Sohei

Table

Description: Sohei (SO-hay) are the warrior priests of the east. Most resembling warrior than priest, they nevertheless enjoy some divine benefits. Almost all sohei are under the care of a temple, from which they receive basic food, lodging, and special access to spiritual advisors. In turn, sohei guard the temple with their lives and when necessary, engage on campaigns to further the abbot's policies.

Adventures: Sohei are often ordered by their elders to explore certain areas of interest to the temple. At other times, temples may temporarily "release" a sohei so he can gain experience and thus become a better warrior of the faith. Finally, sohei are often involved in battling sohei form other monasteries and even samurai houses. Governments not favorable to the sohei's sect provide fine targets for sohei campaigns.

Characteristics: Sohei are steadfast and determined, convinced that their path is a holy one. Nevertheless, religion in the Asia is not as exclusive as in the west; thus, two sohei very much dedicated to their own philosophies and temples may adventure peacefully together if their cause coincides. Finally, though rare, the strong will of a sohei sometimes leads him to conflict with his home temple; rebellions are not unheard of, though the sohei should not expect the same amicable relationship with his temple thereafter.

Alignment: Sohei can be of any alignment but must be of the same alignment of his host temple or only one step different, either on the law-chaos scale or good-evil scale. Thus, a sohei following a Lawful neutral abbey can be Lawful good, neutral, or evil; or Neutral good.

Background: Being sohei is not necessarily a hereditary position, unlike many stations in Asian society. Peasants will often leave their child under the care of the local monastery with the understanding that the temple will become the child's "parent." Thus, many sohei are destined from childhood to be warrior priests. Other times, young peasants who show an aptitude in the martial arts and dedication to the temple are invited to join the ranks of sohei. And finally, some people simply volunteer their services to the temple; such offers are received warmly but with a discerning eye; if they candidate has shown dedication (e.g., done work for the temple in the past), then he is often inducted.

Races: Sohei can be of any race.

Other classes: Being religious warriors, sohei find adventuring with shukenja and monks just nifty. They are also respectful of the martial skills of the warrior classes.


Game rule information

Abilities: Being a warrior stresses the need for a higher score in Strength, Dexterity, or Constitution. Additionally, several of the important sohei abilities are based on Wisdom, which an abundance of makes not only an effective warrior but also a divine priest.

Alignment: As stated above, sohei can be of any alignment but must be the same as their home temple's abbot or one step away either on the law-chaos or good-evil axes.

Hit dice: d10

Class skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion), Sense motive (Wis), Spellcraft(Int), and Swim (Str).  Wearing armor imposes a penalty on the skills Climb and Jump.  A character also suffers a -1 penalty for every 5 pounds of gear when using the Swim skill.
    Skill points: (2 + Int modifier) x 4 at 1st, 2 + Int modifier per level


Class features

Weapon and armor proficiency: Sohei are proficient with every simple and martial weapon. They can also use light, medium, and heavy armor and shields.

Weapon focus: At first level, the sohei receives the Weapon focus feat for free. He may choose which weapon to apply the feat.

Ward of the temple: Also at first level, the sohei is considered officially a ward of the temple. He may obtain free lodging for himself and a mount (if facilities exists for mounts), and basic fare. He also receives the same when visiting temples of the same sect, though he must have a letter of good will written by his abbot (usually free for the asking). In return, the sohei is expected to serve the temple and its policies. Temples may have specific enemies that need fighting, and are often themselves under threat of attack. A sohei is expected to lay down his life if need be for his faith.

Divine whirlwind: The sohei learns to concentrate the holy energy in his body and explode in a whirlwind of movement at first level. During this period, the sohei moves into a frenzy; his Dexterity and Strength both increase by 4, and he can Deflect Arrows as per the feat, even if he does not have the prerequisite (one hand must be free to do this). His movement rate also increases by 10'. Sohei suffer no ill consequences from entering such a state, though they cannot use any skills or abilities that require concentration. It can be initiated or terminated at will upon the character's action. When finished, the character is exhausted and suffers a -2 penalty to Strength and Dexterity, and cannot run or charge for the remainder of the encounter. Divine whirlwind is a supernatural ability and lasts for a number of rounds equal to his 3 plus his Wisdom bonus (if positive). This ability can be used once per day at first level, twice per day at fourth level, and once more every four levels thereafter.
    Greater whirlwind: At fifteenth level when the sohei enters a divine whirlwind, his Dexterity and Strength increase by +6 and his total movement rate also by 15'.
    Fatigue resistance: At twentieth level the sohei is no longer fatigued after ending a divine whirlwind.

