Realms of Chaos
2010-08-13, 02:31 PM
THE ASCENDANT
This is my attempt at making a completely self-sufficient class, an odd combination of the monk class and VoP that puts more stress upon the “transcending mortal limits” aspect of the class than on the “kung-fu” aspect (indeed, this class can’t even use monk weaponry, limited entirely to unarmed combat).
Aside from some possible vorpal madness at level 20, I was wondering if there was anything in particular that seemed particularly wrong with the class. It’s been awhile since I posted up a class so please forgive any coding/formatting errors. :smallredface:
Hit Die: d8
Alignment: Any Lawful
Starting Gold: None
The Ascendant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flurry of Blows Attack Bonus|Unarmed Damage|AC Bonus|Mystic Ascension
1st|
+1|
+2|
+2|
+2| Perfection of Form, Flurry of Blows (-2), Unarmed Strike|
-1/-1|
1d6|
+1|
-
2nd|
+2|
+3|
+3|
+3|Mastery of Self I, Mystic Ascension|
+0/+0|
1d6|
+1|
1st
3rd|
+3|
+3|
+3|
+3|Bonus Feat, Transcend Mortality I|
+1/+1|
1d6|
+2|
1st
4th|
+4|
+4|
+4|
+4|Mastery of Self II, Mystic Ascension|
+2/+2|
1d6|
+2|
1st
5th|
+5|
+4|
+4|
+4|Bonus Feat, Flurry of Blows (-1)|
+4/+4|
1d8|
+3|
1st
6th|
+6/+1|
+5|
+5|
+5|Mastery of Self III, Mystic Ascension|
+5/+5/+0|
1d8|
+3|
2nd
7th|
+7/+2|
+5|
+5|
+5|Bonus Feat, Transcend Mortality II|
+6/+6/+1|
1d8|
+4|
2nd
8th|
+8/+3|
+6|
+6|
+6|Mastery of Self IV, Mystic Ascension|
+7/+7/+2|
1d8|
+4|
3rd
9th|
+9/+4|
+6|
+6|
+6|Bonus Feat, Flurry of Blows (no penalty)|
+9/+9/+4|
2d6|
+5|
3rd
10th|
+10/+5|
+7|
+7|
+7|Mastery of Self V, Mystic Ascension|
+10/+10/+5|
2d6|
+5|
4th
11th|
+11/+6/+1|
+7|
+7|
+7|Bonus Feat, Transcend Mortality III|
+11/+11/+6/+1|
2d6|
+6|
4th
12th|
+12/+7/+2|
+8|
+8|
+8|Mastery of Self VI, Mystic Ascension|
+12/+12/+7/+2|
2d6|
+6|
5th
13th|
+13/+8/+3|
+8|
+8|
+8|Bonus Feat, Flurry of Blows (extra attack)|
+13/+13/+13/+8/+3|
2d8|
+7|
5th
14th|
+14/+9/+4|
+9|
+9|
+9|Mastery of Self VII, Mystic Ascension|
+14/+14/+14/+9/+4|
2d8|
+7|
6th
15th|
+15/+10/+5|
+9|
+9|
+9|Bonus Feat, Transcend Mortality IV|
+15/+15/+15/+10/+5|
2d8|
+8|
6th
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Mastery of Self VIII, Mystic Ascension|
+16/+16/+16/+11/+6/+1|
2d8|
+8|
7th
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Bonus Feat, Flurry of Blows (full attack)|
+17/+17/+17/+12/+7/+2|
2d10|
+9|
7th
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Mastery of Self IX, Mystic Ascension|
+18/+18/+18/+13/+8/+3|
2d10|
+9|
8th
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Bonus Feat, Transcend Mortality V|
+19/+19/+19/+14/+9/+4|
2d10|
+10|
8th
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Final Ascension, Mastery of Self X|
+20/+20/+20/+15/+10/+5|
2d10|
+10|
9th[/table]
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Diplomacy, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (any two skills, chosen at 1st level), Listen, Move Silently, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble
AC Bonus (Ex): An Ascendant, through endless training, has gained insight into the flow of battle and can dodge even unanticipated blows. You add your Wisdom bonus (if any) +1 to your AC. In addition, this bonus increases by +1 at each odd level afterwards. These bonuses apply to AC even against touch attacks or when flat-footed. You lose these bonuses when immobilized or helpless..
