Kensei

Prerequisite: Fighter

You study an ancient form of martial training that makes you one with your chosen weapon. Together, you represent a combination of destruction that few foes can long stand against.

KENSEI PATH FEATURES

    Kensei Control Action (11th level): You can spend an action point to reroll one attack roll, damage roll, skill check, or ability check, instead of taking an extra action.
    Kensei Focus (11th level): You gain a +1 bonus to weapon attack rolls with a melee weapon of your choice.
    Kensei Mastery (16th level): You gain a +4 bonus to damage rolls with the same weapon you selected for Kensei Focus. If you ever use a different kind of weapon, you lose this benefit, and the benefit of Kensei Focus, until you take a short rest, during which time you reattune yourself to your chosen weapon with a short meditation.

Kensei Attack 11Masterstroke

An unerring strike foretells your enemy’s demise.

Encounter        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 2[W] + Strength modifier damage.


Kensei Utility 12Ultimate Parry

With a whirl of your weapon, you expertly deflect an enemy’s attack.

Daily        Martial
Immediate Reaction      Personal

Trigger: You take damage from an attack

Effect: The damage is reduced by an amount equal to your level.


Kensei Attack 20Weaponsoul Dance

You leap from one foe to the next, striking with ever-increasing accuracy while negotiating your way through your enemies’ thicket of swords.

Daily        Martial, Weapon
Standard Action      Melee weapon

Primary Target: One creature

Primary Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target falls prone. In addition, it is immobilized until the end of your next turn.

Effect: You shift up to 5 squares and can then make the secondary attack.

  Secondary Target: One creature other than the primary target

  Secondary Attack: Strength +2 vs. AC

  Hit: 2[W] + Strength modifier damage, and the secondary target falls prone. In addition, it is immobilized until the end of your next turn.

Effect: You shift up to 5 squares and can then make the tertiary attack.

  Tertiary Target: One creature other than the primary and secondary targets

  Tertiary Attack: Strenght +3 vs. AC

  Hit: 1[W] + Strength modifier damage, and the tertiary target falls prone. In addition, it is immobilized until the end of your next turn.


Published in Player's Handbook, page(s) 87, Class Compendium.