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Thread: Base Class Challenge V - You're MIND!

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    Halfling in the Playground
     
    MonkGuy

    Join Date
    Feb 2010

    Default Re: Base Class Challenge V - You're MIND!

    Sublime Sohei



    "One cannot trust in flesh or spirit or mind. One must balance them all equally on the scale of training and meditation. Only then can one be the perfect warrior." -Xua Leng, Wandering Sohei of Xen'drix

    The Sohei are a sect of warrior monks, trained in many forms of combat, and tasked with making their bodies living sanctuary of perfection.

    Adventures: Almost all sohei are on the path to perfection. Their adventures are usually just stepping stones towards perfection.

    Characteristics: The Sublime Sohei is a master of combat and it's perfection. They are to monks what duskblades are to wizard.

    Alignment: Any, but most all are Lawful in nature.

    Other Classes: The Sublime Sohei can get together quite well with monks, fighters, swordsages, and warblades.

    Role: The Sublime Sohei is a support melee, a skirmisher if you will.

    Adaptation: One could easily drop the name and rename the class without changing much.

    GAME RULE INFORMATION
    Sublime Sohei's have the following game statistics.
    Abilities: As masters of balance, all stats are important to a Sohei.
    Alignment: Any, though almost all are lawful.
    Hit Die: d10
    Starting Age: As Monk
    Starting Gold: As Fighter

    Class Skills
    The Sohei's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Sublime Sohei
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Stances Known|Maneuvers Readied

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Combat Training; Martial Flurry; Break the Bonds (Limitation)|1|5

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    ||2|5

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Uncanny Dodge|2|5

    4th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Evasion; Mettle; Break the Bonds (Suffering)|2|6

    5th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Improved Combat Training|3|6

    6th|
    +4
    |
    +5
    |
    +5
    |
    +5
    ||3|6

    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |Break the Bonds (Fear)|3|7

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    ||3|7

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    |Improved Uncanny Dodge|4|7

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +7
    |Greater Combat Training; Break the Bonds (Soul)|4|8

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +7
    ||4|8

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    |Improved Combat Skills|4|8

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    |Break the Bonds (Mind)|5|9

    14th|
    +10/+5
    |
    +9
    |
    +9
    |
    +9
    ||5|9

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +9
    |Superior Combat Training|5|9

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    |Break the Bonds (Sight)|5|9

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    |Step Through the Heavens|6|10

    18th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +11
    |Flurry of Strikes|6|10

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +11
    ||6|10

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +12
    |Paragon of Perfection; Perfected Combat Training|6|11[/table]
    Class Features
    Weapon and Armor Proficiencies: A Sohei is proficient with medium armor, simple weapons, and a single martial weapon of his choice (Or unarmed, described below). This weapon becomes his chosen weapon for class features.

    Martial Maneuvers: A Sohei is different in martial maneuvers in that they do not differentiate between known and readied maneuvers. The Sohei believe that clouding one's mind with too many useless tricks will get in the way of actually using the necessary ones. The Sohei regains manuevers only between combats. He cannot regain them in combat, except for the use of the Adaptive Style feat. The Sohei may choose maneuvers from the Devoted Spirit, Iron Heart, and the Diamond Mind.

    Combat Training: A Sohei is a master of his chosen weapon, gaining Weapon Focus with his chosen weapon. If the Sohei chooses Unarmed Strike, he also gains the Improved Unarmed Strike feat and replaces his knowledge of Iron Heart maneuvers with Setting Sun maneuvers.

    At 5th level, the Sohei gains Weapon Specialization with his chosen weapon and considers it a weapon of any discipline he can use maneuvers from. If the Sohei selects unarmed strike, he also gains the Superior Unarmed Strike feat.

    At 10th level, the Sohei gains Greater Weapon Focus with his chosen weapon. If the Sohei selects unarmed strike, his attacks are considered to be a metal of his choice for bypassing damage reduction, and he may take a standard action to select a different metal.

    At 15th level, the Sohei gains Greater Weapon Specialization with his chosen weapon. If the Sohei selects unarmed strikes, his unarmed attacks are treated as his alignment for the purpose of breaking damage reduction.

    At level 20, a Sohei is considered to have a base attack bonus equal to his hit dice for the use of combat maneuvers such as trip and disarm when wielding his chosen weapon.

    Martial Flurry (Ex): The Sohei are masters of monastic training and militant might. When making a full attack or charge and wielding a weapon of your chosen type, a Sohei may take a -2 (in addition to charge penalties) to make an additional attack at highest attack bonus.

    Break the Bonds (Su): As a Sohei moves closer to perfection, she casts off the bindings of humanity, one by one.

    • Limitation: The Sohei gains the Diehard feat.
    • Suffering: The Sohei cannot take more then half of his ability score in ability score damage or drain.
    • Fear: The Sohei becomes immune to fear.
    • Mind: The Sohei is immune to mind effecting abilities and compulsion effects.
    • Soul: The Sohei gains spell resistance equal to his level + 10.
    • Sight: The Sohei gains the benefits of true sight out 20ft.


    Uncanny Dodge (Ex): See the rogue ability of the same name.

    Evasion (Ex): See the rogue ability of the same name.

    Mind and Body (Ex): See Evasion, but this applies to Will and Fortitude saves.

    Step Through the Heavens (Ex): You gain the ability to move unhampered through the air, if only temporarily. You gain a fly speed equal to your land speed with perfect maneuverability, but you must land on solid ground at the end of each round or you fall.

    Flurry of Strikes (Ex): You have reached the pinnacle of martial study. You may make an additional strike each turn, but take a penalty to your to-hit rolls on each equal to the average level of the maneuvers, rounded down. You then resolve them one at a time. You may only do this with strikes with an initiation time of 1 standard action.

    Paragon of Perfection (Su): You have reached the pinnacle of your mental and spiritual training, becoming perfection incarnate. A Sohei of level 20 gains an insight bonus to his armor class equal to his wisdom modifier, an insight bonus to his saves equal to his charisma modifier, and an insight bonus to his initiative equal to his intelligence modifier.