Kensai Master Class (By Gatac)

Literally "sword saint", the Kensai is a master of his chosen weapon, wielding it with consummate grace and immeasurable skill. When he is united with his weapon, he is an army of one, quickly dispatching those unworthy of his continued attention with precise movements - all without breaking a sweat.

Abilities: The Kensai is a fighter, yet archieves his goals through his precision and force of personality. Dexterity and Charisma complement most of his abilities, while Wisdom and Intelligence quickly turn him into a cultured master of considerable social skill.

Vitality: 1d10 + Con modifier per level


Charisma: 15+

BAB: +6 or better

Feats: Finesse Basics, Favored Gear (Any Melee Weapon)

Class Skills

The Kensai’s class skills are Acrobatics, Bluff, Impress, Intimidate, Notice, Profession, Resolve, Sense Motive and Tactics.

Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Kensai class skills for you.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Abilities

Singing Blade I: At Level 1, when using a melee weapon covered by your Favored Gear feat(s), you may add your Dexterity Modifier to your attack rolls. Also, for the purposes of your Kensai class abilities, your Favored Gear feat(s) counts as Melee Combat Feat.

Singing Blade II: At Level 4, when using a melee weapon covered by your Favored Gear feat(s), you may add your Charisma Modifier to your damage rolls.

Fair Fight: At Level 1, when you are struck by an attack that inflicts sneak attack damage, you may reduce the sneak attack damage to 0. You may use this ability a number of times per combat equal to the number of Melee Combat feats you possess.

Finesse Mastery: At Level 2, you gain the Finesse Mastery Feat, all prequisites waived.

Seven Samurai: At Level 3, once per mission during the Intel Phase, you may choose 1 Melee Combat feat you possess. Each of your teammates may gain the chosen feat as a temporary feat until the end of the current mission. For this purpose, each of the chosen feat’s numerical prerequisites — such as career level, base attack bonus, and skill ranks — decrease by your class level and all Allegiance prerequisites are waived.

Finesse Supremacy: At Level 4, you gain the Finesse Supremacy Feat, all prequisites waived.

Path Through Oblivion: At Level 5, once per combat, the Kensai may take a Standard Move action and make a number of final attacks equal to the amount of Melee Combat Feats he possesses. These attacks must target opponents who come within the Kensai's reach during his movement. Further, when using his Path Through Oblivion ability, the Kensai may move freely past and through occupied squares. Path Through Oblivion may not be combined with any other method of gaining additional attacks (standard or final).

Table GTC.1: The Kensai

||Level ||BAB ||Fort ||Ref ||Will ||Def ||Init ||Wealth ||Gear ||Abilities||
||1 ||+1 ||+0 ||+1 ||+1 ||+2 ||+2 ||0 ||- ||Singing Blade I, Fair Fight||
||2 ||+2 ||+0 ||+2 ||+2 ||+3 ||+3 ||0 ||1W ||Finesse Mastery||
||3 ||+3 ||+1 ||+2 ||+2 ||+3 ||+4 ||1 ||1W ||Seven Samurai 1/Mission||
||4 ||+4 ||+1 ||+2 ||+2 ||+4 ||+5 ||1 ||1W, 1R ||Singing Blade II, Finesse Supremacy||
||5 ||+5 ||+1 ||+3 ||+3 ||+5 ||+5 ||1 ||1W, 1R ||Path Through Oblivion ||

Author's Notes

I wanted to make a Cardboard Tube Samurai class. Then I made it a generic "good with your weapon" class. Instead of focussing on one aspect of it, this just flat-out improves your attack bonus, damage and threat range, so it should play off just about every melee weapon you could specialise in nicely. The gamebreaker is there to allow you to skip the rabble and get to the boss quickly, but then again, you *can* move 0 feet...and just go slashy all around you.

