Sohei is a class in Pathfinder: Wrath of the Righteous. Monks can use their fists as weapons providing with strong unarmed attacks. They are not proficient with armors and use Wisdom as a bonus to AC.
"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."
- Base Class: Monk
Proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields and lose their AC bonus and fast movement and flurry of blows abilities when wearing armor or holding a shield.
Base Attack Bonus
|Level 1||+1||+2||+2||0||Monk Proficiencies, Improved Unarmed Strike, Improved Strike, AC bonus, Monk Bonus Feat, Flurry of Blows, Unarmed Strike, Monastic Mount, Animal Companion, Devoted Guardian|
|Level 3||+3||+3||+3||+1||Ki Pool, Ki Strike - Magic|
|Level 4||+4||+4||+4||+1||Ki Weapon, Still Mind|
|Level 5||+5||+4||+4||+1||Style Strike, Purity of Body|
|Level 6||+6/+1||+5||+5||+2||Monk Bonus Feat, Ki Power, Weapon Training|
|Level 7||+7/+2||+5||+5||+2||Ki Strike - Cold Iron and Silver|
|Level 8||+8/+3||+6||+6||+2||Ki Power|
|Level 9||+9/+4||+6||+6||+3||Improved Evasion, Style Strike|
|Level 10||+10/+5||+7||+7||+3||Monk Bonus Feat, Ki Power, Ki Strike - Lawful|
|Level 12||+12/+7/+2||+8||+8||+4||Ki Power, Weapon Training|
|Level 13||+13/+8/+3||+8||+8||+4||Style Strike|
|Level 14||+14/+9/+4||+9||+9||+4||Monk Bonus Feat, Ki Power|
|Level 16||+16/+11/+6/+1||+10||+10||+5||Ki Strike - Adamantine, Ki Power|
|Level 17||+17/+12/+7/+2||+10||+10||+5||Style Strike|
|Level 18||+18/+13/+8/+3||+11||+11||+6||Monk Bonus Feat, Ki Power, Weapon Training|
|Level 20||+20/+15/+10/+5||+12||+12||+6||Ki Power: Perfect Self|
You are considered to be armed even when unarmed - you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).
At 3rd level, a monk gains a pool of ki pool points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki pool strike. At 3rd level, ki pool strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative.
At 6th level, the following feats are added to the list Improved Trip, Improved Disarm.
At 10th level, the following feats are added to the list: Improved Critical, Improved Blind Fight.
A monk need not have any of the prerequisites normally required for these feats to select them.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. The damage dealt by a Medium monk's unarmed strike increases with level: 1d6 at levels 1-3, 1d8 at levels 4-7,1d10 at levels 8-11, 2d6 at levels 12-15, 2d8 at levels 16-19, and 2d10 at level 20. If the monk is Small, his unarmed strike damage increases as follows: 1d4 at levels 1-3, 1d6 at levels 4-7, 1d8 at levels 8-11,1d10 at levels 12-15, 2d6 at levels 16-19, and 2d8 at level 20.
If the monk is Large, his unarmed strike damage increases as follows: 1d8 at levels 1-3, 2d6 at levels 4-7, 2d8 at levels 8-11, 3d6 at levels 12-15, 3d8 at levels 16-19, and 4d8 at level 20.
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.
At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
At 1st level a sohei gains a horse as a mount. A sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.
A sohei gains a bonus on initiative equal to 1/2 his monk level. At 20th level, a sohei's initiative roll is automatically a natural 20.
A sohei may select Mounted Combat feats as bonus feats.
A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.
At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
At 3rd level, ki strike allows the monks unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.
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