Sohei Class

The Sohei

"Allow me to tell you the koan of the two brothers. I shall hit you if you do not listen."

Hit Die: d10
Skill Points: 4+Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Ride, Search, Sense Motive, Spot, Tumble, Use Rope

Proficiencies: the Sohei is proficient with all Armour, but not with shields of any kind. She is also proficient with Simple Weapons, and all Spears and Polearms.

Special: a Sohei/Monk multiclass may treat her Sohei levels as Monk levels for the purpose of determining the Armoured in Life bonus.

Level BAB Fort Ref Will Special
1 +1 +2 +2 +2 Fatal Strike, Divine Flurry
2 +2 +3 +3 +3 Unforeseen Strike, Virtuous Writings
3 +3 +3 +3 +3 Power Slide, Speed +10'
4 +4 +4 +4 +4 Counter Attack
5 +5 +4 +4 +4 Enlightenment: Perfect Understanding
6 +6/+1 +5 +5 +5 Super Gauge, Divine Go Stone Placement of Perfection
7 +7/+2 +5 +5 +5 Divine Frenzy
8 +8/+3 +6 +6 +6 Speed +15', C-C-C-COMBO BREAKER
9 +9/+4 +6 +6 +6 Divine Perfection
10 +10/+5 +7 +7 +7 Enlightenment: Eschew Worldly Possessions, Divine Dodge
11 +11/+6/+6 +7 +7 +7 One Hand Clapping
12 +12/+7/+7 +8 +8 +8 Shadow Run
13 +13/+8/+8 +8 +8 +8 Speed +20', Weight of Thought
14 +14/+9/+9 +9 +9 +9 Divine Meditation
15 +15/+10/+10 +9 +9 +9 Enlightenment: We Are All Connected
16 +16/+11/+11/+11 +10 +10 +10 Poetry in Motion
17 +17/+12/+12/+12 +10 +10 +10 Zen Fist
18 +18/+13/+13/+13 +11 +11 +11 Speed +25', Formation of the Eight Trigrams
19 +19/+14/+14/+14 +11 +11 +11 Deadly Finishing Move
20 +20/+15/+15/+15 +12 +12 +12 Enlightenment: Transcendence, Secret Scroll

Fatal Strike (Ex):

The Sohei gains a natural Slam attack that deals 1d8 damage if Medium sized. This gains an enhancement bonus equal to one third of her level (round up), and can be used to make full attack actions if no other weapons are used. If it is her only natural weapon, it adds 1-1/2 times her Strength bonus instead of just 1x.

Divine Flurry (Ex):

When making a Full Attack action with any weapon or combination thereof, the Sohei may make one additional attack, and all attacks are made at their highest attack bonus, however all of them take a crippling -2 penalty to hit.

Unforeseen Strike (Ex):

Those struck by the Attacks of Opportunity of the second-level Sohei must make a Fortitude save (DC 10 + half HD + Wisdom modifier) or be Stunned for 1 round. Any given person can only be affected by this once per round, successfully or not.

Virtuous Writings (Su):

The second-level Sohei may cast spells from Divine scrolls as though she had the spells on her class list. Yes, even if a jerk of a Warlock takes a spell that isn't Divine (are there any that aren't on some obscure domain?) and makes a Divine scroll of it. Additionally, she may create scrolls of spells on the Cleric, Knowledge, Oracle and Purification spell lists, as though a Cleric (with the listed domains) of a level equal to her Sohei level. Casting the spells are not required for this process.

Power Slide (Ex):

Whenever the third-level Sohei takes damage, she may halve the damage with an Immediate Action by sliding back five feet for every five points of damage negated in this manner. If something stops her movement, she takes 1d6 damage for every 5' of unfinished movement.

Speed (Su):

The third-level Sohei gains a +10' enhancement bonus to Speed. Every five levels thereafter, it increases by 5'. This is reduced by 5 feet when wearing Medium Armour, or 10' when wearing Heavy Armour. Yeah, that sucks, I know, that's like an entire 6000' per hour lost.

Counter Attack (Ex):

Enemies provoke attacks of opportunity from the level four Sohei whenever they make melee attacks against the her allies.

Enlightenment: Perfect Understanding (Ex):

The fifth-level Sohei reaches a plateu of enlightenment and understanding. At this stage, she can never be Confused or suffer Wisdom damage/drain, and always know when a person is lying. Additionally, she can choose to automagically disbelieve illusions and can see the invisible.