Flurry of Blows (Ex): An Ascendant knows how to strike with a flurry o blows at the expense of accuracy. When taking an attack or full attack action, you may make an extra attack at your 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 table above. This penalty applies for 1 round, so it also affects attacks of opportunity you may make before your next action.
At 5th level, the penalty lessens to –1. At 9th level, the penalty disappears. At 13th level, in addition to the standard single extra attack you get from flurry of blows, you get a second extra attack at your full base attack bonus. At 17th level, whenever you make a full attack as a flurry of blows, it only requires a standard action (instead of a full-round action).
Perfection of Form (Ex): An Ascendant, through strict discipline and spiritual enlightenment, slowly becomes an idealized version of themselves. At each class level, you may add a +1 bonus to any of your ability scores.
Unarmed Strike (Ex): Ascendants, having vowed to rely on their own bodies, become quite adept at fighting unarmed. You gain Imporved Unarmed Strike as a bonus feat. Your attacks may be with either fist interchangeably or even from elbows, knees, and feet. There is no such thing as an off-hand attack when you strike unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes.
Your unarmed strikes usually deal lethal damage but you can choose to deal nonlethal damage instead with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage when grappling.
Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve weapons or natural weapons.
You deal more damage with your unarmed strikes than a normal person would, as shown on the table above. You deal more damage if large and less damage if small, as shown on the table below.
Level
Size 1st-4th 5th-8th 9th-12th 13th-16th 17th-20th
Small 1d4 1d6 1d8 2d6 2d8
Large 1d8 2d6 3d8 4d6 4d8
Vow of Self-Sufficiency (Ex): All Ascendants have taken a vow to rely on nothing but their own bodies. As such, an ascendant may possess no items or equipment (including symbionts and grafts) on their person at any time other than a single nonmagical outfit and/or a single meal (Ioun stones and similar items count as being on your person for this purpose).
Having projectiles lodged in your body never breaks your vows and you may lift up items for the purposes of keeping them lifted (such as a portcullis) or to move them aside (such as rubble or boulders) but intentionally possessing other items or equipment upon your person for even a single round (other than your outfit, meal, and mundane filth/debris) results in breaking your vows.
If items or equipment are placed upon your person against your will, you must remove (or start the process of removing, in the case of sticky items, armor, etc) it from your person within 1 round or else your vow is broken. Time spent sleeping, unconscious, or otherwise unable to move does not count towards this duration). If an item takes multiple rounds to remove and you cease the removal process for even 1 round, your vow is broken. Using such an item to dispose of it or before disposing of it instantly breaks your vows.
If you break your vow intentionally, you lose all class features other than perfection of form and unarmed strike for 24 hours (even bonus feats and the benefits of your Mystic Ascension class feature). If you break your vow unintentionally, you instead lose them for a mere hour.
Ascendants who possess or obtain the vow of poverty feat lose its benefits immediately and cannot regain them through any means.
Mystic Ascension (Su): As an Ascendant grows more powerful, they gain a degree of mystical energy to support them. At each even level, you may choose a single spell to have active upon yourself at all times.
You may only select a spell that possesses a single target or with a range of personal. Furthermore, the Ascendant must be a legal target for that spell and it may not possess any XP cost, Foci, or expensive material components. Lastly, the spell must have a variable duration of at least 1 minute/level or a static duration of at least 1 hour. You may select the spell from any spell list but its spell level may not exceed the maximum spell level given on the table above.
In most cases, the spell functions continuously upon you. If the spell effect is expended or dismissed, it begins again once more 24 hours later. If the spell effect possesses a secondary duration after a specific trigger (such as “Permanent until triggered; then 1 round/level), the secondary duration is unchanged and the spell is considered expended once it ends (though the effect renews 24 hours later).
If a selected spell permits or requires a saving throw, it’s DC is 10 + spell level + your Wisdom modifier. For all purposes, your caster level equals your class level.
Whenever you gain a new ability in this way, you may switch a previous selection with another legal spell effect of the same spell level.
