Tenken, Tome (3.5e Class)

Tenken
Tenken comes from the Japanese word for “heavenly sword” or “gift from the heavens”. The speed at which those who deserve the title of tenken move shows the skeptics why. A tenken is an extraordinarily agile swordsman capable of incredible feats of movement and combat.

Making a Tenken
Tenken often possess scrawny and unimpressive physiques for front-line fighters, but they move with fluidity that catches any eye fast enough to track it. Their sheer speed and agility make them fearsome opponents on the battlefield, and anyone suicidal enough to charge into a melee with no armor and only a single sword surely leaves an impression on even the most hardened of soldiers.

Abilities: Dexterity is essentially the only important ability for a tenken. It affects his Armor Class, attack and damage bonuses, and allows him to make saves with incredible efficiency.

Races: Any, but the naturally dexterous races are favored.

Alignment: Any.

Starting Gold: 2d4&times;10 gp (50 gp).

Starting Age: Moderate.

Class Features
All of the following are class features of the tenken.

Weapon and Armor Proficiency: A tenken is proficient with all simple and martial weapons but holds a special affinity for melee slashing weapons, swords in particular. He is also proficient with no armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a tenken loses the benefits of most of his class abilities, including speed bonuses and Kenjutsu.

 (Ex): The tenken moves with unparalleled grace. Every step is carefully measured, and performed with such fluidity that he could be walking on the clouds. He may move up to his normal speed when using the Tumble or Balance skills without changing the result of his skill check. In addition, when he uses the Jump skill his jumping distance is not limited by his height. Lastly, he gains a competence bonus on all the aforementioned skills equal to his class level and can take 10 even when circumstances would normally prevent him from doing so. In order for the tenken to receive any of these benefits, he must be wearing no armor and carrying no more than a light load.

 (Ex): When unarmored, a tenken may strike with kenjutsu—a flurry of ridiculously fast strikes—at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Kenjutsu Attack Bonus column on Table: The Tenken. This penalty applies for 1 round, so it also affects attacks of opportunity the tenken might make before his next action. When a tenken reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A tenken must use a full attack action to strike with kenjutsu, and the technique can only be used when he is wielding a single melee slashing weapon.

The tenken's ability to use kenjutsu improves as he gains levels. In addition to the standard extra attack he receives, he also gains another extra attack at his highest base attack bonus at 11th level and finally a third extra attack at 19th level.

 (Ex): The tenken's inherent versatility with weapons is like a gift from the gods. Even his defense stems from the fluidity and grace of his movements. When using a weapon that qualifies for Superior Finesse, the tenken gains a shield bonus to Armor Class equal to his Dexterity modifier (in addition to his normal Dexterity modifier to AC). The weapon must be drawn for the tenken to recieve the benefits of this ability.

 (Ex): A tenken is fast. Very fast. He gains a bonus to his speed, as shown on Table: The Tenken. A tenken in armor or carrying a medium or heavy load loses this extra speed.

If another feat (such as Exotic Weapon Proficiency) is required to wield the weapon in one hand, then that feat must be taken first.

A tenken compensates for his lack of physical strength by striking a target’s vital areas with amazing quickness, wielding his weapon with the precision of a scalpel. A tenken can choose to add his Dexterity modifier to his damage rolls instead of his Strength modifier. This ability does not stack with any other ability that adds the characters Dexterity modifier to attack or damage rolls.

 (Ex): When brawn fails, sometimes the best option is to run, whether it be towards the enemy or away from them. The tenken takes this strategem to heart, and has finely honed his ability to sprint. When not wearing armor and carrying a light load, a tenken runs five times his speed. If he takes the Run feat, he can run six times his speed when unarmored and unencumbered.

 (Ex): At 2nd level, a tenken retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he already has the uncanny dodge class feature from another class, he automatically gains improved uncanny dodge (see below) instead. If he is wearing armor or encumbered, the tenken does not receive the benefits of uncanny dodge or improved uncanny dodge.

 (Ex): Veteran warriors, particularly those accustomed to fighting without armor, have been known to develop a "soldier's sense" that instinctually warns them of impending danger. The tenken listens well to this primordial foresight and uses his unmatched agility to dodge. At 4th level or higher, a tenken can avoid even magical or unnatural attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the tenken instead takes no damage. This ability only works if the tenken is unarmored and unencumbered. A helpless tenken does not gain the benefit of evasion.

