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).
We could limit it to level 5 ala the Harper, but past level 5 should be fine and if your Shou levels advance high enough to go beyond 2d6 damage it will take that into account in the engine already.
If extended past level 5 you could do this:
- Bonus Feats, every 2 levels (this is similar to the Fighter so not really overpowered due to the feats required)
- If you get high enough level you get to Monk-level unarmed damage (combined level of 16 for those curious)
- Not much else needed, acts like Assassin, Blackguard, Divine Champion where the basic "bonuses" kinda run out and generic ones continue
However you can't do this:
- Add any more bonuses to the Dodge feat (its hardcoded to only 2 advancements/feats) although adding a huge number here would get too high at epic levels (+10 dodge AC would be huge bonus wise even if only vs one attacker)
- Add any more damage dice progression for unarmed attack (although this isn't really required)
- Make any other improvements such as wearing even heavier armor (not that this is thematic)
So I think it'd be pretty much "bonus feat every 2 levels" and that's it, along with the base improved stats. Not really that much better than fighter or divine champion, but if you can't take those (XP penalties or lack of requirements) this is a good fit for more feats compared to just taking more Monk (if you're already at Monk level 20 there's not really much else to get out of it!)
Note:
- 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:
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, Lore, Move Silently, Parry, Persuade, Tumble.
Requirements Change
The 3.0E suggests a set of requirements:
Base Attack Bonus: +3
Skills: Balance 4 ranks , Jump 8 ranks , Tumble 4 ranks
Feats: Dodge , Improved Unarmed Strike , Weapon Focus (unarmed strike)
This list means you can get it super early if only Tumble is considered (4 ranks is obtainable at level 1!) while Jump would require at least 5 class levels (5 + 3 requirement). So increasing the Tumble requirement seems prudent to match other classes like Blackguard needing 5 ranks of Hide. The feat requirements, while heavy, are mostly covered by just taking a Monk level for Improved Unarmed Strike, and the Dodge and Weapon Focus feats as needed (could be Fighter for them).
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:
Deflect Arrows, Expertise, Improved Initiative, Improved Knockdown, Mobility, Power Attack, Spring Attack, Weapon Finesse and Weapon Specialization.
New:
Deflect Arrows, Expertise, Improved Expertise, Improved Initiative, Knockdown, Improved Knockdown, Mobility, Power Attack, Improved Power Attack, Spring Attack, Weapon Finesse and Weapon Specialization.
Might need to also add Weapon Focus / Improved Critical, but not sure (and if we do, do we limit it to Monk weapons?) mainly if available past level 5.
Missing from the game that is in 3.0E: Combat Reflexes (PRC project added Lightning Reflexes instead).
Overhaul Description
Shou Disciple:
(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.
3.0E Source
https://dnd.arkalseif.info/classes/shou-disciple/index.html
Bioware Source
Feats and Feat-Spells
Some are hardcoded to particular lines (ie; are Cut Feats)