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The following is the Blade Master kit, which isn't as cheesy as the name
implies. It's sort of a culture-generic version of the Japanese Kensai, and
can work admirably as such.z
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Warrior Kit: Blade Master

Requirements:
Str 12
Dex 15
Int 9

Description:
The blade master is a warrior who has dedicated their early training
and life to a strict regiment focused around one weapon and personal
martial arts. The weapon chosen is covered below, under Weapon
Proficiencies.
Regardless of the weapon chosen, the blade master is an individual
of very singular concentration, rare physical coordination, and at
least athletic musculature.
Generally a blade master is from an older, aggressive culture, like
imperial Japan, or the Old Mali of Africa. The weapon limits are based
on this assumption, so the Game Master may wish to change the weapons
if the culture is different.

Role:
The blade master is respected for his strong dedication, but is no
higher socially than any other type of soldier or warrior - after all,
the blade master gives up in flexibility what he gains in skill and
mastery of his weapon.

Weapon Proficiencies:
The blade master gets a bonus weapon proficiency: Ambidexterity.
This takes up none of the character's proficiency slots.
The blade master must select one weapon to be her weapon of choice,
from the following list: dagger, javelin, quarterstaff, spear, bastard
sword, long sword, two handed sword, longbow. The character must take
specialization in this weapon, and in at least one weapon style that
the weapon uses (such as two handed for the bastard sword). The blade
master must also start off at least specialized in Martial Art (thus,
at least two slots must be spent on this). In this manner, all of the
blade master's beginning slots (not including those given by
Intelligence) will be taken up. Note that Intelligence bonus slots
can be used to get around this to a certain extent, but this detracts
from the character's nonweapon proficiencies.
After the initial requirements have been met, the blade master may
take any weapon skills available and desired.

Nonweapon Proficiencies:
The blade master gets one bonus proficiency: Blind-Fighting. This
takes up none of the character's proficiency slots.
The blade master may spend his proficiencies however desired,
within the constraints of his culture.

Equipment:
The blade master may spend her money however desired, but it is
recommended that the character purchase the weapon of choice. Since
the blade master emphasizes unarmed martial arts as well as the weapon
of choice, it is recommended that the character not wear armor beyond
leather, if that much (wearing armor decreases martial arts ability).

Special Benefits:
The blade master has a +1 to hit and +1 to damage with his weapon of
choice. This bonus is not magical, but allows the blade master to hit
creatures only hit by magical or silver weapons (this applies only to
the weapon of choice, and not to martial arts).
The ability to hit certain monsters is not added to a magical weapon;
thus, a longsword +1 cannot be used to hit a creature only hit by +2 or
better weapons. All of these bonuses will never apply to another weapon,
or to martial arts.
The blade master may continue specialization in the weapon of
choice, and gains an additional +1 to hit, +1 to damage for every
slot dedicated to the weapon. This cannot be used to hit magical
monsters.

Special Hindrances:
The blade master may never specialize in a weapon other than the
weapon of choice. She may specialize in any number of weapon STYLES,
so long as those styles can be used with the weapon of choice. She
may specialize in martial arts, and continue to specialize, but not in
wrestling or punching.

Money:
Standard.

Races:
Any race with an appropriate cultural background can choose this
kit, but it is least suited to halflings, gnomes, and most goblinkind.

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