Crystal clear and hard as a diamond...


Shuudoushi

Master of the unarmed fight technique and those characters of the Shuudoush have been able to tap into a inner power that allows them to form there hands into power weapons and use there aura as a shielding form ranged weapons.


Class Abilities

Level

Attack Base

Fortitude Save

Reflex Save

Will Save

Special

Flurry of Blows

Unarmed Damage

AC Bonus

Speed

1

+0

+2

+2

+2

Bonus Feat, Flurry of Blows, Unarmed Strike

-2/-2

1d6

+Wisdom Bonus

30 ft

2

+1

+3

+3

+3

Dodge Bullet Fire, Bonus Feat

-1/-1

1d6

+1

30ft

3

+2

+3

+3

+3

Still Mind, Evasion

+0/+0

1d8

+1

40ft

4

+3

+4

+4

+4

Slow fall (20ft), Ki Strike (Magic)

+1/+1

1d8

+2

40ft

5

+3

+4

+4

+4

Purity of Body

+2/+2

1d8

+2

50ft

6

+4/+1

+5

+5

+5

Bonus Feat, Slow Fall (30ft)

+3/+3

1d8

+2

50ft

7

+5/+2

+5

+5

+5

Wholeness of Body

+4/+4

1d10

+2

50ft

8

+6/+3

+6

+6

+6

Slow Fall (40ft)

+5/+5/+0

1d10

+2

50ft

9

+6/+3

+6

+6

+6

Improved Evasion

+6/+6/+1

1d10

+3

60ft

10

+7/+3

+7

+7

+7

Ki Strike (Lawful), Slow Fall (50ft)

+7/+7/+2

1d10

+3

60ft

11

+8/+3

+7

+7

+7

Diamond Body, Greater Flurry of Blows

+8/+8/+8/+3

1d10

+3

60ft

12

+9/+4

+8

+8

+8

Abundant Step, Slow Fall (60ft)

+9/+9/+9/+4

2d6

+3

70ft

13

+9/+4

+8

+8

+8

Diamond Soul

+9/+9/+9/+4

2d6

+3

70ft

14

+10/+5

+9

+9

+9

Slow Fall (70ft)

+10/+10/+10/+5

2d6

+4

70ft

15

+11/+6/+1

+9

+9

+9

Quivering Palm

+11/+11/+11/+6/+1

2d6

+4

80ft

16

+12/+7/+2

+10

+10

+10

Ki Strike (adamantine), Slow Fall (80ft)

+12/+12/+12/+7/+2

2d6

+5

80ft

17

+12/+7/+2

+10

+10

+10

Timeless Body, Tongue of the Sun & Moon

+12/+12/+12/+7/+2

2d8

+5

80ft

18

+13/+8/+3

+11

+11

+11

Slow Fall (90ft)

+13/+13/+13/+8/+3

2d8

+6

90ft

19

+14/+9/+4

+11

+11

+11

Empty Body

+14/+14/+14/+9/+5

2d8

+6

90ft

20

+15/+10/+5

+12

+12

+12

Perfect Self, Slow Fall (∞ft)

+15/+15/+15/+10/+5

1d10

+7

90ft



Class Features

Aligmenet - Shuudoushi's must be of lawful aligmenet.

Simple Melee Weapons Feat - Choose a type of simple weapon, such as dagger or staff. You understand how to use that type of simple weapon in combat. The character makes attack rolls with simple weapons normally. A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Any attempts to use another firearm out of its class will result in a -2 penalty.

Hit Point Increase - Shuudoushi's gain 10 Hit Points per level. (Not a Feat)

Starting Credits - 2d4 x 100



Class Abilities

AC Bonus:

  • When unarmored and unencumbered, the shuudoushi adds her Wisdom bonus (if any) to her AC. In addition, a shuudoushi gains a +1 bonus to AC at 2th level. This bonus increases (+1, 4th, +2 at 4th, +3 at 9th, +4 at 14th,+5 at 16th, +6 at 18th, +7 20th level). These bonuses to AC apply even against touch attacks or when the shuudoushi is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows:

  • When unarmored, a shuudoushi may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Shuudoushi. This penalty applies for 1 round, so it also affects attacks of opportunity the shuudoushi might make before her next action. When a shuudoushi reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A shuudoushi must use a full attack action to strike with a flurry of blows. When using flurry of blows, a shuudoushi may attack only with unarmed strikes or with special shuudoushi weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a shuudoushi applies her Strength bonus to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The shuudoushi can't use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a shuudoushi may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attakks in her flurry of blows routine to do so. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

