Sohei

The sohei are masters of the horse and the hunt. A monastic soldier, the sohei is equally adept at combat afoot or on horseback. While skilled in unarmed techniques, many sohei favor weapons they can use while mounted on horseback or against others’ horses.

Skills: A sohei gains Handle Animal as a class skill.

Weapon and Armor Proficiency: A sohei is proficient with all simple and martial weapons and with light armor, and can use his flurry of blows class feature while in light armor (but not medium or heavy armor). However, a sohei does not gain his monk AC bonus when wearing armor. This replaces the normal monk weapon and armor proficiencies.

Mounted Warrior: At 1st level, the sohei gains Mounted Combat as a bonus feat. Additionally, the sohei gains the services of an animal which, to him, shows great potential. The creature must be one that he is capable of riding and is suitable as a mount, and it begins play combat trained. A Medium sohei can select a camel or a horse, while a Small sohei can select a pony or wolf. The sohei need not purchase this particular beast. The GM might approve other animals as suitable mounts. This ability replaces the bonus feat gained at 1st level.

Devoted Guardian (Ex): At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei’s initiative roll is automatically a natural 20. This ability replaces stunning fist.

Unarmed Strike: A sohei’s unarmed strike damage does not increase at 4th level and above.

Bonus Feats: At 2nd level and every 4 levels thereafter, a sohei may select a bonus feat. These feats must be taken from the following list:

Improved Overrun, Mounted Archery, Mounted Blade, Ride-By Attack, Spirited Charge, Trample, and Trick Riding.

At 6th level, the following feats are added to the list:

Charge Through, Indomitable Mount, Mobility, Mounted Onslaught, Pick of the Litter, Unseat, and Wheeling Charge.

At 10th level, the following feats are added to the list:

Greater Overrun, Improved Critical, Mounted Skirmisher, Rampage, and Spider’s Charge.

A sohei need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk’s normal bonus feats.

Ascetic’s Charge (Ex): At 3rd level, a sohei learns to make more accurate charge attacks while mounted. The sohei receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the sohei does not suffer any penalty to his AC after making a charge attack while mounted. This ability replaces fast movement.

Monastic Mount (Su): The sohei and his monastic mount learn to fight effectively together, and it begins to increase in power as he does. At 4th level, the monastic mount functions as a druid’s animal companion, except that the sohei’s effective druid level is calculated at his sohei level –3 to determine the powers of his steed.

A sohei does not take an armor check penalty on Ride checks while riding his monastic mount, and the mount gains Endurance as a bonus feat. A sohei and his monastic mount cannot use the share spells special ability, but the monastic mount can take archetypes that trade out the ability for one which it can use.

The sohei and his monastic mount have also trained to share his ki. The sohei may spend 1 point from his ki pool to grant his monastic mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his monastic mount are adjacent, including when mounted, the mount gains any of the following abilities the sohei possesses, using the sohei’s stats and ability scores in place of its own to determine the values where necessary: AC bonus, diamond soul, evasion, high jump, improved evasion, empty body, and ki strike (as long as the sohei has at least 1 point in his ki pool). When a sohei spends points from his ki pool, his monastic mount gains the same benefits as the sohei, unless otherwise stated.

While an ordinary monk is trained to not create attachments, a sohei’s bond with his mount is strong by intent, with the pair fighting most effectively in tandem and sharing a deep understanding with each other. Should a sohei’s monastic mount die, the sohei may find another monastic mount to serve him after 1 week of introspective contemplation or mourning. Until the next time the sohei gains a level, this new mount does not gain the link, evasion, devotion, or improved evasion mount special abilities, nor can it share the sohei’s ki. If at any time the sohei chooses to release his mount and train another one, he is treated as if his mount was slain, though he need not take the mourning period. This ability replaces increased unarmed damage, slow fall, and still mind.