Mastery of Self (Ex): An Ascendant possesses the drive and prowess to complete almost any task given to them. Starting at 2nd level, you gain a pool of mastery points equal to your class level at the start of each round. You may spend any number of points to gain an equal bonus to an attack roll, saving throw, or skill check. Points left over from one round do not carry over into the next.
Starting at 4th level, you may spend a mastery point as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth a +1 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 6th level, you can spend any number of mastery points as a free action to heal half as many hit points (rounded down).
Starting at 8th level, you may spend two mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +2 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 10th level, you may spend any number of mastery points as a free action to grant yourself a +10 foot bonus to all movement speeds you possess per point spent and to negate one dice of damage taken from falling for each point spent. Lastly, you may move up to 5 feet per point spent without provoking attacks of opportunity.
Starting at 12th level, you may spend three mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +3 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 14th level, you may spend four points as a free action to heal one point of ability damage or to remove the sickened, fatigued, or dazed condition from yourself. Alternately, you may spend a number of points equal to your class level as a free action to remove the heal one point of ability drain or to remove the exhausted, nauseated, or stunned condition from yourself.
Starting at 16th level, you may spend four mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +4 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 18th level, you may spend any number of points to gain a bonus of equal size to any one roll that you make.
Starting at 20th level, you may spend five mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +5 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Bonus Feat: At 3rd level and every odd level afterwards, you gain a bonus feat. You may select any feat you meet the prerequisites for to be one of your bonus feats
Transcend Mortality (Ex): An Ascendant slowly begins to become far more than a mere mortal. Starting at 3rd level, you no longer need to eat or drink to survive. Furthermore, your unarmed attacks are treated as magical for the purposes of overcoming damage reduction.
Starting at 7th level, you no longer need to sleep in order to function properly. Furthermore, you gain DR 5/magic.
Starting at 11th level, you gain immunity to all forms of poison and to all diseases, including supernatural diseases. Furthermore, your unarmed attacks are treated as lawful for the purposes of overcoming damage reduction.
Starting at 15th level, you no longer need to breath in order to function properly. Furthermore, your damage reduction increases to 10/magic.
Starting at 19th level, you cease to age and do not die when your time is up. You still gain mental ability score increases but gain no further physical ability score decreases. Furthermore, your unarmed attacks are treated as adamantine weapons.
Final Ascension (Su): At 20th level, an Ascendant achieves the pinnacle of their power. Your type changes to outsider (do not recalculate skill points). Unlike other outsiders, you can be brought back from the dead as if a member of your previous creature type. Furthermore, you gain a final ability, much like your mystic ascension class feature with one exception. The selected spell may possess a variable duration as short as 1 round/level or a static duration as short as one minute.
Ex-Ascendants:
An Ascendant who becomes nonlawful cannot gain new levels in Ascendant but retains all class features.
Ascendants who gains a new class or raises another class by a level may never again raise their Ascendant level, though they retain all class features.
Ascendants and Wealth by Level
Like a character with vow of poverty, an ascendant is intended to be played without any amount of wealth. Unlike vow of poverty, however, this class does not designate what happens to extra wealth when loot is being split up. Unless the DM takes care, this could lead to characters with too much wealth. How this is solved depends on the number of characters in the campaign, as follows.
Solo campaign: Just don’t give the Ascendant wealth. Pretty much a no-brainer.
2-3 character campaign: If you’re playing with such a small party, you are either already putting characters over WBL or you’re customizing what they get to make sure everyone is okay. Either way, keep doing what you’re doing.
4 character campaign: This is the hard one. To get proper WBL for all involved, alter the treasure per encounter as listed below.
ECL Treasure
1 225 gp
2 450 gp
3 675 gp
4 900 gp
5 1,200 gp
6 1,500 gp
7 1,950 gp
8 2,550 gp
9 3,375 gp
10 4,350 gp
11 5,625 gp
12 7,350 gp
13 9,750 gp
14 12,750 gp
15 16,500 gp
16 21,000 gp
17 27,000 gp
18 35,250 gp
19 45,750 gp
20 60,000 gp
5 character campaign: as the tables in the DMG are intended for a four-person party, just keep them unchanged.
Edit: Forgot to put in table for large and small Ascendants. Shall be added later when I have time.
