First of all I would like to thank John Higgins at and Captain Bak Ironfist at centergy@t‑three.com.  Both of these guys did a conversion of the kensai and I borrowed a couple of their ideas.  Also, you may notice a few similarities between the kensai and Sword and Fist’s weapon master.  I liberated an idea or two here also.  I wanted a monk-like character who focused his ki to perfect swordsmanship instead of unarmed attacks and this is the end product.

Please send comments to Scotty Davis at sdavis@hiwaay.net.

Kensai:   The kensai, also called the Sword Saint, is a master of his chosen weapon. He seeks to master the art of combat through training and meditation. While most kensai prefer to specialize in the katana, any one handed sword will do. The aspiring kensai must take a vow against armor. The use of any armor will result in the loss of all special abilities while the armor is worn. Hit Die: d10 Skill Points: 2 Alignment: Any Lawful Weapon Proficiency: None Armor Proficiency: None Class Skills: 

HD:  1d10

Skill points: 2 + Int bonus

Class Skills:  Craft (any art form), Perform, Riding, Swimming, Climb, Jump, Balance, Intuit Danger, Sense Motive, tumble, Spot, Listen, Concentration,  Sense Motive, Tumble.
Alignment:  Any Lawful
Prohibited Feats:  The Kensai cannot buy proficiency in any type of weapon besides a sword and they cannot buy armor or shield proficiency.

Multi-classing restrictions: A Kensai may freely multiclass with a monk, any other class causes him to abandon his class.  He retains all abilities, but can never advance as a Kensai again.

Magic Items:  Kensai cannot use a magic weapon of the same type as their chosen weapon,
 since this shows that they are unsure of their true skill.

Ex-Kensai:  Kensai whose alignment changes to a non-lawful alignment or show Dishonorable behavior cannot advance in the class until his alignment becomes lawful again or he proves himself Honorable.
AC bonus:  This is an insight bonus; the character also gets his wisdom bonus to his AC as per monk, only when using his chosen weapon.

Inititiative bonus:  This only applies to the character's chosen weapon.

Damage bonus:  This only applies to the character's chosen weapon.

Lvl	
Base Attack Bonus	
Chosen Weapon Atk Bonus	
Fort Save	
Ref Save	
Will Save	
AC Bonus	
Init. Bonus	
Dmg Bonus	
Special	

1	
+1	
+2	
+2	
+0	
+0	
+0	
+1	
+0	
Ki power, Weapon Finesse, Increased multiplier 1/day Aura of Courage	

2	
+2	
+3	
+3	
+0	
+0	
+0	
+2	
+0	
Alertness, flurry of blows, Deflect arrows	

3	
+3	
+4	
+3	
+1	
+1	
+0	
+2	
+0	
All around sight	

4	
+4	
+5	
+4	
+1	
+1	
+0	
+2	
+1	
Meditation, Ki Strike (+1)	

5	
+5	
+6/+1	
+4	
+1	
+1	
+1	
+3	
+1	
Ki power, Superior weapon focus, Inc multiplier 2/day	

6	
+6/+1	
+7/+2	
+5	
+2	
+2	
+1	
+3	
+1	
Blindfight	

7	
+7/+2	
+9/+4	
+5	
+2	
+2	
+1	
+3	
+1	
A thousand eyes, Ki critical	

8	
+8/+3	
+10/+5	
+6	
+2	
+2	
+1	
+4	
+2	
Ki Strike (+2)	

9	
+9/+4	
+11/+6/+1	
+6	
+3	
+3	
+1	
+4	
+2	
Combat reflexes	

10	
+10/+5	
+12/+7/+2	
+7	
+3	
+3	
+2	
+4	
+2	
Ki power,Inc mult 3/day	

11	
+11/+6/+1	
+14/+9/+4	
+7	
+3	
+3	
+2	
+5	
+2	

12	
+12/+7/+2	
+15/+10/+5	
+8	
+4	
+4	
+2	
+5	
+3	
Ki Strike (+3), Whirlwind attack	

13	
+13/+8/+3	
+16/+11/+6/+1	
+8	
+4	
+4	
+2	
+5	
+3	

14	
+14/+9/+4	
+17/+12/+7/+2	
+9	
+4	
+4	
+2	
+6	
+3	

15	
+15/+10/+5	
+19/+14/+9/+4	
+9	
+5	
+5	
+3	
+6	
+3	
Ki power, Inc multiplier 4/day	