Graceful Charger (Su): At 4th level, a sohei and his monastic mount are able to leap over overgrowth and similar impediments with ease while charging. When the sohei or his monastic mount charge, as long as the sohei has at least 1 ki point in his ki pool, he and his mount may ignore difficult terrain (but not other creatures). He can move through such terrain at normal speed, and it does not impede his charge. The sohei is the source of this ability; he must be adjacent to or riding his monastic mount when either of them begin moving in order for the monastic mount to benefit from this ability, which lasts until the end of the sohei’s turn if his mount is separated from him. This ability replaces maneuver training.

Weapon Training (Ex): At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training. This ability replaces purity of body, diamond body, and timeless body.

Ki Weapon (Su): At 6th level, the sohei can draw upon his ki to temporarily enhance his weapon and empower the attacks of his monastic mount. A sohei can expend 2 points from his ki pool as a move action to grant any weapon which he is holding and has weapon training with a +1 enhancement bonus for a number of rounds equal to his Wisdom modifier (minimum 1 round, lasting until the start of his next turn). This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level), and at 11th level, a sohei can enhance his weapon as a move or swift action. These bonuses stack with existing bonuses and may be used to increase the weapon’s enhancement bonus up to +5, or to add a number of weapon properties to the weapon.

The following properties can be added to any compatible weapon: agile, anchoring, brilliant energy, compassionate, corrosive, corrosive burst, courageous, cyclonic, defending, defiant, designating (lesser or greater), distance, flaming, flaming burst, frost, icy burst, impact, invigorating, keen, nimble shot, phase locking, returning, rusting, seeking, second chance, shock, shocking burst, or veering.

These bonuses are not shared with the sohei’s monastic mount by default: if the sohei chooses to share this ability with his monastic mount when the ki pool points are spent, any of the bonuses and properties the sohei gains which the sohei deems appropriate to share with the mount are also applied to one of the mount’s compatible natural attacks, and the duration of this ability is divided evenly between the sohei and his monastic mount (odd numbers favoring the sohei). The sohei is the source of this ability; he must be adjacent to or riding his monastic mount in order for the monastic mount to benefit from this ability. If the sohei and his mount are separated, the sohei resumes granting this ability to his monastic mount if it returns to the sohei before the duration expires.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. These bonuses and properties are decided when the ki pool points are spent and cannot be changed until the next time the sohei uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the sohei. Multiple uses of this ability do not stack with themselves, and if the sohei uses this ability again, the first use immediately ends. This ability replaces wholeness of body and quivering palm.

Speak With Master (Ex): At 9th level, a sohei and his mount can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid. This ability replaces tongue of the sun and moon.

Light Steps (Su): At 10th level, the sohei and his monastic mount learn to traverse dangerous terrains with supernatural ease. As long as the sohei has at least 1 ki point in his ki pool he can move up to twice his speed as a full-round action, ignoring difficult terrain. While moving in this way, any surface will support him, no matter how much he weighs. This allows him to move across water, lava, or even the thinnest tree branches. He must end his move on a surface that can support him normally. He cannot move across air in this way, nor can he walk up walls or other vertical surfaces. When moving in this way, he does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does he need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the sohei ignores any mechanical traps that use a location-based trigger. The sohei can share this ability with his monastic mount and is the source of this ability; he must be adjacent to or riding his monastic mount when either of them begin moving in order for the monastic mount to benefit from this ability, which lasts until the end of the sohei’s turn if his mount is separated from him. This ability replaces abundant step.

Axiomatic Exemplars: At 20th level, the sohei and his mount become magical creatures. They both gain the resolute template (see the Pathfinder RPG Bestiary 2) and are forevermore treated as outsiders of the native subtype for the purpose of spells and magical effects. Unlike other outsiders, the sohei and his monastic mount can still be brought back from the dead as if they were a member of their previous creature types. This ability replaces perfect self.


DISCUSS

just replace this line with what you want to say!

