SOHEI (Warrior Monk)

 

    Sohei are warrior monks, religious soldiers who protect large monasteries. Unlike other priestly types, Sohei are more militant than holy, and receive very little religious instruction. Instead they are trained in the art of fighting. Sohei defend their monastery against attacks and advance its political claims in the outside world.

    They are subject to the leader of their temple.

    Sohei mix martial prowess with divine power that grants them spell ability as they gain experience, the ability to heighten their strength and speed in battle, and protection from mental and bodily harm. Very experienced Sohei can shrug off physical damage and ignore certain magical effects. Their spells are useful in battle to grant protection, enhance attacks, and damage foes.

    Sohei come from all walks of life to train in, their temples and monasteries. Many join their orders as children, and become Sohei when they demonstrate a strength of both body and mind that lends itself to the temple's defence. Often, though, young men and women who show little promise for the contemplative life are the ones selected to become Sohei.

    Sohei, like monks, live a life of strict discipline and obedience to their orders. Sohei must be lawful, and lose their divine power if they stray from the path of law.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Sohei collect RP from the following holding types are the indicated rates.

-          Province: Full

-          Law: Half

-          Manor: Full

-          Temple: Half

 

Class Action: Agitate or Wage War.

 

CHARACTER-LEVEL INFORMATION

Alignment: A Sohei must always be some form of Lawful alignment, the specific alignments allowed are determined by by the sect of which he is a devotee. The sects and their allowed alignments are as follows:

-          Atosaki (Beginning & End): LN

-          Jotsugi (Above and below): LN

-          Enkaichi (Sea & Land): LG/LN/LE

-          Hiyoru (Day & Night): LG/LE

-          Kiishi (Wood & Stone): LN

-          Shitanjo (Death & Birth): LG/LN/LE

-          Uryotsubu (Rain & Rice): LG/LN

 

Status: Sohei can be of either High or Low Status, though Low Status is more common.

 

Hit Die: d10.

 

Class Skills: A Sohei's class skills (and the key ability for each school) are Concentration (Con), Craft (Int), Diplomatic (Cha), Heal (Wis), Iaijutsu Focus (Cha), Knowledge (religion) (Int), Profession (Wis), and Warcraft (Int).

 

Skill Points at 1st level: (2 + Int modifier) x 4.

 

Skill Points at Each Additional Level: 2 + Int modifier.

TABLE: THE SOHEI

Class

Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

Spells per Day

1

2

3

4

1st

+1

+2

+0

+2

Frenzy 1 /day, Weapon Focus

-

-

-

-

2nd

+2

+3

+0

+3

 

-

-

-

-

3rd

+3

+3

+1

+3

Frenzy 2/day, Deflect Arrows

-

-

-

-

4th

+4

+4

+1

+4

 

0

-

-

-

5th

+5

+4

+1

+4

Remain Conscious, strength of mind

0

-

-

-

6th

+6/+1

+5

+2

+5

 

1

-

-

-

7th

+7/+2

+5

+2

+5

Defensive Strike, Frenzy 3/day

1

-

-

-

8th

+8/+3

+6

+2

+6

 

1

0

-

-

9th

+9/+4

+6

+3

+6

Mettle

1

0

-

-

10th

+10/+5

+7

+3

+7

 

1

1

-

-

11th

+11/+6/+1

+7

+3

+7

Damage reduction 1/-, Frenzy 4/day

1

1

0

-

12th

+12/+7/+2

+8

+4

+8

 

1

1

1

-

13th

+13/+8/+3

+8

+4

+8

 

1

1

1

-

14th

+14/+9/+4

+9

+4

+9

Damage reduction 2/- Frenzy 5/day

2

1

1

0

15th

+15/+10/+5

+9

+5

+9

 

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+10

 

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+10

Damage reduction 3/-

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+11

 

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+11

Frenzy 6/day

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+12

Damage reduction 4/-

3

3

3

3

 

Class Features

The following are class features of the Sohei.

Weapon and Armour Proficiency: Sohei are proficient with all simple and martial weapons, and with all armour (but not tessen or tate). Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist,  Jump, sleight of Hand, Stealth, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried.

 

Weapon Focus: Sohei gain Weapon Focus with a weapon of their choice as a bonus feat. Many Sohei choose the naginata, the traditional weapon of the Sohei.

 

Spells: Beginning at 4th level, a Sohei gains the ability to cast a small number of divine spells. To cast a spell, the Sohei must have a Wisdom score of at least 10 + the spell's level, so a Sohei with a Wisdom of 10 or lower cannot cast these spells. Sohei bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the Sohei gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the Sohei gets only bonus spells. A Sohei without a bonus spell for that level cannot yet cast a spell of that level.

    A Sohei has access to any spell on the Sohei spell list and can freely choose which to prepare. A Sohei prepares and casts spells just as a bokushi or shaman does.

    Through 3rd level, a Sohei has no caster level. Starting at 4th level, a Sohei's caster level is one-half her class level.

 

Frenzy: Starting at 1st level, a Sohei gains the ability to go into a Frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a -2 penalty on every attack.

    While in a Frenzy, a Sohei cannot use skills or abilities that require patience or concentration, such as moving silently or casting spells. (She cannot use any class skills in a Frenzy.) She can use any feat she might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration). A Frenzy lasts for a number of rounds equal to three + the Sohei's Constitution modifier. The Sohei may prematurely end the Frenzy voluntarily. At the end of the Frenzy, the Sohei is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter. The Sohei can only enter a Frenzy once per encounter, and only a certain number of times per day (determined by level). Entering a Frenzy takes no time itself, but the Sohei can only do it during her action, not in response to somebody else's action.

 

Deflect Arrows: At 3rd level, Sohei gains the Deflect Arrows feat (see Feats in the Player's Handbook), even if she doesn't have the prerequisite feat and Dexterity score.

 

Remain Conscious: At 5th level, a Sohei gains the Remain Conscious feat (see Chapter 4 in this book), even if she doesn't have the prerequisite feats.

 

Strength of Mind: A Sohei of at least 5th level is immune to stunning and sleep spells and effects.

 

Defensive Strike: At 7th level, a Sohei gains the Defensive Strike feat (see Chapter 4 in this book), even if she doesn't have the prerequisite feats and ability scores.

 

Mettle: The Sohei's special blessing allows her to shrug off magical effects that would otherwise damage or harm her. If a Sohei of at least 9th level makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

 

Damage Reduction: Starting at 11th level, the Sohei gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Sohei takes each time she is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4.

    Damage reduction can reduce damage to 0 but not below 0.

 

EX-SOHEI

A Sohei who becomes non-lawful loses all spells and her Frenzy ability. She also may not progress in levels as a Sohei. She regains her spells and Frenzy ability if she atones for her violations (see the Atonement spell description), as appropriate.

 

Based on the Sohei class from Oriental Adventures.