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The source of this is Unapproachable East 3.0E source book. Bioware partially (almost entirely) completed this class and it's hardcoded abilities. Not sure why it was never finished.

Conversion to NWN Notes

There wasn't a lot for Bioware to do other than under-the-hood things to the engine most are implemented fine. Engine bug related to the Shou Disciple was fixed in 36 (where classes could get 2d20 damage for unarmed attacks, completely unintended and overpowered).

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  • Flurry is super overpowered if enabled while wearing (heavy) armor, you basically can take a few levels of this and gain +1 attack on any weapon. If possible a ruleset toggle for this would be good.

Skills:

No Format
The Shou disciple’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

This translates to: Craft Armor, Craft Trap, Craft Weapon, Discipline, Listen, Move Silently, Parry, Persuade, Tumble.

Cut down list matches other prestige classes who focus more on abilities/feats.

Requirements Change

The 3.0E suggests a set of requirements:

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This could always be relaxed later if builds don't really match the intent.

Bonus Feat List

This can be tweaked a little, the original Bioware one was a bit rubbish. Originally:

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Missing from the game that is in 3.0E: Combat Reflexes (PRC project added Lightning Reflexes instead).

Overhaul Description

Shou Disciple:

Code Block
(PRESTIGE CLASS)
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.
- Class Skills: Craft Armor, Craft Trap, Craft Weapon, Discipline, Listen, Move Silently, Parry, Persuade, Tumble.
- Base attack bonus: High (+1 per level)
- Primary saving throw(s): Fortitude, Reflex

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 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.


3.0E Source

https://dnd.arkalseif.info/classes/shou-disciple/index.html

Expand
titleEye of Gruumsh

(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.

Requirements

Base 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.
Special: The character must qualify to select regional feats from the Shou expatriate or Thesk regions (the region is her home region, or she has 2 ranks in Knowledge [local—Shou expatriate or Thesk]).

Hit die

d10

Skill points

2 + Int

Class Features

Weapon 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

LevelBABFortRefWillUnarmed DamageDodge BonusSpecial
1st+1+2+2+01d6+1Unarmed strike
2nd+2+3+3+01d8+2Bonus feat
3rd+3+3+3+11d10+2Martial flurry (light)
4th+4+4+4+11d10+3Bonus feat
5th+5+4+4+12d6+3Martial flurry (any)


Bioware Source

Expand

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.

REQUIREMENTS:

Feats: Dodge, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)
Base Attack Bonus: +3
Skills: Tumble 4 ranks
Base Reflex Save: +2

ABILITIES:

Level
1: Shou Disciple Dodge Bonus +1 (replaces the normal +1 dodge feat bonus).
 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 class abilities, but shields and medium or heavy armor do.
2: Unarmed Strike - The character deals 1d8 of unarmed damage.
 Shou Disciple Dodge Bonus +2
 Bonus Feat - Chosen from the following list if the prerequisites are met: Deflect Arrows, Expertise, Improved Initiative, Improved Knockdown, Mobility, 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
 Bonus Feat - Chosen from the following list if the prerequisites are met: Deflect Arrows, Expertise, Improved Initiative, Improved Knockdown, Mobility, Power Attack, Spring Attack, Weapon Finesse and Weapon Specialization.
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.

Feats and Feat-Spells

Some are hardcoded to particular lines (ie; are Cut Feats)