ALTERNATE VERSIONS

KI WEAPON: INSIGHT VERSION
At 5th level, the sohei has begun to dissect lesser combat styles, using his ki and mounted superiority to press his advantage. As a swift action, the sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 insight bonus on attack and damage rolls, increasing by +1 per four levels after 5th to a maximum bonus of +4 at 17th level, until the end of his next turn. This ability replaces wholeness of body and quivering palm.

EARLY EDIT VERSION

The sohei are masters of the horse and the hunt. A monastic soldier, the sohei is equally adept at combat afoot or on horseback. While skilled in unarmed techniques, many sohei favor weapons they can use while mounted on horseback or against others’ horses.

Skills
A sohei gains Handle Animal as a class skill.

Weapon and Armor Proficiency
A sohei is proficient with all simple and martial weapons and with light armor. The sohei cannot use his flurry of blows class feature while wearing armor.

Mounted Warrior
The sohei gains the services of an animal which, to him, shows great potential. The creature must be one that he is capable of riding and is suitable as a mount, and it begins play combat trained. A Medium sohei can select a camel or a horse, while a Small sohei can select a pony or wolf. The sohei need not purchase this particular beast. The GM might approve other animals as suitable mounts.

Devoted Guardian (Ex) – At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei’s initiative roll is automatically a natural 20.

This ability replaces Stunning Fist.

Unarmed Strike
A sohei’s unarmed strike damage does not increase at 4th level and above.

Bonus Feats
At 2nd level and every 4 levels thereafter, a sohei may select a bonus feat. These feats must be taken from the following list:

Improved Overrun, Mounted Archery, Mounted Combat, Pick of the Litter, Ride-By Attack, Trample, and Trick Riding.

At 6th level, the following feats are added to the list:

Charge Through, Indomitable Mount, Mounted Blade, Mounted Onslaught, Spirited Charge, Unseat, and Wheeling Charge.

At 10th level, the following feats are added to the list:

Greater Overrun, Improved Critical, Mounted Skirmisher, and Rampage.

A sohei need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk’s normal bonus feats.

Monastic Mount (Su)
The sohei and his monastic mount learn to fight effectively together, and it begins to increase in power as he does. The monastic mount functions as a druid’s animal companion, except that the sohei’s effective druid level is calculated at his sohei level –3 to determine the powers of his steed.

A sohei does not take an armor check penalty on Ride checks while riding his monastic mount, and the mount gains Endurance as a bonus feat. A sohei’s monastic mount does not gain the share spells special ability, but can take archetypes that trade out the ability.

The sohei and his monastic mount also have trained to share his ki. The sohei may spend 1 point from his ki pool to grant his monastic mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his monastic mount are adjacent, including when mounted, the mount gains any of the following abilities the sohei possesses, using the same values as the sohei: AC bonus, diamond soul, evasion, high jump, improved evasion, ki strike (as long as the sohei has at least 1 point in his ki pool), and perfect self. When a sohei spends points from his ki pool, his monastic mount gains the same benefits as the sohei.

While a monk is trained to not create attachments, a sohei’s bond with his mount is strong, with the pair fighting most effectively in tandem and sharing a deep understanding with each other. Should a sohei’s monastic mount die, the sohei may find another monastic mount to serve him after 1 week of mourning. Until the next time the sohei gains a level, this new mount does not gain the link, evasion, devotion, or improved evasion mount special abilities, nor can it share the sohei’s ki. If at any time the sohei chooses to release his mount and train another one, he is treated as if his mount was slain, though he need not take the mourning period.

This ability replaces fast movement, increased unarmed damage, still mind, and the bonus feat gained at 1st level.

Ki Weapon (Su)
At 4th level, as a swift action, a sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing by +1 per four levels after 4th to a maximum bonus of +5 at 20th level, until the end of his next turn.

This ability replaces slow fall and abundant step.

Weapon Training (Ex)
At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training.

This ability replaces purity of body, diamond body, quivering palm, timeless body, and tongue of the sun and moon.

Sohei

Characters on hold The_Social_Moth