Tengu on the path of the kensei seek inner peace and spiritual enlightenment through the union of arcane and martial disciplines. Quick with both spell and sword, the powerful tengukensei make formidable opponents. Those who follow the path to its end gain true enlightenment and the ability to wield both divine and arcane energies.
Restrictions:Tengukensei must be of any lawful alignment.
The tengukensei’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha).
At 5th level, when the tengukensei enhances his weapon, he can use his enhancement bonuses to add the following weapon properties to his weapon: dancing, frost, ghost touch, holy, icy burst, keen, shock, shocking burst, speed or vorpal. Beyond this, the tengukensei’s arcane pool functions as the magus‘s arcane pool.
The tengukensei adds the following arcana to his list of selectable magus arcana:
By expending 1 point from his arcane pool as a swift action, the tengukensei causes his form to blur as he moves, granting him concealment (20% miss chance). The tengukensei benefits from the blur effect for a number of rounds equal to 1/2 his class level + his Intelligence modifier.
By expending 1 point from his arcane pool as a swift action, the tengukensei adds a +4 bonus to Acrobatic and Climb checks. If the tengukensei spends 2 points from his arcane pool he also gains a +2 dodge bonus to AC. Both points must be spent at the same time for this second effect to occur. These bonuses last for a number of rounds equal to the tengukensei’s class level.
The tengukensei can expend 1 point from his arcane pool as a swift action to charge his weapon with positive energy anathema to undead for 1 minute. A successful strike with the empowered weapon deals an additional 1d6 points of positive energy damage to undead creatures.
At 7th level, by expending 1 point from his arcane pool as a free action, the tengukensei can convert a prepared spell into healing energy, in effect spontaneously casting a cure spell of a level equal to the level of the spell being lost. This ability replaces the magus‘ Knowledge Pool ability.
At 19th level, the tengukensei gains access to an expanded spell list.
He learns and places 14 spells from the cleric’s spell list into his spell books as magus spells of their cleric level. He gains two of each of the following cleric spells not on the magus spell list: 0-level, 1st level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th level. He can ignore the divine focus and somatic components of these spells. This ability replaces the magus‘ Greater Spell Access ability.
In the Company of Tengu copyright 2011, Steve D. Russell and Michael Tumey. All rights reserved; Author: Jonathan McAnulty