 (Ex): A tenken's combination of coordination and power leads him to perfect an extremely swift form of movement. From a combination of optimal balance and coordination and extremely quick legs, the tenken gains the ability to move up to half his his base speed (including any bonus speed gained through fast movement) as a swift action once a round at third level. He gains a +4 dodge bonus to Armor Class against any attacks of opportunities he provokes by this movement.

 (Ex): At 4th level and higher, a tenken can no longer be flanked. This defense denies a rogue the ability to sneak attack the tenken by flanking him unless the attacker has at least four more rogue levels than the target has tenken levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

 (Ex): By fourth level, a tenken is so accustomed to swinging his weapon that it is almost as if it has become an extension of his own arm. He no longer fumbles his weapon or automatically misses if he rolls a natural 1.

 (Ex): Starting at 5th level, a tenken may act as if he were hasted for a number of rounds per day equal to twice his tenken level (rounded down). Rounds per day acquired through another source (such as boots of speed) are added on to the tenken’s maximum rounds per day. The extra attack granted by this effect stacks with the attack(s) granted by Kenjutsu, but do not stack with any attack provided by a weapon with the speed enchantment.

 (Ex): Using powerful footwork, a tenken of 5th level and higher is able to greatly increase his lateral agility. He may now make an unlimited number of turns in any direction even while running, charging, or performing any other action that requires him to move in a straight line.

 (Ex): A 6th level tenken can take part of one of his move actions to traverse a wall or other relatively smooth vertical surface if he begins and ends his move on a horizontal surface. The height he can achieve on the wall is limited only by this movement restriction. If he does not end his move on a horizontal surface, he falls prone, taking falling damage as appropriate for his distance above the ground. Treat the wall as a normal floor for the purpose of measuring his movement. Passing from floor to wall or wall to floor costs no movement; he can change surfaces freely. Opponents on the ground can make attacks of opportunity as he moves up the wall.

The tenken can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows him to make an attack from the wall against a foe standing on the ground who is within the area he threatens; however, if he is somehow prevented from completing his move, he falls. Likewise, he could tumble along the wall to avoid attacks of opportunity.

 (Ex): The tenken's ability to dodge attacks with miraculous speed increases. This ability functions like evasion (see above) but the tenken only takes half damage even if he fails his Reflex save. A helpless tenken does not gain the benefit of improved evasion.

 (Ex): Sometimes it is impractical to lauch multiple attacks against an ememy. In preparation for these situations, the tenken develops the ability to kill with a single strike. When using a melee slashing weapons, he may perform a heavy blow that uses all his bonus attacks from haste and kenjutsu to determine damage. This ability does not allow him to make a heavy blow with any other kind of weapon.

 (Ex): A tenken is an expert at reducing foes to bloody ribbons with lightning speed. At the beginning of his turn, any opponent in a square threatened by the tenken takes 1d8 damage per two class levels the tenken possesses. The tenken does not have to make an attack roll to deal this damage, and there is no saving throw against the effect.

 (Ex): The tenken's sheer speed makes him extremely difficult to track in combat at 9th level. On any turn where he has moved 10 or more feet, the tenken's form appears to waver and shift, and he gains 20% concealment as if he was affected by a blur spell. This effect cannot be negated by any means because it is not a magical effect, but simply a result of his quickness.

At 17th level, the tenken's quickstep ability improves to the point where another being's eyes are unable to follow his movement, making him appear several feet away from his actual location. He now gains the effects of a displacement spell when he moves more than 10 feet in a turn.

 (Ex): At 10th level, the tenken gains the ability use a burst of superhuman speed to take two turns worth of actions in one round once per combat encounter. If the tenken decides to attack in both turns, there is no penalty on any of his attack rolls due to the use of Astra (any other penalties still apply as normal). Following the use of Astra, the tenken must succeed a Fortitude save (DC 20) or become fatigued for 1d4+1 rounds. The save DC is not set at 20; it increases by +2 for every time the tenken has used the ability that day. A tenken can reset the DC by resting for five minutes.

 (Ex): At 12th level, a tenken can now move up to his full base speed when using the shukuchi, which can be used as an immediate action. In addition, he may replicate the effects of an air walk spell at will, with several exceptions. Instead of the normal duration, this effect lasts a number of rounds equal to the tenken's Dexterity modifier. This effect cannot be dispelled or suppressed. Even though it can be used at will, the tenken must be able to push off of a solid surface in order to activate the ability, after which point it operates normally.

 (Ex): At 13th level, the tenken moves with such speed that it defies reality. He is now permanently hasted so long as he is unarmored an unencumbered. This effect cannot be dispelled or suppressed, but he also now cannot be affected by another haste effect.

