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This translates to: Craft Armor, Craft Trap, Craft Weapon, Discipline, Listen, Lore, 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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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, Lore, 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.

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