The wushu warrior is foremost a well trained and disciplined warrior. But due to an obsessive desire to hone both body and mind, the wushu warrior has garnered the secrets of unarmed combat taught by ancient monastic orders. A wushu warrior’s tenacity is unparalleled, and when combined with increased speed, unarmed combat training, and the martial training of a cavalier, he becomes a versatile and formidable foe. He relies on his ability to challenge others to draw his enemies close, and then unleashes a torrent of unarmed blows to subdue or crush them. There are few who follow the path of the wushu warrior, for it is a difficult and arduous process. But those who choose to do so find they can focus their training on aspects most suited to them, whether the body, mind, or inner energies that give life to all things. (Original concept by Elghinn Lightbringer)
Primary Class: Cavalier.
Secondary Class: Monk.
Alignment: Any lawful.
Hit Dice: d8.
Bonus Skills and Ranks: The wushu warrior may select three monk skills to add to his class skills in addition to the normal cavalier class skills. The wushu warrior gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The wushu warrior is proficient with all monk weapons, plus the battleaxe, club, crossbow (light or heavy), dagger, halberd, handaxe, hooked lance†, javelin, light hammer, light mace, longspear, meteror hammer†, ranseur, short sword, shortspear, sling, spear, and trident. The wushu warrior is proficient with light armor, but not with shields. When wearing medium or heavy armor, using a shield, or carrying a heavy load, a wushu warrior loses his fast movement and flurry of blows abilities. (†Ultimate Combat; also see the same book for additional monk weapons)
Monastic Order: At 1st level, a wushu warrior must select one of the following monastic orders. A monastic order is similar to the order of a cavalier, but has a monastic focus and is based on certain aspects of the monastic lifestyle. This ability otherwise functions as and replaces order. The Order of the Five Flowers, Order of the Four Winds, and Order of the Sacred Temple complement the wushu warrior multiclass archetype.
Resolve (Ex): Starting at 1st level, the wushu warrior gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two wushu warrior levels beyond 1st. Whenever the wushu warrior defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. This ability replaces tactician.
Determined: As a standard action, the wushu warrior can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the wushu warrior is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the wushu warrior is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the wushu warrior is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Unarmed Strike: At 2nd level, a wushu warrior gains the monk’s unarmed strike ability, and uses the damage progression shown on Table: Wushu Warrior. This ability replaces expert trainer.
Fast Movement (Ex): At 3rd level, a wushu warrior’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load. Apply this bonus before modifying the wushu warrior’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the wushu warrior’s land speed. This ability replaces cavalier’s charge.
Bonus Feats: Whenever the wushu warrior could select a bonus feat, he can select a bonus feat from those listed in the monk class or a style feat of his choice in stead of a combat feat.
Flurry of Blows (Ex): Starting at 4th level, the wushu warrior gains the monk’s flurry of blows ability, allowing him to make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon as if using the Two-Weapon Fighting feat (even if he does not meet the prerequisites for the feat). This ability replaces mount.
At 8th level, the wushu warrior can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if he does not meet the prerequisites for the feat).
At 16th level, the wushu warrior can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if he does not meet the prerequisites for the feat).
Limbs of Iron (Ex): At 9th level, a wushu warrior’s arms become as tough as iron and can be used to deflect blows with an active defense. He gains a +2 shield bonus to AC and CMD until the start of his next turn. If the wushu warrior has a ki pool (from his order or another source), he can spend 1 ki point to increase this bonus to +4, as a swift action. This ability replaces greater tactician.
Mighty Strike (Ex): At 11th level, a wushu warrior learns to make devastating attacks while unarmed. Double the threat range of any weapons wielded as part of an unarmed strike. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the wushu warrior can make a free bull rush, disarm, sunder, or trip combat maneuver if his unarmed strike is successful. This free combat maneuver does not provoke an attack of opportunity. This ability does not function with flurry of blows. This ability replaces mighty charge.
Uncanny Initiative (Ex): At 17th level, a wushu warrior does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces master tactician.
Supreme Strike (Su): At 20th level, whenever the wushu warrior makes an unarmed attack (including flurry of blows), he deals triple the normal amount of damage. In addition, if the wushu warrior confirms a critical hit on an unarmed attack, his critical damage multiplier is increased by 1, and the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the wushu warrior’s base attack bonus. This ability replaces supreme charge.
Table: Wushu Warrior