But there is Benkei. Benkei is the prototypical sohei. And he's a really cool figure. Much like Miyamoto Musashi is the prototypical wandering duelist ronin of history or Hattori Hanzo the prototypical "man of Iga" (ninja) of history. Plus, the sohei had equivalents in China and elsewhere. The Shaolin monks are cut from the same archetypal cloth. Both groups are religious sects that practice martial arts.
And in D&D terms, that's a Cleric. But I already based the Mudang on the Cleric. But then D&D has the Druid, which is also like the Cleric but not quite (and later editions from 2E onward provide a vast array of variations on the Cleric as Cleric!). So I think there's room for two.
I did try to vary the spell lists as much as I could. The problem is that the lower level spells seem fairly integral to both classes. So early on, they will seem pretty similar. Mudang do get 10 spells per level while Sohei only get 8. The Sohei spells are primarily focused on attack/defense boosting rather than the healing/general utility of the Mudang spell list.
Mudang have only blunt weapons and light armor but can Turn Undead (and other things). Sohei get all weapons, medium armor, and unarmed fighting damage in case you want to play a more Shaolin style character, and they get a d8 hit die while the Mudang gets the normal Cleric d6. Sohei, being more warriors, have a minimum Strength requirement compared to the minimum Wisdom requirement of the Mudang.
Here is the class:
Sohei
(Warrior-Monk) AKA Zhànsēng,
Jeonseung
Requirement:
Str 9
Prime Requisite:
Wis [13 +5%, 16 +10%]
Hit Die: d8
to 9th level, +2/level after
Arms: all
weapons, medium armor and shields
Special
Abilities: spells, unarmed damage
Sohei Advancement
|
|||||||||
Level
|
XP
|
BAB
|
Abilities
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
0
|
+1
|
Unarmed d6
|
1
|
–
|
–
|
–
|
–
|
–
|
2
|
1750
|
+1
|
2
|
–
|
–
|
–
|
–
|
–
|
|
3
|
3500
|
+1
|
2
|
1
|
–
|
–
|
–
|
–
|
|
4
|
7000
|
+1
|
2
|
2
|
–
|
–
|
–
|
–
|
|
5
|
15,000
|
+3
|
Unarmed d8
|
2
|
2
|
1
|
–
|
–
|
–
|
6
|
30,000
|
+3
|
3
|
2
|
2
|
–
|
–
|
–
|
|
7
|
60,000
|
+3
|
3
|
3
|
2
|
1
|
–
|
–
|
|
8
|
120,000
|
+3
|
3
|
3
|
3
|
2
|
–
|
–
|
|
9
|
240,000
|
+5
|
4
|
4
|
3
|
2
|
1
|
–
|
|
10
|
360,000
|
+5
|
Unarmed d10
|
4
|
4
|
3
|
3
|
2
|
–
|
11
|
480,000
|
+5
|
4
|
4
|
4
|
3
|
2
|
1
|
|
12
|
600,000
|
+5
|
5
|
5
|
4
|
3
|
2
|
2
|
|
13
|
720,000
|
+7
|
5
|
5
|
5
|
3
|
3
|
2
|
|
14
|
840,000
|
+7
|
6
|
5
|
5
|
3
|
3
|
3
|
|
15
|
960,000
|
+7
|
Unarmed d12
|
6
|
5
|
5
|
4
|
3
|
3
|
Spells: A
sohei can cast a number of spells of the levels shown on the Sohei
Advancement chart each day. The sohei must prepare their spells in
advance, but may select from any spells of appropriate level from the
sohei spell list.
Unarmed Damage:
A sohei fighting with their unarmed strikes or with improvised
weapons deals 1d6 damage with the attack.
Sohei
|
||||
Save Level: |
1-4
|
5-8
|
9-12
|
13-15
|
Death Ray/Poison |
11
|
9
|
7
|
5
|
Magic Wand |
12
|
10
|
8
|
6
|
Paralysis/Turn to Stone |
14
|
12
|
10
|
8
|
Dragon Breath |
16
|
14
|
12
|
10
|
Rod/Staff/Spell |
15
|
13
|
11
|
9
|
Sohei Spells
Level 1
1. Cure Light
Wounds*
2. Detect Evil
3. Detect Magic
4. Elemental Weapon
5. Hold Portal
6. Protection from
Evil
7. Remove Fear*
8. Resist Cold
Level 2
1. Bless*
2. Find Traps
3. Hold Person*
4. Protection from
Weapons
5. Resist Fire
6. Silence 15'
Radius
7. Snake Charm
8. Wood Form
Level 3
1. Continual Light*
2. Elemental Ward
3. Flame Whip
4. Locate Object
5. Remove Curse*
6. Striking
7. Water Form
8. Wind Dragon
Level 4
1. Cure Serious
Wounds*
2. Dispel Magic
3. Fire Form
4. Neutralize
Poison*
5. Pro. from Evil
10' radius
6. Protection from
Lightning
7. Spirit Step
8. Sticks to Snakes
Level 5
1. Conjure Monster
2. Cure Critical
Wounds*
3. Dispel Evil
4. Earth Form
5. Raise Dead*
6. Regeneration
7. Truesight
8. Wall of Ghosts
Level 6
1. Anti-Magic Shell
2. Animate Objects
3. Banish
4. Burning Blood
5. Find the Path
6. Metal Form
7. Speak with
Monsters*
8. Transformation
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