After input from Infested, the gamebreaker has changed slightly to prevent nastiness from a) repeated uses of this ability and b) combining it with things like Cleave. On the other hand, it now duplicates quite nicely the classic "quickdraw and slash everyone around you", since drawing a weapon is an incidental action, and PTO is, mechanically, movement. Use your second half action to holster the weapon (whip the blood off the blade, sheath it slowly), and you've got every Wuxia swordmaster covered.

Paladin Master Class (By Gatac)

A mortal imbued with the power of Heaven, the Paladin combines mystical power with martial skill. Throughout the centuries, the details have changed as platemail and longsword made way for assault rifles and Kevlar, but the Paladin soldiers on.

Abilities: The Paladin's tools are many. He favors a balanced set of ability scores, with emphasis on the physical attributes.

Vitality: 1d12 + Con modifier per level


Allegiance: Heaven

BAB: +6 or better

Wisdom: 13+

Feats: Favored Gear (Any Weapon), Career Agent

Class Skills

The Paladin’s class skills are Acrobatics, Blend, Cultures, Notice, Resolve and Sense Motive.

Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Paladin class skills for you.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Abilities

The Sword I: At Level 1, choose one of your Favored Gear feats that grants you a weapon. You may, as a free action, spend an action die to draw and ready this weapon, even if it has been previously destroyed or lost. The weapon disappears from its current position and returns to you undamaged; if it is a firearm, it will also be fully loaded with FMJ ammunition. Every attack you make with a weapon targetted by this ability is considered to have the Holy quality with a rating equivalent to your Paladin class level.

The Sword II: At Level 4, you may apply The Sword to all weapons granted to you by Favored Gear feats, Origin or Class Abilities.

The Slayer: At Level 1, you gain a bonus d4 action die every time you kill a demon through a Coup De Grace action. This action die grants no XP and is lost if not used by the end of the current combat.

The Path I: At Level 2, you may select either Steel, Light, Ice or Fire as your path. You gain the first ability from your chosen path.

iSteel/i: Gain DR 2/-; 1/session; add class level to Fortitude save
iLight/i: May use Refresh action to heal wounds of others with a touch attack; 1/session, force everyone within 60 ft to make DC (20 + class level) Reflex save or become iBlinded/i for two rounds
iIce/i: Spend action die to make touch attack for 2d6 cold damage; Spend action die to gain Damage Resistance (All) against Fire and Heat damage for 1 round
iFire/i: ?

The Grace: At Level 3, the Paladin can use his power to inspire those who fight at his side. Once per session, you may target a number of teammates equal to his Charisma modifier (Minimum 1) with this ability. These teammates may ignore all negative Conditions currently afflicting them. Further, they gain a bonus to all saving rolls equal to the Paladin's class level. This ability lasts a number of rounds equal to the Paladin's Wisdom modifier (Minimum 1). The Paladin may target himself with this ability.

The Path II: At Level 4, you may either gain the next ability from your chosen path or the first ability from a different path.

The Power: At Level 5, you may - at the beginning of your initiative count, but before you take any actions - spend an action die to gain an extra Standard Move action. For the purpose of this action, the Wire-Fu campaign quality is in effect. If you do so, you gain a bonus to Defense equal to your base Will save until your next Initiative count.

Table GTC.2: The Paladin

||Level ||BAB ||Fort ||Ref ||Will ||Def ||Init ||Wealth ||Gear ||Abilities||
||1 ||+1 ||+1 ||+1 ||+2 ||+1 ||+1 ||0 ||- ||The Sword I, The Slayer||
||2 ||+2 ||+2 ||+2 ||+2 ||+1 ||+1 ||0 ||1W ||The Path I||
||3 ||+3 ||+2 ||+2 ||+3 ||+2 ||+2 ||1 ||1W ||The Grace 1/session||
||4 ||+4 ||+2 ||+2 ||+3 ||+2 ||+2 ||1 ||1W, 1S ||The Sword II, The Path II||
||5 ||+5 ||+3 ||+3 ||+4 ||+3 ||+3 ||1 ||1W, 1S ||The Power||

Author's Notes