This is my attempt at making a completely self-sufficient class, an odd combination of the monk class and VoP that puts more stress upon the “transcending mortal limits” aspect of the class than on the “kung-fu” aspect (indeed, this class can’t even use monk weaponry, limited entirely to unarmed combat).
Aside from some possible vorpal madness at level 20, I was wondering if there was anything in particular that seemed particularly wrong with the class. It’s been awhile since I posted up a class so please forgive any coding/formatting errors. :smallredface:
Hit Die: d8
Alignment: Any Lawful
Starting Gold: None
The Ascendant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flurry of Blows Attack Bonus|Unarmed Damage|AC Bonus|Mystic Ascension
1st|
+1|
+2|
+2|
+2| Perfection of Form, Flurry of Blows (-2), Unarmed Strike|
-1/-1|
1d6|
+1|
-
2nd|
+2|
+3|
+3|
+3|Mastery of Self I, Mystic Ascension|
+0/+0|
1d6|
+1|
1st
3rd|
+3|
+3|
+3|
+3|Bonus Feat, Transcend Mortality I|
+1/+1|
1d6|
+2|
1st
4th|
+4|
+4|
+4|
+4|Mastery of Self II, Mystic Ascension|
+2/+2|
1d6|
+2|
1st
5th|
+5|
+4|
+4|
+4|Bonus Feat, Flurry of Blows (-1)|
+4/+4|
1d8|
+3|
1st
6th|
+6/+1|
+5|
+5|
+5|Mastery of Self III, Mystic Ascension|
+5/+5/+0|
1d8|
+3|
2nd
7th|
+7/+2|
+5|
+5|
+5|Bonus Feat, Transcend Mortality II|
+6/+6/+1|
1d8|
+4|
2nd
8th|
+8/+3|
+6|
+6|
+6|Mastery of Self IV, Mystic Ascension|
+7/+7/+2|
1d8|
+4|
3rd
9th|
+9/+4|
+6|
+6|
+6|Bonus Feat, Flurry of Blows (no penalty)|
+9/+9/+4|
2d6|
+5|
3rd
10th|
+10/+5|
+7|
+7|
+7|Mastery of Self V, Mystic Ascension|
+10/+10/+5|
2d6|
+5|
4th
11th|
+11/+6/+1|
+7|
+7|
+7|Bonus Feat, Transcend Mortality III|
+11/+11/+6/+1|
2d6|
+6|
4th
12th|
+12/+7/+2|
+8|
+8|
+8|Mastery of Self VI, Mystic Ascension|
+12/+12/+7/+2|
2d6|
+6|
5th
13th|
+13/+8/+3|
+8|
+8|
+8|Bonus Feat, Flurry of Blows (extra attack)|
+13/+13/+13/+8/+3|
2d8|
+7|
5th
14th|
+14/+9/+4|
+9|
+9|
+9|Mastery of Self VII, Mystic Ascension|
+14/+14/+14/+9/+4|
2d8|
+7|
6th
15th|
+15/+10/+5|
+9|
+9|
+9|Bonus Feat, Transcend Mortality IV|
+15/+15/+15/+10/+5|
2d8|
+8|
6th
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Mastery of Self VIII, Mystic Ascension|
+16/+16/+16/+11/+6/+1|
2d8|
+8|
7th
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Bonus Feat, Flurry of Blows (full attack)|
+17/+17/+17/+12/+7/+2|
2d10|
+9|
7th
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Mastery of Self IX, Mystic Ascension|
+18/+18/+18/+13/+8/+3|
2d10|
+9|
8th
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Bonus Feat, Transcend Mortality V|
+19/+19/+19/+14/+9/+4|
2d10|
+10|
8th
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Final Ascension, Mastery of Self X|
+20/+20/+20/+15/+10/+5|
2d10|
+10|
9th[/table]
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Diplomacy, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (any two skills, chosen at 1st level), Listen, Move Silently, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble
AC Bonus (Ex): An Ascendant, through endless training, has gained insight into the flow of battle and can dodge even unanticipated blows. You add your Wisdom bonus (if any) +1 to your AC. In addition, this bonus increases by +1 at each odd level afterwards. These bonuses apply to AC even against touch attacks or when flat-footed. You lose these bonuses when immobilized or helpless..
