Sohei
Sohei are warrior
monks who often serve as soldiers and guards for large monasteries.
Sohei are less mystically inclined than Shugenja, but make up for it
by being more martial by far. Sohei may wear any armor and use any
weapons. A Sohei must have Strength and Wisdom scores in excess of
13. A Sohei must be Lawfully aligned. A Sohei receives bonus spells
for high Wisdom as if he were a Shugenja.
Experience
Points Experience Level Hit Dice
0-2000 1 1d8
2001-4000 2 2d8
4001-7000 3 3d8
7001-13000 4 4d8
13001-24000 5 5d8
24001-48000 6 6d8
48001-85000 7 7d8
85001-150000 8 8d8
150001-350000 9 9d8
350001+ 10 10d8
Sohei Spells by
Level-
Sohei Level Spell
Level
1 2 3 4 5
1st - - - - -
2nd 1 - - - -
3rd 2 - - - -
4th 2 1 - - -
5th 3 2 - - -
6th 3 2 1 - -
7th 4 2 2 - -
8th 4 3 2 1 -
9th 4 3 3 2 -
10th 5 3 3 2 1
Sohei abilities-
At 1st
level a Sohei may designate a “chosen” weapon, with which he will
receive both a +1 to hit and a +1 to Damage when using this weapon.
Starting at 2nd level a Sohei may meditate,
entering a state of deep concentration in which he refocuses and
regains his energies. 1 hour of meditation is as restful as 2 hours
of sleep, and as such a Sohei
may go without sleep for as many days as he has levels, provided he
has the opportunity to meditate for at least 4 hours per day. While
meditating a Sohei
is oblivious to all but the most extremes of heat and cold, hunger
and thirst do not affect him. He is, however fully aware of his
surroundings, and thus suffers penalties to neither surprise or
initiative rolls. Starting
at 3rd
level a Sohei, through his religious training, practice and
meditation, may once per day, for a period of 1 turn (10 combat
rounds), enter a combat frenzy. During this frenzied state the Sohei
adds +1 to his initiative rolls, +1 to his AC, gains 1 extra attack
per round, increases his movement rate by 3”/round, gains an
additional +1 to his attack, Damage and saving throw rolls.
Additionally the Sohei can dodge or deflect missile weapons on a
successful Reflex save. Starting at level 5 a Sohei can fight on well
past normal human endurance- beyond the 0 hit point threshold
fighting into the negatives until he reaches either a negative hit
point total exceeding his Constitution score or -10, whichever is
greater, for as long as there are enemies present to fight. Note that
this may well cause a Sohei to die as he strikes the killing blow on
his last adversary. Starting
at 6th
level a Sohei receives a commission from his monastery to command a
detachment of from 10-30 novice Sohei (Level 1). They are his to
command and train to further the political and religious ends of his
monastic superiors. Casualties among them will be replaced over time,
unless the entire detachment is lost, in which case the monastery
will have lost faith in the PC Sohei's ability to command and/or
train troops properly. Every level after 6th
(7-10) the Sohei will receive 1d10 more novice Sohei. These Sohei are
considered followers for all purposes, and are fanatically loyal
troops.
Sohei
have certain religious restrictions they must adhere to; they are
forbidden to eat meat, or indulge in excesses of certain behaviors,
such as drunkenness, sexual promiscuity, gambling, etc. The exact
details of each Sohei's religious restrictions will be determined by
the DM.
Sohei
may come from any social class/caste but are not required to roll on
the Family, Ancestry or Birth Right tables, in
fact it is very common for Sohei to forsake their familial
connections in favor of devotion to their monasteries. Sohei
do track honor normally though, as their behavior is a reflection
upon their monastery.
As
a design note, I am deliberately limiting all of the classes in
Samurai! (my OA simulacra) to level 10. I am also deliberately
leaving the higher level/Domain game aspect out of my player
supplement and saving it for my DM's supplement. I am consciously
starting the “Domain” game on a smaller scale at the middle
levels, and scaling it upwards to it's best (most prestigious) point
at level 9. I have also decided to just max all of the classes out at
10d(Hit Die Type) instead of 9dx+? Depending on class. While I am
using the 1st
edition AD&D Oriental Adventures book as my primary inspiration,
I am not slavishly adhering to it. I am producing these classes
currently to be “more” compatible with AD&D/OSRIC, but I am
trying out some new, original stuff here at home and in my notes
waiting for some testing. For instance I have added a skill system
based on the roll of 2d6+skill# vs. target difficulty, but it's not
ready for prime time yet. I also have replaced the original, somewhat
odd Birth Rank table with a straight 3d6 roll which indicates your
family's general wealth and position in this somewhat Confucian Caste
oriented society. This also is still being tinkered with, mostly with
regard to how it affects starting equipment and money.
As
I noted in my last blog post, I am also in the middle of moving, so I
am trying to type some of this stuff up from handwritten notes, and
stuff that never even made it to the paper from my head, so I don't
lose or forget anything. I lost the several years worth OA
stuff I had completed earlier this year when I accidentally overwrote
(formatted) my hard drive and had not bothered to keep too many (or
any current) back-ups. This doesn't bother me as much as I'd've
thought just because it let me take a new look at things, and decide
to make some different design decisions with the rewrite.
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