bonus on any check or saving throw involving the Temporal Kensai’s use of Bluff, Diplomacy, Gather Information, or Intimidate against that target in the future. The Temporal Kensai can regain the creature’s trust by changing its attitude from unfriendly to friendly (see Influencing NPC Attitudes, page 72 of the Player’s Handbook).
Force Wave (Ex): Starting at 9th level a Temporal Kensai is able to use their Kai crystal once per day to focus cosmic energy to create a Force Wave as per the spell.
Withstand (Ex): When a Temporal Kensai of 9th level or higher is forced to make a Reflex save to avoid damage from an area effect spell (such as a fireball), he can make a Concentration check instead of a Reflex save to resist taking full damage. If a Temporal Kensai has the Evasion or Improved Evasion Feat, those benefits apply on this Concentration check as well.
Mass Staredown (Ex): At 10th level, a Temporal Kensai has sufficient presence that they can cow multiple foes. Using a Intimidate check, the Temporal Kensai can demoralize all opponents within 30 feet with a single standard action.
Telekinesis (Ex): Starting at 10th level a Temporal Kensai is able to use their Kai crystal once per day to focus cosmic energy to use Telekinesis as per the spell.
Instill (Ex): Once per day, a Temporal Kensai of 12th level or higher may take a full-round action to make a Concentration check (DC 10 + target’s HD or character level) to impart some of their own ability into a willing ally he can touch. The Temporal Kensai then transfers some of his power to the ally: They subtract up to 1 point per class level from their base attack bonus and/or any or all of their base save bonuses and transfers the same amount to the recipient. The Temporal Kensai regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the Temporal Kensai must make a Fortitude save (DC 5 + target’s HD or character level) or die as well. If they succeed, they immediately get their instilled powers back.
Repulsion (Ex): Starting at 13th level a Temporal Kensai is able to use their Kai crystal once per day to focus cosmic energy to create Repulsion as per the spell.
Improved Staredown (Ex): At 14th level, a Temporal Kensai becomes able to strike fear into their foes by their mere presence. They gain a +8 bonus on Intimidate checks and can demoralize an opponent (as described in the Intimidate skill description, page 76 of the Player’s Handbook).
Kai Warlord: When a Temporal Kensai attains 14th level, they gain great notoriety and become known as a Kai Warlord. Other Temporal Kensai revere the Kai Warlord and treat them with some measure of respect. If the Kai Warlord has an NPC master, this master likely assigns the Kai Warlord more responsibility and authority within their domain (perhaps giving them a Temporal temple or school). Chronos may also take a personal interest in giving the Kai Warlord more responsibility, perhaps actually contacting the Kai Warlord directly or through intermediaries and making his wishes known.
In addition to this added responsibility, a Kai Warlord gains some tangible benefits. They have the right to petition other (lower-level) members of the Temporal order and il-Yannah for assistance on adventures or in the fulfillment of their oath. As long as a Kai Warlord’s requests do not violate the other members’ own oaths of service, lower-level Temporal Kensai have a responsibility to assist a Kai Warlord in any reasonable manner — such as providing food and shelter, access to minor resources, and other things another character might have to barter for.
Kai Warlords inspire those around them. When fighting within 30 feet of a Kai Warlord, allies gain a +1 morale bonus on Will saves, Concentration checks, and attack rolls. Good allies gain a +2 morale bonus on these checks.
Frightful Presence (Ex): A 20th-level Temporal Kensai bravery, honor, and fighting prowess have become legendary. When the Temporal Kensai draws their weapon, opponents within 30 feet must succeed on a Will save (DC 20 + Temporal Kensai’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same Temporal Kensai’s frightful presence for 24 hours.
OATH OF SERVICE
A Temporal Kensai’s oath of service must be sworn in front of witnesses and must be upheld for the Temporal Kensai to continue advancing in levels. A Temporal Kensai’s oath include swearing service to the service of the ideal of Chronos and il-Yannah.
A Temporal Kensai who breaks their oath, for whatever reason, loses access to their Temporal Kensai special abilities and must receive an atonement spell from a Temporal Adept or cleric or druid of their alignment to get them back and to continue advancing in the Temporal Kensai class. A Temporal Kensai must also strictly adhere to their alignment. A Temporal Kensai who intentionally and seriously violates their alignment also breaks faith and endures the same negative effects.
A Temporal Kensai who changes their alignment from good loses their Temporal Kensai abilities and cannot advance further in this class until they gain atonement and switch their alignment back to good.
DM Note: The idea of the oath of service does not exist to punish a player who chooses to roleplay a Temporal Kensai, but to challenge that player. The kensai is a powerful class, and the oath of service is one of the costs that goes along with it. The oath provides the player with roleplaying opportunities and you with a hook you can use to motivate the entire party.
A Temporal Kensai who ceases to be good or who commits an act of grave dishonor loses all Temporal Kensai class features that depend on Charisma or Charisma-based checks. Minor embarrassments don’t count, but major breaks with the codes of Chronos and il-Yannah do. Acts that could lose a Temporal Kensai their status include disobeying an order from a superior Temporal Kensai or Kai Warlod, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a Temporal Kensai. They regain their class features the ability to advance in the class if they atone for these violations (see the atonement spell, page 201 of the Player’s Handbook), assuming the Chronos offers a chance at redemption.