Flurry of Blows (Ex): An Ascendant knows how to strike with a flurry o blows at the expense of accuracy. When taking an attack or full attack action, you may make an extra attack at your 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 table above. This penalty applies for 1 round, so it also affects attacks of opportunity you may make before your next action.
At 5th level, the penalty lessens to –1. At 9th level, the penalty disappears. At 13th level, in addition to the standard single extra attack you get from flurry of blows, you get a second extra attack at your full base attack bonus. At 17th level, whenever you make a full attack as a flurry of blows, it only requires a standard action (instead of a full-round action).
Perfection of Form (Ex): An Ascendant, through strict discipline and spiritual enlightenment, slowly becomes an idealized version of themselves. At each class level, you may add a +1 bonus to any of your ability scores.
Unarmed Strike (Ex): Ascendants, having vowed to rely on their own bodies, become quite adept at fighting unarmed. You gain Imporved Unarmed Strike as a bonus feat. Your attacks may be with either fist interchangeably or even from elbows, knees, and feet. There is no such thing as an off-hand attack when you strike unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes.
Your unarmed strikes usually deal lethal damage but you can choose to deal nonlethal damage instead with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage when grappling.
Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve weapons or natural weapons.
You deal more damage with your unarmed strikes than a normal person would, as shown on the table above. You deal more damage if large and less damage if small, as shown on the table below.
Level
Size 1st-4th 5th-8th 9th-12th 13th-16th 17th-20th
Small 1d4 1d6 1d8 2d6 2d8
Large 1d8 2d6 3d8 4d6 4d8
Vow of Self-Sufficiency (Ex): All Ascendants have taken a vow to rely on nothing but their own bodies. As such, an ascendant may possess no items or equipment (including symbionts and grafts) on their person at any time other than a single nonmagical outfit and/or a single meal (Ioun stones and similar items count as being on your person for this purpose).
Having projectiles lodged in your body never breaks your vows and you may lift up items for the purposes of keeping them lifted (such as a portcullis) or to move them aside (such as rubble or boulders) but intentionally possessing other items or equipment upon your person for even a single round (other than your outfit, meal, and mundane filth/debris) results in breaking your vows.
If items or equipment are placed upon your person against your will, you must remove (or start the process of removing, in the case of sticky items, armor, etc) it from your person within 1 round or else your vow is broken. Time spent sleeping, unconscious, or otherwise unable to move does not count towards this duration). If an item takes multiple rounds to remove and you cease the removal process for even 1 round, your vow is broken. Using such an item to dispose of it or before disposing of it instantly breaks your vows.
If you break your vow intentionally, you lose all class features other than perfection of form and unarmed strike for 24 hours (even bonus feats and the benefits of your Mystic Ascension class feature). If you break your vow unintentionally, you instead lose them for a mere hour.
Ascendants who possess or obtain the vow of poverty feat lose its benefits immediately and cannot regain them through any means.
Mystic Ascension (Su): As an Ascendant grows more powerful, they gain a degree of mystical energy to support them. At each even level, you may choose a single spell to have active upon yourself at all times.
You may only select a spell that possesses a single target or with a range of personal. Furthermore, the Ascendant must be a legal target for that spell and it may not possess any XP cost, Foci, or expensive material components. Lastly, the spell must have a variable duration of at least 1 minute/level or a static duration of at least 1 hour. You may select the spell from any spell list but its spell level may not exceed the maximum spell level given on the table above.
In most cases, the spell functions continuously upon you. If the spell effect is expended or dismissed, it begins again once more 24 hours later. If the spell effect possesses a secondary duration after a specific trigger (such as “Permanent until triggered; then 1 round/level), the secondary duration is unchanged and the spell is considered expended once it ends (though the effect renews 24 hours later).
If a selected spell permits or requires a saving throw, it’s DC is 10 + spell level + your Wisdom modifier. For all purposes, your caster level equals your class level.
Whenever you gain a new ability in this way, you may switch a previous selection with another legal spell effect of the same spell level.
Mastery of Self (Ex): An Ascendant possesses the drive and prowess to complete almost any task given to them. Starting at 2nd level, you gain a pool of mastery points equal to your class level at the start of each round. You may spend any number of points to gain an equal bonus to an attack roll, saving throw, or skill check. Points left over from one round do not carry over into the next.
