Shou Disciple

Shou disciples are martial artists who have studied with or observed the monks of Heaven's Tear 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

Base Attack Bonus: +3.
Base Reflex Save: +2.
Skills: Balance 4 ranks, Jump 8 ranks, Tumble 4 ranks, Knowledge (Local) 2 ranks.
Feats: Dodge, Improved Unarmed Strike, Weapon Focus (unarmed strike).

Class Skills
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)

Skill Points at Each Level: 2 + Int modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Unarmed Damage Dodge Bonus Special
1st +1 +2 +2 +0 1d6 +1 Unarmed strike
2nd +2 +3 +3 +0 1d8 +2 Bonus feat
3rd +3 +3 +3 +1 1d10 +2 Martial flurry (light)
4th +4 +4 +4 +1 1d10 +3 Bonus feat
5th +5 +4 +4 +1 2d6 +3 Martial flurry (any)

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 the table above. Multiclassed Monks and Unarmed Attacks to his monk levels and use the unarmed damage of a monk of the resulting level if that produces a better result.

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. A Shou disciple with monk levels adds his monk base attack bonus and his Shou disciple base attack bonus and uses the unarmed attack progression of a monk with the same base attack bonus. For example, a Monk 6/Shou disciple 5 has a base attack bonus of +4 from his monk levels and +5 from his Shou disciple levels, totaling +9, and uses the unarmed attack bonus of a monk with a +9 base attack bonus. The character does not use his base attack bonus from any other class levels in this determination, unless the class allows unarmed attacks like the monk’s. For example, a monk 6/ fighter 2/Shou disciple 5 has a base attack bonus of +11 but an unarmed base attack bonus of only +9. A character can always choose to use his base attack bonus progression instead of his unarmed attack bonus to make unarmed attacks. It will usually be to his advantage to do so if he has several levels that are in neither monk nor Shou disciple.

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 Expertise, Combat Reflexes, Deflect Arrows, Endurance, 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.

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