Super Gauge (Su):

Whenever the sixth-level Sohei successfully strikes a foe or is struck by a foe, she gains a point of Tension against that foe. This lasts for a number of rounds equal to her Wisdom modifier, until she gains Tension against anyone else, until the foe she has Tension against is defeated or until used (whichever comes first).

5 Tension points may be spent to gain an additional melee attack as a Free Action or to Empower a spell being cast from a scroll. 10 points may be used to unleash a Super Move, a Full Attack where each hit deals an additional amount of damage equal to her Base Attack Bonus. It should be compulsory that the player shout out the name of the attack. Additionally, any amount of Tension can be spent, one for one, to add an Insight bonus to any given damage roll.

Divine Go Stone Placement of Perfection (Su):

At level six, whenever combat begins, before Initiative is actually rolled, the Sohei may freeze time for one round. In this time, the Sohei and her allies that are within line of sight may each make a Move Action to get into superior positions. Initiative is then rolled, and combat resumes. This only functions right when combat starts, showing her incredible foresight and planning.

Divine Frenzy (Su):

Whenever someone deals damage to the seventh-level Sohei, she may enter a Divine Frenzy. This lasts for as long as she has Tension, and during the effect they may act completely normally and use items normally - she can even cast spells if she has spellcasting ability from another class. The Divine Flurry gains another bonus attack, with every strike gaining +2d6 damage of Zen damage, and her Attacks of Opportunity may, at her option, knock the targets away 5' per 5 damage dealt (or until halted by obstacles), in a straight line in the direction of her choice. This movement provokes Attacks of Opportunity, but not from her.


Each foe is unable to successfully make more than one attack against each of the eighth-level Sohei's allies during their own turn, as long as she is not denied her Dexterity bonus to Armour Class. This includes spells and similar effects, as long as they are not Harmless, but does not include attacks of opportunity, as they do not take place during the foe's turn (unless they do, in which case they do count). For multiple-target or area effects, only the targets they already attacked are immune.

Linked effects such as Improved Grab, the Trip ability of wolves and Poison will take effect as normal. Even taking continuing damage from an ongoing effect is fine. The enemies are free to take turns beating on the same guy, and one enemy splitting attacks up amongst the team is still fine, but one foe focusing their attacks on one target triggers this ability.


So a Disintegrate followed by a Quickened Fireball will mean one guy gets hit for Disintegration, and everyone else takes the fire damage.

The ally in question must be in a square the Sohei threatens, otherwise they are exempt from this effect.

Divine Perfection (Ex):

At level nine, the Sohei becomes immune to Death Effects, Disease and Poison, and gains Spell Resistance equal to her Hit Dice + 5.

Enlightenment: Eschew Worldly Possessions (Ex):

At tenth level, the Sohei can create items worth up to 15,000 GP as per a Wish, at will, requiring only a minute of meditation. She also need not eat or drink. To use this ability, the Sohei must not own any currency or precious metals. Personal equipment is exempted from the restriction, such as weaponry and armour, she just can't keep *wealth*. This is a flavor thing, so use common sense.

Divine Dodge (Ex):

Once per minute, as an Immediate Action, the tenth-level Sohei may suddenly move 10' away without provoking Attacks of Opportunity. If this brings the Sohei out of range for an attack that was about to be resolved, the attack automatically misses, likewise if it brings the Sohei out of the area of effect for a spell that was about to go off.

It may be used again before the minute is up, at the cost of 10 Tension, resetting the timer. However, this must be against an attack performed by the one who earned the Tension.

One Hand Clapping (Ex):

At eleventh level, the Sohei cannot be Dazed, Deafened or Stunned - she is too Zen for that. Additionally, her unarmed strikes deal +2d6 Sonic damage on a successful hit, and by spending 5 Tension as a Swift action, she may cause each blow to unleash a Sonic Pulse: all enemies within 10' take 1d6+BAB Sonic damage (no save), and the foes actually struck must pass a Fortitude save at the end of the Sohei's turn or be knocked Prone, Deaf and Paralyzed for 1d4 rounds. This save is only attempted once per round - either they pass and are unaffected all round, or they fail the first one and are affected.

Furthermore, if an ally provokes an Attack of Opportunity, and is in a square the Sohei threatens, she may educate the ally in the wisdom of not provoking, by smacking them upside the head. This uses a single Attack of Opportunity but has no effect on the ally. However, no enemy may take an Attack of Opportunity against the ally for that action.

