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→Making a Tenken
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.
'''{{Anchor|Ten Nagashi Uke}} ([[SRD:Special Abilities Overview#Extraordinary|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|Superior Finesse]], the tenken gains a shield bonus to [[SRD:Armor Class|Armor Class]] equal to his [[Dexterity]] modifier (in addition to his normal Dexterity modifier to AC) and the [[SRD:Combat Reflexes |Combat Reflexes]] feat. The weapon must be drawn for the tenken to recieve the benefits of this ability.
'''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A tenken is fast. Very fast. He gains a bonus to his [[SRD:Movement Speed|speed]], as shown on [[#Table: The Tenken|Table: The Tenken]]. A tenken in armor or carrying a medium or heavy load loses this extra speed.
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Saving Throw|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.
'''{{Anchor|Shukuchi}} ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Swift Actions|swift action]] once a round at third level. He also gains the [[SRD:Improved Initiative |Improved Initiative]] feat and a +4 dodge bonus to Armor Class against any attacks of opportunities he provokes by this movement.
'''{{Anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|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.