Faith: At second level the sohei's faith allows him a +2 divine bonus against spells and spell-like effects of the Enchantment school. This is a supernatural ability.

Endurance: At third level the sohei gains the Endurance feat free.

Spells: At fourth level a sohei with adequate Wisdom can cast a limited selection of shukenja spells. The sohei must have a Wisdom equal to 10 plus the spell level to have access to spells of that level. These are prepared as the occidental cleric's spells, and the sohei receives bonus spells (including one spell where the entry "0" is marked on the table) for high Wisdom. He may also take meta-magic feats and item creation feats. His effective casting level is half his sohei level.
    Spells are chosen from the following list:
        Level I: Attraction, bane, bless, resist, shield of faith, and weapon bless.
        Level II: Animal messenger, delay poison, and warning.
        Level III: Castigate, dispel magic, flame walk, and prayer.
        Level IV: Endurance*, fatigue, penetrate disguise, spell immunity*, and sustain.
        * These spells differ from their occidental counterparts of the same name.

Fanaticism: At fifth level the sohei's dedication enables him to keep fighting even when mortally wounded. When reduced below 1 hp, the sohei can continue combat normally albeit lose one hp per round from strain (with no chance of stabilizing). During this period, the sohei acts as if he were under the auspices of the divine whirlwind ability (or greater divine whirlwind after he attains fifteenth level). The state ends when the character reaches -10 hp and dies, or when combat ends (the last foes are defeated), in which case he collapses unconscious (and still loses 1 hp per round, although he can stabilize). This is a supernatural ability that is initiated as soon as the character's hp reach 0 or below, cannot be voluntarily stopped, and be performed only once per day (assuming the character doesn't die). It does not stack with the divine whirlwind ability (above).

Iron Will: At sixth level the character's devotion provides him with all the benefits of the Iron Will feat (+2 on Will saves). This does not stack with the Iron Will feat.

Run: Most monasteries and temples are located in places not very accessible to horse, and therefore most religious battles occur on foot. As a result, the sohei must learn how to move quickly on his feet to keep pace with the battle. At seventh level he gains the Run feat free.

Remain conscious: At tenth level the sohei gains the Remain Conscious feat (S&F) even if he has not the normal prerequisites. This allows him to take a partial action each round when reduced to -1 hp or less. This ability is superseded by the fanaticism ability, although when fanaticism ends (if the sohei has not died), he remains conscious and can still make a partial action each round until he reaches -10 hp, at which point he dies.

Last Breath: At fifteenth level the sohei can dies when he reaches -15 hp instead of -10. During this extended period he can still engage in the abilities fanaticism grants (for as long as that ability allows) and the Remain Conscious feat.

The Sohei

 

 

 

 

 

 

spells per day

level

attack

fort

ref

will

notes

I

II

III

IV

1

0

+2

+0

+2

Weapon focus, Ward of the temple, Divine whirlwind 1/day

-

-

-

-

2

+1

+3

+0

+3

Faith

-

-

-

-

3

+2

+3

+1

+3

Endurance

-

-

-

-

4

+3

+4

+1

+4

Divine whirlwind 2/day

0

-

-

-

5

+3

+4

+1

+4

Fanaticism

0

-

-

-

6

+4

+5

+2

+5

Iron Will

1

-

-

-

7

+5

+5

+2

+5

Run

1

-

-

-

8

+6/+1

+6

+2

+6

Divine whirlwind 3/day

1

0

-

-

9

+6/+1

+6

+3

+6

 

1

0

-

-

10

+7/+2

+7

+3

+7

Remain conscious

1

1

-

-

11

+8/+3

+7

+3

+7

 

1

1

0

-

12

+9/+4

+8

+4

+8

Divine whirlwind 4/day

1

1

1

-

13

+9/+4

+8

+4

+8

 

1

1

1

-

14

+10/+5

+9

+4

+9

 

2

1

1

0

15

+11/+6/+1

+9

+5

+9

Greater divine whirlwind

2

1

1

1

16

+12/+7/+2

+10

+5

+10

Divine whirlwind 5/day

2

2

1

1

17

+12/+7/+2

+10

+5

+10

 

2

2

2

1

18

+13/+8/+3

+11

+6

+11

Last breath

3

2

2

1

19

+14/+9/+4

+11

+6

+11

 

3

3

3

2

20

+15/+10/+5

+12

+6

+12

Divine whirlwind 6/day, No longer fatigued after divine whirlwind

3

3

3

3


The Wu Jen

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