Sohei (Monk Archetype)

Sohei are warrior monks and practitioners of a monastic faith. Unlike the solitary yamabushi, sohei organize into large groups, mobs, and even armies. Sohei do not pursue the path to enlightenment as individuals, or consider themselves a part of any single, smaller temple. Instead, they are a part of a larger, extended brotherhood, monastic order, or sub-sect of their faith. They draw their strength from being one part of a whole.

Any given sohei temple order contains several smaller monasteries and training halls. Occasionally, open conflict breaks out between these different orders, usually over political disagreements, spiritual appointments, political favor, and related matters. Just as often, these different sects of sohei unite against a common foe. Other forces, such as certain samurai clans, will court the favor of an order of sohei to gain the benefit of their military might.

Sohei usually wear a series of kimono-like robes over one another with white or tan underneath and tan or saffron yellow on top. Footwear usually consists of tabi socks and straw sandals or wooden clogs. They often fold and tie a white hood-cowl to cover their head or wear a headband. Most wear some form of armor.

Weapon and Armor Proficiency: Sohei are proficient with all simple and martial weapons, in addition to normal monk weapons. Sohei are also proficient with light and medium armor, but not shields.

This replaces the normal monk weapon and armor proficiencies, AC bonus, and fast movement.

Enduring Teamwork (Ex): At 1st level, choose the Diehard feat or the rogue’s Opportunist talent, even if he does not meet the normal prerequisites.

This replaces the Stunning Fist feat.

Part of the Pack (Ex): Being part of a group in combat fortifies the resolve of the sohei. At 5th level, this gives him added physical stamina to draw from. While ki focused, the sohei gains a temporary bonus to his hit points equal to his Wisdom bonus (if any) for each ally within 30 feet. If an ally should fall unconscious or leave the range of this ability, the sohei immediately loses any of the temporary hit points previously granted by the presence of that ally.

When flanking the same target the sohei and a number of allies equal to the number of attacks the monk can make in a single round with his Flurry of Blows Attack Bonus gain a +4 circumstance bonus to their attack rolls instead of the normal +2 bonus granted when flanking the same target.

This ability replaces purity of body.

Shield Brother (Ex): At 9th level, the sohei can shield one of his allies from a physical or ranged melee attack by taking the damage upon himself. He must be adjacent to that ally. This ability works as a free action once per round. The sohei must use this ability after an attack strikes an ally, and before damage is rolled. The sohei cannot use this ability for spells or area effect attacks.

This ability replaces improved evasion.

Swarm Frenzy (Ex): At 11th level, by expending his ki focus with a rallying war cry (a free action), the sohei and his allies each gain a bonus to damage as they coordinate their attacks. This damage bonus is equal to the sohei’s Wisdom bonus + 2 per ki point expended. It applies against any opponent adjacent to the sohei. This ability lasts a number of rounds equal to the sohei’s Wisdom bonus (minimum 1 round).

This ability replaces diamond body.

Rally Cry (Ex): At 15th level, the sohei can rally his allies through a battle cry or stirring speech. All allies within 50 feet radius gain a +2 morale bonus to attack rolls, saving throws, and checks for 1 round per level. The sohei can use this ability once per day.

This ability replaces quivering palm.

Rallying Effort (Ex): At 19th level, by expending his ki focus, and making a successful ranged touch attack as a standard action the sohei inlicts the same amount of physical melee or ranged (non-spell) damage to an opponent as one of his allies has just dealt within the last round. The damage need not be against the same opponent. The damage cannot have originally been dealt as part of a spell or spell-like ability. The sohei may deal 10 points of damage per ki point expended. If more damage was dealt than what is available as the number of ki points for the sohei to expend, then the only amount of damage the sohei can afford to inlict is duplicated for his attack. The damage type is not duplicated and is dealt as if inflicted by the sohei’s unarmed attack.

This ability replaces empty body.

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