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| periscope10-27-05, 02:25 AM | I saw that this guy was wanting help creating a character like Ruroni Kenshi and I think I have just the thing though its probably to powerful. One of my friends let me borrow his Oriental Adventures book and I wanted to play a Sohei but I didnt like the way it was written in the book so I made my own. This is my first post for a class so please be gentle but honest. Sohei Sohei are warrior monks, religious soldiers who protect large monasteries. Unlike clerics, 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. Adventures: Like paladins, sohei think of their adventures as “quests” in their service of their religion. Like samurai, however, they are typically sent on these quests by a superior whose command is law to the sohei. Sohei are often charged with defending their temples in times of conflict, but they can also expect to strike against enemy temples, monks, or clerics, to hunt down evil monsters terrorizing the countryside, or to recover a relic that is sacred to the order. They welcome all challenges as tests of their prowess and secondarily, their faith. Characteristics: Sohei mix martial prowess with divine power that grants them a limited spell-casting 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. Alignment: Sohei, unlike monks, do not live a life of strict discipline. They can be of any alignment since all religions need warriors. Like clerics however, their alignment must be within one step of their deity’s alignment and they can’t be neutral unless their deity is neutral. Background: 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 defense. Often, though, young men and women who show little promise for the contemplative life of the monk are the ones selected to become sohei. Races: Because the temples of every deity need a martial arm, sohei are trained among all races. They tend to be human or near human (half-elves and half-orcs). The sohei’s abilities compliment the elven race’s grace, but they feel that it is uncouth. Dwarves feel the same way, while halfling’s and gnome’s size and penalties to strength take away from their efficiency. Other Classes: Sohei hold clerics and monks in deep, respect and may even be assigned to serve as bodyguard to such a character. They find themselves most comfortable around the more martial classes. They view paladins as kindred spirits and they respect the barbarians rage. Game Rule Information Sohei have the following game statistics. Abilities: A Wisdom score of 14 or higher is required to get access to the most powerful sohei spells, and a score of 11 or higher is required to cast any sohei spells at all. A high Constitution improves a sohei’s hit points, and a high Strength makes her more effective in melee combat, where she typically excels. A High Dexterity is also helpful since the sohei typically don’t wear armor. Alignment: Any but must be within one step of their dieties. Hit Die: D10 Requirements: Must have a deity Class Skills A sohei’s class skills (and the key ability for each school) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Iaijutsu Focus (Cha) (in conjuction with the OA book), Knowledge (religion) (Int), Listen (Wis) Profession (Wis), Ride (Dex), and Spot (Wis). Skill Points at 1st level: (2+Int mod) x 4 Skill Points at Each Additional Level: 2+Int mod Class Features Weapon and Armor Proficiency: Sohei are proficient with all simple and martial weapons, but not with any armor and no shields. Weapon Focus: Sohei gain Weapon Focus with a weapon of their choice as a bonus feat. Many sohei choose the naginata or the no-dachi, the traditional weapons of the sohei. Exotic Weapon Proficiency: Sohei train with a number of exotic weapons and therefore gain the Exotic Weapon Proficiency feat with any one exotic weapon of their choice. Defensive Talent: Sohei gain an almost precognitive sense of danger. They add their Wisdom modifier to their armor class against all attacks, touch AC, and flat-footed AC. This does not apply if they are immobilized, held, or otherwise helpless. This only applies when they wear no armor and do not use a shield. *Ki Frenzy (Ex): Starting at 1st level, a sohei gains the ability to focus her spiritual power into a frenzy of berserk energy. In this frenzied state, she temporarily gains +4 to Strength and +4 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. This extra attack is made using the sohei’s highest base attack bonus. While in a ki frenzy, a sohei cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance , Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she casts spells or activate magic items that require a command word, a spell trigger (like a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A ki frenzy last for 3+the charcters Con modifier. At the end of a ki frenzy the sohei loses the frenzy modifiers and becomes fatigued (-2 