Starting at 4th level, you may spend a mastery point as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth a +1 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 6th level, you can spend any number of mastery points as a free action to heal half as many hit points (rounded down).
Starting at 8th level, you may spend two mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +2 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 10th level, you may spend any number of mastery points as a free action to grant yourself a +10 foot bonus to all movement speeds you possess per point spent and to negate one dice of damage taken from falling for each point spent. Lastly, you may move up to 5 feet per point spent without provoking attacks of opportunity.
Starting at 12th level, you may spend three mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +3 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 14th level, you may spend four points as a free action to heal one point of ability damage or to remove the sickened, fatigued, or dazed condition from yourself. Alternately, you may spend a number of points equal to your class level as a free action to remove the heal one point of ability drain or to remove the exhausted, nauseated, or stunned condition from yourself.
Starting at 16th level, you may spend four mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +4 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Starting at 18th level, you may spend any number of points to gain a bonus of equal size to any one roll that you make.
Starting at 20th level, you may spend five mastery points as a free action to grant yourself the benefits of a weapon special ability or armor special ability worth up to a +5 bonus for 1 round. The weapon special ability applies to your unarmed attacks and must be applicable with them. You may only grant yourself a single weapon special ability and a single armor special ability each round in this way.
Bonus Feat: At 3rd level and every odd level afterwards, you gain a bonus feat. You may select any feat you meet the prerequisites for to be one of your bonus feats
Transcend Mortality (Ex): An Ascendant slowly begins to become far more than a mere mortal. Starting at 3rd level, you no longer need to eat or drink to survive. Furthermore, your unarmed attacks are treated as magical for the purposes of overcoming damage reduction.
Starting at 7th level, you no longer need to sleep in order to function properly. Furthermore, you gain DR 5/magic.
Starting at 11th level, you gain immunity to all forms of poison and to all diseases, including supernatural diseases. Furthermore, your unarmed attacks are treated as lawful for the purposes of overcoming damage reduction.
Starting at 15th level, you no longer need to breath in order to function properly. Furthermore, your damage reduction increases to 10/magic.
Starting at 19th level, you cease to age and do not die when your time is up. You still gain mental ability score increases but gain no further physical ability score decreases. Furthermore, your unarmed attacks are treated as adamantine weapons.
Final Ascension (Su): At 20th level, an Ascendant achieves the pinnacle of their power. Your type changes to outsider (do not recalculate skill points). Unlike other outsiders, you can be brought back from the dead as if a member of your previous creature type. Furthermore, you gain a final ability, much like your mystic ascension class feature with one exception. The selected spell may possess a variable duration as short as 1 round/level or a static duration as short as one minute.
Ex-Ascendants:
An Ascendant who becomes nonlawful cannot gain new levels in Ascendant but retains all class features.
Ascendants who gains a new class or raises another class by a level may never again raise their Ascendant level, though they retain all class features.
Ascendants and Wealth by Level
Like a character with vow of poverty, an ascendant is intended to be played without any amount of wealth. Unlike vow of poverty, however, this class does not designate what happens to extra wealth when loot is being split up. Unless the DM takes care, this could lead to characters with too much wealth. How this is solved depends on the number of characters in the campaign, as follows.
Solo campaign: Just don’t give the Ascendant wealth. Pretty much a no-brainer.
2-3 character campaign: If you’re playing with such a small party, you are either already putting characters over WBL or you’re customizing what they get to make sure everyone is okay. Either way, keep doing what you’re doing.
4 character campaign: This is the hard one. To get proper WBL for all involved, alter the treasure per encounter as listed below.
ECL Treasure
1 225 gp
2 450 gp
3 675 gp
4 900 gp
5 1,200 gp
6 1,500 gp
7 1,950 gp
8 2,550 gp
9 3,375 gp
10 4,350 gp
11 5,625 gp
12 7,350 gp
13 9,750 gp
14 12,750 gp
15 16,500 gp
16 21,000 gp
17 27,000 gp
18 35,250 gp
19 45,750 gp
20 60,000 gp
5 character campaign: as the tables in the DMG are intended for a four-person party, just keep them unchanged.
Edit: Forgot to put in table for large and small Ascendants. Shall be added later when I have time.