 (Ex): There is no way the tenken could have survived as long as he has without being able to get out of sticky situations. At 14th level, a tenken acts as if he is permanently under the effect of a freedom of movement spell.

 (Ex): A tenken of 15th level always goes first at the beginning of every turn so long as he is able to act.

 (Ex): The tenken’s weapon is so named not because of any holy power it possesses, but because its wielder can fight at ridiculous speeds with flawless precision. A tenken of 16th level or higher is no longer fatigued after he uses his Astra ability. In addition, the tenken also gains an additional use of Astra per encounter.

 (Ex): At 18th level, a tenken’s sword strikes with unmatched efficiency, hitting fast and hard where it hurts. The critical threat range of any slashing weapon the tenken is proficient with doubles (20 to 19-20, 19-20 to 18-20, etc.) as if it had the keen enchantment. This effect stacks with the Improved Critical feat but not the keen enchantment. In addition, the weapon's base damage increases as if it were one size category larger. These effects are only active when the tenken is holding the weapon.

 (Ex): Whenever a 19th level tenken may is allowed can make an attack of opportunity, he may make a full attack against that target instead of the normal single attack. The tenken cannot use this ability in conjunction with kenjutsu, but the extra attack from shinsoke still applies.

 (Ex): By level 20, the tenken is so fast that he can take two rounds worth of actions in a single round at any time without any negative effects. This ability succeeds Astra.

Epic Tenken
Fast Movement: The epic tenken’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small tenken increases by 5 feet instead of 10 feet.



Epic Tenken Bonus Feat List: Armor Skin, Dire Charge, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Exceptional Deflection, Great Dexterity, Improved Combat Reflexes, Infinite Deflection,  Reflect Arrows, Superior Initiative.

Elf Tenken Starting Package
Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Improved Initiative.

Gear: Backpack, bedroll, flint and steel, tent, trail rations (x4 days worth), waterskin, winter blanket.

Gold: 25 gp.

Playing a Tenken
Religion: The devotion of a tenken to any religion is completely variable. Some are faithful; others spurn religion completely. Those that do worship a higher power favor chaotic entities that represent battle and, for more evil tenken, wanton destruction. Even those tenken usually worship sporadically and nonchalantly, acknowledging their deity more through oaths and curses than actual prayer.

Other Classes: The tenken scoffs at those who would burden themselves with armor, despite their lacking his naturally high level of speed and agility. He has little patience for those who cannot keep up with his extraordinary pace.

Combat: With his speed and elusiveness, a tenken is a formidable melee combatant, and with his high Dexterity, he is usually not too shabby with ranged weapons either. But despite his combat skills, a tenken is not the ideal protective character. His fighting style is based on lightning-fast moves and dependent on his ability to weave through a line of foes. As a result, he is often unable to keep another party member from harm unless he can attract all of the enemy's attention.

Advancement: Tenken multiclass well as rogues, naturally favoring Dexterity and agility. Evil tenken might even has a level of assassin, making their living as hired killers. Tenken with high Intelligence or Charisma may also venture into the wizard or sorcerer classes, supplementing their skills with magic.

Tenken in the World
"Defeat me? Ha! You are sorely mistaken, poor fool. You shall never even touch me!"

Tenken are elite swordmasters that pride themselves on the excellence of their craft. With this combat experience comes a fondness for slashing weapons, an interest that can range form appreciation to downright obsession. A typical tenken carries at least three weapons on his person, usually for situational use. The smallest (usually a dagger) will be concealed. Even a tenken can recognize the need for subterfuge. But the other two blades will be as large and imposing as possible in order to deter (or perhaps attract) challengers. When questioned on the subject, a tenken will usually respond with a grin and a knowing wink, suggesting that their show of arms is most likely for the latter purpose.

Daily Life: Nomadic at heart, tenken seem possessed by irrepressible wanderlust. Their hedonistic, carefree personalities also tend to get them into trouble; many of them accrue high debts through heavy gambling and other rash behaviors. To them, none of it really matters. They're just passing the time between the next fight.

Notables: One of the most powerful tenken is a wanderer by the name of Himura, who seeks to help common folk through the use of his sword and combat evil wherever it may rear its ugly head.

Organizations: No organization of tenken exists. Should two tenken meet, however, they will usually both insist on a personal duel; the lethality of this sparring match is dependent on their alignment.

NPC Reactions: Despite not having a great deal of talent outside of the battlefield, tenken are often able to amuse audiences with displays of speed and precision with their weapons. They are usually loathe to do this, however, and rarely if ever give repeat performances.

Tenken Lore
Characters with ranks in Knowledge (local) can research tenken to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.