16	
+16/+11/+6/+1	
+20/+15/+10/+5	
+10	
+5	
+5	
+3	
+6	
+4	
Ki Strike (+4), Death blow	

17	
+17/+12/+7/+2	
+21/+16/+11/+6/+1	
+10	
+5	
+5	
+3	
+7	
+4	

18	
+18/+13/+8/+3	
+22/+17/+12/+7/+3	
+11	
+6	
+6	
+3	
+7	
+4	

19	
+19/+14/+9/+4	
+24/+19/+14/+9/+4	
+11	
+6	
+6	
+3	
+7	
+4	

20	
+20/+15/+10/+5	
+25/+20/+15/+10/+5	
+12	
+6	
+6	
+4	
+8	
+5	
Ki Strike (+5), Ki power, Inc multiplier 5/day	

 At 1st level the Kensai must choose a Chosen Weapon.  The Kensai has one weapon that he wishes to use in the most perfect means possible.  He is so dedicated to its use that he has neglected all other weapons  If the Kensai uses another weapon or wears armor, he does not enjoy any of the listed class features while doing so, and may have to seek “spiritual atonement” for a period of time before becoming “one” with his chosen weapon again.  

Chosen Weapon Attack bonus:  When the character uses his chosen weapon, he gets to attack uses this column.  Use of any other weapon requires that he use his base attack column

Aura of Courage: As per the paladin ability.

Ki power:  The Kensai may focus his Ki to do maximum damage with his weapon.  He can do this once a day.  A kensai may focus his Ki one additional time every five levels.

Weapon Finesse: same as the feat of the same name, except that a kensai may apply this to any one handed sword.  A kensai can use all martial melee weapons, but non-proficient penalties apply.  A kensai may never use a range weapon.

Increased Multiplier: You increase the critical damage multiplier of your weapon of choice by +1. You must declare the use of this ability before you roll any damage dice. (Stacks with inproved critical.)

Alertness:  The Kensai gets the alertness feat free at 2nd level.

Flurry of Blows: The kensai can attack more times with his special weapon, at the expense of accuracy. He makes all attacks at -2, but gains an extra attack at his first attack bonus

Deflect Arrows: At 2nd level the kensai gains the deflect arrows feat for free.

All Around Sight: at 3rd level the kensai cannot be caught flat-footed.

Meditation:  The character may enter a state where he is oblivious to cold, heat, and hunger.  In this state he may gain 2 hours of rest for every 1-hour of meditation at 4th or higher level.  This does not apply to magical heat or cold, nor extemes greater than 140 degrees F or below -40 degrees F.  He may remain in this state for one hour plus one hour per two points of wisdom bonus.  He may extend this period for one hour by utilizing his Ki power.  Thus, a 20th level Kensai with an eighteen wisdom could remain in this state for 8 hours by utilizing all of his Ki power for the day.

Ki Strike:  This allows the Kensai to use his chosen weapon (and only his chosen weapon) to strike creatures needing magic to hit as per the monk.

Superior Weapon Focus: +1 to attack rolls with weapon of choice, stacks with previous weapon focus. 

Blindfight: At 6th level the Kensai gains the blindfight feat.  He has learned to fight without having to see his enemies.  If he misses due to concealment, he may reroll his miss chance.

A Thousand Eyes: at 7th level the kensai cannot be flanked

Ki Critical: Gain the improved Critical feat for free. If you already posses this feat, add an additional +2 to your weapon of choice's threat range for critical hits. 

Superior Combat Reflexes: You may make a total number of attacks of opprtunity in a round equal to your dexterity modifier plus your wisdom modifier.

Whirlwind Attack: The character may make a  whirlwind attack.  The character does not have to have any of the prerequisites, but the character cannot use any other weapon than his chosen weapon, and it requires that the character not use his Ki power at all that day.  The kensai can make a whirlwind attack as a standard action rather than a full action.  This ability is gained at 12th level.

Death Blow: at 16th level the kensai can focus his ki and convert a full attack action into a single killing blow. The kensai makes a single attack with his chosen weapon. If the Kensai hits, then his opponent must make a Fortitude save at DC 10 + the kensai’s level or be instantly slain. Constructs, oozes, undead and all creatures immune to critical hits, may not be slain in this manner. Even if the save is successful, the attack is considered a “critical hit” that causes maximum damage. This action is useable 1 + Wisdom modifier times per day.