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Shou disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. Focusing more on the martial aspects of a monk's training, they sacrifice the enlightenment and supernatural abilities of the true ascetic. Shou disciples fight with martial weapons and often wear armor, instantly marking them as different from monks.
- Hit Die: d10
- Proficiencies: Martial and Monk Weapons, Light Armor Proficiency.
- Skill Points: 2 + Int Modifier.
- Base attack bonus: High (+1/level)
- Primary saving throw(s): Fortitude, Reflex
- Special:
Shou disciples can use monk and shou disciple abilities when wearing light armor. They still cannot use them when wearing medium armor or wearing a shield.
REQUIREMENTS:
Feats: Dodge, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)
Base Attack Bonus: +3
Skills: Tumble 8 ranks
Base Reflex Save: +2
ABILITIES:
Level
1: Unarmed Strike - The character deals 1d6 of unarmed damage. A Shou disciple with levels in the monk class will use the better of the two damage ranges, or the unarmed damage calculated by combining his Shou disciple and monk levels and using the unarmed damage of a monk of the resulting level if it produces a better result.
Wearing light armor does not interfere with any of the Shou disciple's dodge class ability, but shields and medium or heavy armor do.
2: Unarmed Strike - The character deals 1d8 of unarmed damage.
Shou Disciple Dodge Bonus +2 (replaces the bonus from the Dodge feat). This counts as a shou disciple ability.
Bonus Feat - Chosen from the following list if the prerequisites are met: Deflect Arrows, Expertise, Improved Initiative, Knockdown, Improved Knockdown, Mobility, Power Attack, Improved Power Attack, Spring Attack, Weapon Finesse and Weapon Specialization.
3: Unarmed Strike - The character deals 1d10 of unarmed damage.
Martial Flurry (light) - The character gains the ability to use any light melee weapon for his flurry of blows.
4: Shou Disciple Dodge Bonus +3 (replaces the bonus from the Dodge feat). This counts as a shou disciple ability.
Bonus Feat - See list above.
5: Unarmed Strike - The character deals 2d6 of unarmed damage.
Martial Flurry (any) - The character gains the ability to use any melee weapon for his flurry of blows.
6: Bonus Feat - See list above.
8: Bonus Feat - See list above.
10: Bonus Feat - See list above.
EPIC LEVEL ABILITIES:
Your martial artist abilities have allowed you to reach unprecedented levels of ability.
Hit Die: d10
Skill Points at Each Additional Level: 2 + Int Modifier.
Bonus Feats: The epic shou disciples gains a bonus feat every two levels, at levels 12, 14, 16, etc.
Epic Shou Disciple Bonus Feats List (these are in addition to the regular bonus feat list shou disciples get above):
Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Toughness, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment. |
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(Unapproachable East variant, p. 32) Shou disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. RequirementsBase Attack Bonus: +3 Skills: Balance 4 ranks , Jump 8 ranks , Tumble 4 ranks Feats: Dodge , Improved Unarmed Strike , Weapon Focus (unarmed strike) Base Reflex Save: +2. Hit died10 Skill points2 + Int Class FeaturesWeapon and Armor Proficiency: Shou disciples are proficient with martial weapons and light armor, as well as with the following monk weapons: kama, nunchaku, and siangham. Light armor does not interfere with any of a Shou disciple's class abilities, but shields and medium or heavy armor do. When wearing medium or heavy armor or using a shield, the Shou disciple loses his class dodge bonus and any flurry of blows ability. Dodge Bonus (Ex): Shou disciples are highly trained at dodging blows. When a Shou disciple designates an opponent for his Dodge feat, this bonus replaces the normal +1 dodge bonus to AC against that opponent. A condition that makes him lose his Dexterity bonus to AC also makes him lose this dodge bonus. Unarmed Strike (Ex): As the monk ability, except that a Shou disciple deals unarmed damage as shown on Table 2—10. A Shou disciple with levels in the monk class can take the better of the two damage ranges, or he can add his Shou disciple levels to his monk levels and use the unarmed damage of a monk of the resulting level if that produces a better result. Martial Flurry (Ex): At 3rd level, a Shou disciple gains the ability to use any light melee weapon for his flurry of blows, not just special monk weapons. At 5th level, the Shou disciple may use any melee weapon for his flurry of blows. Bonus Feat: At 2nd and 4th level, a Shou disciple gets a bonus feat, which must be drawn from the following list: Combat Reflexes, Deflect Arrows, Endurance, Expertise, Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Finesse, and Weapon Specialization. The character must meet all the feat's prerequisites to select it. Advancement
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Shou disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. Focusing more on the martial aspects of a monk's training, they sacrifice the enlightenment and supernatural abilities of the true ascetic. Shou disciples fight with martial weapons and often wear armor, instantly marking them as different from monks. - Hit Die: d10 REQUIREMENTS: Feats: Dodge, Improved Unarmed Strike, Weapon Focus (Unarmed Strike) ABILITIES: Level |
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