SOHEI (JAPANESE WARRIOR MONK) The sohei are warrior monks, Buddhist priests who carried arms in service of their home temples. They were freed from prohibitions against bloodshed, and armies of these warrior-monks were feared even by the mighty samurai. The sohei were important throughout Japanese history, as time and time again they intervened in the various struggles for power. Sohei were infamous for their fanatical bravery and immunity to fear, often going into battle-frenzies and fighting long after they should have expired. This interpretation is entirely Amtgard legal, playable in any kingdom, as it is actually the standard barbarian template with changes made to names and props. All rules and game mechanics are identical. The sohei's special abilities are granted by their religious fervor and fanaticism rather than by mere berserk frenzy as is the case for barbarians. In keeping with the spirit of the class, groups of sohei should act in support of monks that are members of the same sect. Likewise they should attack sohei or monks of enemy sects in preference to other foes. Garb: Japanese styled garb of any sort, plus a white head covering (hood, cowl, or bandanna). A visible religious symbol appropriate to the sect should also be worn, such as prayer beads or a shield device. Weapons: Any melee weapon, "rocks", throwing axe, javelin, short bow. Short sword, naginata, and katana are the most commonly chosen weapons, though bows are also used. Instead of "rocks", throwing weapons should be called axes or throwing stars. Armor: Up to 2 points, preferably Japanese styled armor. Shield: Any, though not commonly used. Immunities 1) Cannot be held or subdued, magically or otherwise (exception- healers stun spell). 2) Can not be made 'lost.' 3) May not carry enchantments. 4) May not carry relics other than Odin's Hammer. Levels 1st- a) One less life than other classes (total of 3). b) May go berserk on last life. c) Heal self once per life. 2nd- 4 total lives. 3rd- Fight after death when berserk. 4th- 5 total lives. 5th- 6 total lives. 6th- May go berserk on last 2 lives. Notes: 1) Berserk- Gives the following effects: a) 2 point overall body armor (a healing spell will repair 1 point of armor on any specific area of the sohei's body). b) Melee weapons are considered bladesharpened or bludgeoned. c) Berserkers may not retreat unless out numbered by 5 to 1 or more or when facing magic. d) Must wear a red arm or head band and chant loudly as they fight. e) Berserkers may not use projectiles, armor, or shields. 2) Heal self- The sohei must carry some appropriate religious literature, like a scroll or a small book. The sohei reads aloud, chanting for a 100 count to be healed. 3) Fight after death- Berserkers may continue to fight for 10 seconds after they have died. Leg and arm shots against these berserkers still incapacitate the affected limb. Note that physical and/or dangerous contact is still not allowed. May not fight after death if killed by: siege weapons (or monsters' equivalent white weapons), flamewall, firetrap, fireball, call lightning, and sphere of annihilation.