AC Bonus:

  • When unarmored and unencumbered, the shuudoushi adds her Wisdom bonus (if any) to her AC. In addition, a shuudoushi gains a +1 bonus to AC at 2th level. This bonus increases (+1, 4th, +2 at 4th, +3 at 9th, +4 at 14th,+5 at 16th, +6 at 18th, +7 20th level). These bonuses to AC apply even against touch attacks or when the shuudoushi is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Bonus Feat:

  • Shuudoushi gain a bonus feat at level 2 and level 6.

Unarmed Strike:

  • At 1st level, a shuudoushi gains Improved Unarmed Strike as a bonus feat. A shuudoushi's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a shuudoushi may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a shuudoushi striking unarmed. A shuudoushi may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a shuudoushi's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A shuudoushi's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A shuudoushi also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Shuudoushi . The unarmed damage on Table: The Shuudoushi is for Medium shuudoushi. A Small shuudoushi deals less damage than the amount given there with her unarmed attack. Tiny Shuudoushi deal 1d4 at level 1 - 3, 1d6 at level 4 - 7, 1d8 at level 8 - 11, 1d10 at level 12 - 15, 2d6 at level 16 - 19, 2d8 at level 20.

Dodge Bullet Fire:

  • When a shuudoushi is fired apone it can do flips and dives to dodge the fire faster then most characters. This ability bonus the Armor Class of the shuudoushi by the number of it's level allowing a level 20 character get a +20 to their armor class when being fired at by ranged weapons. (Note: Laser Fire is to fast to dodge)

Fast Movement:

  • At 3rd level, a shuudoushi gains an enhancement bonus to her speed, as shown on Table: The Shuudoushi. A in armor or carrying a medium or heavy load loses this extra speed.

Still Mind:

  • A shuudoushi of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Evasion:

  • At 3rd level, a Shuudoushi gains evasion. If exposed to any effect that normally allows a character to attempt a reflex saving throws for half damage (such as fireball), she takes no damage with a successful saving throw. Evasion can only be used if the commando has light or no armor.

Ki Strike:

  • At 4th level, a A shuudoushi's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's A shuudoushi level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall:

  • At 4th level or higher, a shuudoushi within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shuudoushi's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shuudoushi level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body:

  • At 5th level, a shuudoushi gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body:

  • At 7th level or higher, a shuudoushi can heal her own wounds. She can heal a number of hit points of damage equal to twice her current shuudoushi level each day, and she can spread this healing out among several uses.

Improved Evasion:

  • At 9th level, a shuudoushi's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless shuudoushi does not gain the benefit of improved evasion.

Diamond Body:

  • At 11th level, a shuudoushi gains immunity to poisons of all kinds.

Abundant Step:

  • At 12th level or higher, a shuudoushi can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her shuudoushi level (rounded down).

Diamond Soul:

  • At 13th level, a shuudoushi gains spell resistance equal to her current shuudoushi level + 10. In order to affect the shuudoushi with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the shuudoushi 's spell resistance.

Quivering Palm:

  • Starting at 15th level, a shuudoushi can set up vibrations within the body of another creature that can thereafter be fatal if the shuudoushi so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the shuudoushi strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the shuudoushi can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her shuudoushi level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the shuudoushi's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body:

  • Upon attaining 17th level, a shuudoushi no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the shuudoushi still dies of old age when her time is up.

Tongue of the Sun and Moon:

  • A shuudoushi of 17th level or higher can speak with any living creature.

Empty Body:

  • At 19th level, a shuudoushi gains the ability to assume an ethereal state for 1 round per shuudoushi level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her shuudoushi level.

Perfect Self:

  • At 20th level, a shuudoushi becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the shuudoushi's creature type was) for the purpose of spells and magical effects. Additionally, the shuudoushi gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the shuudoushi can still be brought back from the dead as if she were a member of her previous creature type.


Class Skills

Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str),Tumble (Dex), Drive (Dex), and Computer Use (Int)

Skill Points at 1st Level: (4 + Int modifer) x 4
Skill Points at Each Additional Level: 4 + Int Modifer



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