Shadow Run (Su):

At level twelve, the Sohei can step onto the Ethereal Plane, and thus may walk on water or, for that matter, thin air as long as she ends her turn standing on something solid. It can be a flimsy tree branch or a bamboo pole, mind you, as long as it is a solid object. Furthermore, she may step through Walls of Force, treating them merely as 10' movement per wall, and can add her Intelligence modifier to her Initiative.

Weight of Thought (Su):

The thirteenth-level Sohei may subtract her Wisdom bonus from armour penalties. If this reduces the penalty to zero, then she may move as if unarmoured, including being able to run at full speed in Heavy armour and tumble and everything.

Divine Meditation (Ex):

If the fourteenth-level Sohei spends one minute meditating, she gain insight into future events, and may add a +10 Insight bonus on the next d20 roll she makes within one hour. Additionally, doing so lets her regain Hit Points equal to the sum of all of her ranks in Knowledge skills.

Enlightenment: We Are All Connected (Ex):

The Sohei gains an even greater understanding of life, and how hatred is a weapon we forge for others that only hurts ourselves, that the air she exhales is inhaled by her enemies, and that everything is linked together.

Any beneficial spell or effect granted to the Sohei or any of her allies she can see is instead, at the Sohei's option, granted to the Sohei and any number of allies she can see. Additionally, any foe who subjects the Sohei (or any ally she can reach) to an ongoing condition such as Poison, Disease, Fear, Blindness or Nausea must make a Will save (DC 10 + half Hit Dice + Wisdom modifier) or also receive the same affliction, for the same duration.

Poetry in Motion (Ex):

At level sixteen, the Sohei may make a Move Action in addition to any other actions she performs in a turn. This movement may be broken up so as to walk around while making a Full Attack. Additionally, the Sohei counts as being in every square she moves through until her turn is over, allowing her to flank with herself and knock enemies past herself to provoke attacks of opportunity.

Zen Fist (Ex):

The actions of the seventeenth-level Sohei cannot be interrupted by Immediate Actions, readied actions or attacks of opportunity. Instead, the Sohei declares her intent (such as "to make three attacks against the Hobgoblin Warlord and three against its Dragon mount"), the dice are rolled, and no attacks are actually made. However, at the end of the Sohei's turn, the targets have been attacked, actions performed and so on, just without there being a moment in time in which the actions were made. If you are confused by this, you're not Zen enough.

Additionally, she may elect to move as by teleporting - the journey has been made without a single footstep having fallen. Doing this, however, does not allow for Poetry in Motion to be used.

Formation of the Eight Trigrams (Su):

Whenever the eighteenth-level Sohei uses her Divine Go Stone Placement of Perfection ability, she forms a strong barrier of defence with her allies. Draw an imaginary line between every pair of allies in line of sight, including the Sohei. These form Walls of Force for one round, and are filled with Acid Fog that does not affect the Sohei or her allies. The Acid Fog also lasts for only one round.

Additionally, the Sohei and her allies gain the benefits (but not the drawbacks) of a Stoneskin effect for one round. Any foe who attacks the Sohei or any of her allies during this time but fails to deal any damage automatically becomes Exhausted for one minute.

Deadly Finishing Move (Su):

By spending 10 Tension as a Standard Action, the nineteenth-level Sohei may unleash a killer Destroyer move. This attack deals an additional 5 Zen damage per Hit Die of the Sohei, and bypasses all Damage Reduction (‚ÄĆincluding /-) and Regeneration. It also deals Strength Damage equal to the Sohei's Wisdom modifier, and the target must make either a Fortitude save or a Will save (Sohei's choice) or be slain instantly and completely destroyed. Not even ashes remain, and the soul is transported to the centre of the planet, on another plane (probably Hell).

It should be mandated that the player name this move and either shout it out before unleashing it, or quietly state the name after the effects take place.

Enlightenment: Transcendence (Ex):

At level twenty, the Sohei is no longer a normal mortal creature. She becomes Ageless, and can only die by being killed. However, she wouldn't die even if you killed her: she rises again completely unscathed 24 hours later unless the body is hacked apart and burned, the ashes then scattered into an Unhallowed land.

Secret Scroll (Ex):

At level twenty, the Sohei writes out the secret scrolls to enlightenment and, as she no longer has any goals of her own (having reached transcendence), must now strive to lead others to the door of knowledge. Anyone who reads the scrolls gains a permanent +5 Inherent bonus to Wisdom (the Sohei gains this when writing the scrolls), however from this point on they take a -5 penalty to hit the Sohei, due to having been influenced enough that the Sohei can predict their every move.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License