penalty to Str., -2 penalty to Dex, can’t charge or run) for the duration of the encounter (unless she is a 17th level sohei, at which point this limitation no longer applies; see below). A sohei can fly in to a ki frenzy only once per encounter. At 1st level she can use this frenzy once per day. At 4th level and every four levels thereafter, she can use it one additional time per day (to a maximum of 6 times per day at 20th level). Entering a frenzy takes no time itself, but a sohei can do it only during her action, not in response to someone else’s action. Uncanny Dodge (Ex): At 2nd level, the sohei gains the ability to react to danger before her senses would normally allow him to do so. She retains her Dex bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dex bonus to AC if immobilized. See the barbarian entry for additional info. Deflect Arrows: At 3rd level a sohei gains the Deflect Arrows feat (see Players Handbook), even if she doesn’t meet the prerequisites. Unlike the feat, this version requires that she have whatever weapon she has the Weapon Focus feat in hand and doesn’t require that she have a free hand. Spells: Starting 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. The sohei takes her spells from the paladin spell list if she is good or worships a good god and the blackguard list if she is evil or worships and evil god. If she is a neutral sohei of a neutral god, she can choose her own spell list. Once the choice is made, it cannot be changed. Use the Paladins spells per day in the Players Handbook. If chaotic replace all lawful spells with appropriate ones with the chaotic descriptor (protection from chaos to protection from law for example). Through 3rd level, a sohei has no caster level. Starting at 4th level, a sohei’s caster level is one-half her class level. Improved Uncanny Dodge (Ex): At 5th level and higher, a sohei can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the sohei by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. See the entry in the barbarian description of the Players Handbook for additional info. Diehard: At 5th level, the sohei gains the Diehard feat (see Players Handbook) even if she doesn’t meet the prerequisites. Strength of Mind (Ex): A sohei of at least 5th level gains immunity to stunning and sleep spells and effects. Evasion (Ex): A sohei can get out of the way of danger with astonishing speed. If subject to a Reflex save for half damage, she instead takes no damage on a successful save. Bonus Feat: At 7th level, the sohei gains a bonus feat from the fighters list of bonus feats, as long as they meet the prerequisites. Damage Reduction (Ex): Starting at 7th level, a sohei gains the 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 from a weapon or a natural attack. At 10th level and every three sohei levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. Mettle (Ex): 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 effects, 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. Greater Ki Frenzy (Ex): At 11th level, a sohei’s bonuses to Str. And Dex. during her frenzy increase to +6, her speed increases by 20 feet, and she loses the penalty for using her flurry of blows. Tireless Frenzy (Ex): At 17th level and higher, a sohei no longer becomes fatigued at the end of her frenzy. Mighty Frenzy (Ex): At 20th level, a sohei’s bonuses to Str. and Dex. each increase to +8, her speed increases by 30 feet, and she can make 2 extra attacks at her highest attack bonus without penalty. Level Base Attack Bonus Fort. Save Ref. Save Will Save Special 1st +1 +2 +2 +2 Weapon Focus, Defensive Talent, Ki Frenzy, Exotic weapon proficiency 2nd +2 +3 +3 +3 Uncanny Dodge 3rd +3 +3 +3 +3 Deflect Arrows 4th +4 +4 +4 +4 Spells 5th +5 +4 +4 +4 Improved Uncanny Dodge, Diehard, Strength of Mind 6th +6/+1 +5 +5 +5 Evasion 7th +7/+2 +5 +5 +5 Bonus Feat, Damage Reduction 1/- 8th +8/+3 +6 +6 +6 9th +9/+4 +6 +6 +6 Mettle 10th +10/+5 +7 +7 +7 Damage Reduction 2/- 11th +11/+6/+1 +7 +7 +7 Greater Ki Frenzy 12th +12/+7/+2 +8 +8 +8 13th +13/+8/+3 +8 +8 +8 Damage Reduction 3/- 14th +14/+9/+4 +9 +9 +9 15th +15/+10/+5 +9 +9 +9 16th +16/+11/+6/+1 +10 +10 +10 Damage Reduction 4/- 17th +17/+12/+7/+2 +10 +10 +10 Tireless Frenzy 18th +18/+13/+8/+3 +11 +11 +11 19th +19/+14/+9/+4 +11 +11 +11 Damage Reduction 5/- 20th +20/+15/+10/+5 +12 +12 +12 Mighty Frenzy *Note: for the purpose of feats, abilities, and prestige classes treat the frenzy as a Barbarians rage. **Naginata: 15 gp two handed 1d8 small 1d10 medium 18-20 x2 slashing or piercing The naginata is an unusual weapon. It looks like someone took a falchion blade and put it on the end of a stick. ***No-dachi: 80 gp two handed 1d10 small 2d6 medium 18-20 x2 slashing. It’s a 5-7 ft. katana. |
| periscope10-27-05, 02:27 AM | To powerful, underpowered, needs work, completely ******? Please tell me what you think about it. Ill see your posts in the morning bye. |