Sohei: Spine
Today, we look at the class’s spine or class traits.
I’m calling class traits the spine since the entire class depends on these traits to stand up to scrutiny. Easily overlooked, the traits are the easiest way to compare and contrast a class to another class, dictates a class’s durability and also the ways the character interacts with the basic rules of the game before other exceptions come into play.
Hit Points
Every class gets a base number of hit points to which you add the character’s Constitution score. You also grow this number every time the character gains a level. As a rule of thumb, defenders get 15 hit points to start and all other classes get 12. There are, of course, exceptions. The mage can deal with lots of foes at a time and from range, so the class needs fewer hit points. The warden, on the other hand, loses the heavier armor types and thus gets more hit points to compensate.
The sohei is a controller, but the way the class controls isn’t that far off from how a defender might control. So, we’ll follow the avenger’s lead and give the class 14 + Constitution score hit points, with 6 extra hit points for each level gained.
Bonus to Defenses
Every class gets either a +2 bonus to one defense or a +1 bonus to two defenses. In rare cases, a class might grant a +1 bonus to all defenses, but the class compensates by scaling back other benefits.
The sohei’s presence on the front lines means the class faces greater danger than another controller might. The sohei will have a +4 to Reflex (Dex), and probably a +2 to Fortitude (Str/Con). We could give the class a +2 boost to Reflex, but I don’t think we need to since this defense will climb already. What about +1 Reflex, +1 Will. This could work as it insulates what is likely to be the low defense. Honestly, though, I want to follow the monk’s lead and grant the class a +1 bonus to all defenses.
Healing Surges
A class typically gains a number of starting healing surges equal to one-half the starting hit points (before Constitution). Seven healing surges + Constitution modifier feels about right.
Armor, Weapons, Implements
Cloth armor feels right. We’ll give the class weapon proficiency in all simple melee, military melee, and simple ranged. Finally, let’s give the class proficiency in ki focus (to address the multiple weapons).
Class Skills
Monks get four and I don’t see any reason to change this.
Alright. I think we’re ready to start plugging in the mechanics into a working file. You’ll find it here: Sohei120610
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How did you choos class skills? Or did you just take the monks and run with it? I ask because I don’t see theviery as weapons master like skill. Just wondering though