Sohei

Sohei

Alignment: Any lawful
HD: d10
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Iaijutsu Focus (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4+Int modifier)x4
Skill Points at Each Additional Level: 4+Int modifier
Weapon and Armor Proficiency: Sohei are proficient with all simple and martial weapons, and all armor, but not with shields.

Sohei fix table
Inspired by Littha’s fix.

Class Abilities

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. The sohei’s spell list appears in Chapter 7. A sohei has access to any spell on the list and can freely choose which to prepare. A sohei prepares and casts spells just as a cleric 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.

Ki Frenzy (Ex): Starting at 1st level, a sohei gains the ability to focus her ki power 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. When a sohei reaches 8th level, the penalty lessens to –1, and at 14th level it disappears. While in a ki 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 Combat Expertise, item creation feats, and metamagic feats. A ki 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.

Enlightened Grace (Su): At 2nd level a Sohei gains a bonus equal to her Wisdom bonus (if any) on all saving throws.

Deflect Arrows: At 3rd level, a sohei gains Deflect Arrows as a bonus feat, even if she does not meet the prerequisites. If she already has this feat, she may choose any other feat for which she meets the prerequisites instead.

Diehard: At 4th level, a sohei gains Diehard as a bonus feat, even if she does not meet the prerequisites. If she already has this feat, she may choose any other feat for which she meets the prerequisites instead.

Strength of Mind (Ex): A sohei of at least 5th level is immune to stunning and sleep spells and effects.

Bonus Feat: At 6th level, a sohei gains a bonus feat chosen from the following list: Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Great Fortitude, Greater Kiai Shout, Improved Trip, Iron Will, Kiai Shout, Negotiator, Power Attack, Quick Draw, Toughness. She must still meet any prerequisites for the feat. A sohei gains an additional bonus feat from this list at 12th level and again at 18th level.

Defensive Strike (Ex): At 7th level a sohei gains Defensive Strike as a bonus feat, even if she does not meet the prerequisites. If she already has this feat, she may choose any other feat for which she meets the prerequisites instead.

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 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 (Ex): Starting at 10th 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 13th level, this damage reduction rises to 2. At 16th, it rises to 3. At 19th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.

Improved Ki Frenzy (Ex): At 12th level a sohei’s ki frenzy improves. The bonus to Strength and Dexterity increase to +4 and the movement speed bonus increases to 20 ft.

Tireless Ki Frenzy (EX): At 17th level and higher, a sohei no longer becomes fatigued at the end of her ki frenzy.

Greater Ki Frenzy(Ex): At 20th level, a sohei’s bonuses to Strength and Dexterity during her ki frenzy each increase to +6, and her movement speed bonus increases to 30 ft. In addition, a sohei may now cast spells while in a ki frenzy.

Sohei

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