Lix Lorn
2011-09-05, 02:56 PM
The Ascetic
{Scrubbed - Copyrighted Image Used Without Permission}
Background: An Ascetic is one who, for whatever reason, resents their reliance on their own body. Most commonly, they are those who are in some way injured or paralysed, who seek to unlock enough of their own power to become self sufficient.
Races: Ascetics tend to come from all paths and races. Both from physical races who have lost their health and wish to regain it, and mental races who seek a power different from their colleagues.
Other Classes: Ascetics find similarity with Soulknives, due to their shared usage of their mind as a weapon. They have a lot in common with monks, and sometimes try to share their insights with each other.
Role: An Ascetic has the unique role of a ranged melee character. They are fragile, but hit hard, and thus have a similar role to an archer or a blaster.
Ascetics in the World: In the street, a weaker ascetic draws barely any attention. A more powerful one, floating along under their own power, often draws attention, whether it be admiration or terror.
Inspiration: Not sure. The idea of punching at range is cool?
Alignment: Ascetics can come in any alignment. Some resent the world around them, but others desire to be a part of it.
Hit Die: d6
Starting Gold: As Sorcerer
Starting Age: As Bard
Class Skills-The Ascetic’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Psionics, the Planes), Listen (Wis), Open Lock (Dex), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4+ Int Modifier
Ascetic
Level
Base Attack Bonus
Mental Attack Bonus
Fort Save
Ref Save
Will Save
Special
Thoughtfist Unarmed Damage
1st
+0
+1
+0
+0
+2
Mental Prowess, Thoughtfist +0, Psionic Talent, Scorn Earth
1d4
2nd
+1
+2
+0
+0
+3
Psychic Shift
1d4
3rd
+1
+3
+1
+1
+3
Racing Thoughts, Strategic Thoughts
1d4
4th
+2
+4
+1
+1
+4
Fortress of Mind
1d6
5th
+2
+5
+1
+1
+4
Understandings (Minor), Thoughtfist +1
1d6
6th
+3
+6/+1
+2
+2
+5
Inflamed Blast
1d6
7th
+3
+7/+2
+2
+2
+5
Scorn the Surface
1d6
8th
+4
+8/+3
+2
+2
+6
Perfected Thoughtouch
1d8
9th
+4
+9/+4
+3
+3
+6
Understandings (Major), Thoughts of Metal, Thoughtfist +2
1d8
10th
+5
+10/+5
+3
+3
+7
Improved Fortress of Mind
1d8
11th
+5
+11/+6/+1
+3
+3
+7
Deny The World
1d8
12th
+6/+1
+12/+7/+2
+4
+4
+8
I Need No Words
2d6
13th
+6/+1
+13/+8/+3
+4
+4
+8
Understandings (Greater), Thoughts of Belief, Thoughtfist +3
2d6
14th
+7/+2
+14/+9/+4
+4
+4
+9
Spirit Strike
2d6
15th
+7/+2
+15/+10/+5
+5
+5
+9
Embrace the Sky
2d6
16th
+8/+3
+16/+11/+6/+1
+5
+5
+10
Thought Cascade
3d6
17th
+8/+3
+17/+12/+7/+2
+5
+5
+10
Understandings (Deep), Thoughtfist +4
3d6
18th
+9/+4
+18/+13/+8/+3
+6
+6
+11
Thoughts Of Might
3d6
19th
+9/+4
+19/+14/+9/+4
+6
+6
+11
Irresistable Force
3d6
20th
+10/+5
+20/+15/+10/+5
+6
+6
+12
Choose the Path
4d6
Weapon and Armour Proficiency: An Ascetic is proficient with unarmed strikes and all simple weapons, light armour, and any abilities they get from class levels. They are not proficient with medium or heavy armour, or shields. Heavy armour and shields can conflict with some of their class abilities.
Mental Prowess (Ex): An Ascetic’s skill is not in the physical, but the mental. For purposes of qualifying for psionic feats, using any (Su) abilities gained from Ascetic levels, and making any psionic attacks, they use the Mental BAB column in the above table.
Thoughtfist (Su): An Ascetic’s body is weak, but their mind is strong. With simple concentration, they can form attacks with their mind, striking their foes with fists of psychic energy. Most Ascetics choose to manifest these in the form of fists, but others use claws, tentacles from the ground, or simple blasts of psychic energy. They all use the same damage rating. (The damage given in the above table is for a Medium sized Ascetic.
An Ascetic may make unarmed standard melee attacks at a range of 30ft, plus an additional five feet per class level. They may make iterative attacks. All damage dealt is bludgeoning damage, but deals half damage against incorporeal targets. As a full round action, they may change this to deal either piercing or slashing damage. At will, they can use this ability to instead deal nonlethal damage at no penalty. Either way, it is a psionic attack, so pierces DR/Psionic or Magic. They gain an enhancement bonus to these attacks equal to the listed number, which increases at every fourth level after 1st. In addition, their mental unarmed attacks do more damage than most, similarly to a Monk, as shown in the above table. This class feature counts as Improved Unarmed Strike for purposes of unarmed strike, and is improved by feats and abilities that improve it. Abilities, feats and items that increase your effective monk level apply to your Ascetic Level for the purposes of Thoughtfist damage. (And, in a campaign where Monks have other abilities increased by these feats and powers, the Ascetic may increase any similar abilities-for example, if using a Monk fix that grants an enhancement bonus to unarmed strikes, and allowing a Monk's Belt to enhance that, the enhancement bonus of Thoughtfist would be increased by it too.)
This ability is considered a natural weapon. For the purposes of Attacks of Opportunity, they have reach to a number of squares equal to the lower of their Charisma and Intelligence modifiers. (So with Cha 14 and Int 18, they have 10ft reach, and with both scores at 16, they have 15ft reach.) Obviously, their reach cannot be greater than their range.
A character has as many 'thoughtfist' attacks as they have natural weapons or unarmed strikes (two for most PC races), and can be used to TWF (Or Multiweapon Fight for creatures with enough limbs) with the appropriate penalties. Due to a lack of finesse, they may not make trip attacks, disarm attacks, or any other advanced combat maneuver.
Finally, the Ascetic’s attacks rely not on muscle and speed, but thought and will. Instead of Strength or Dexterity, their attack rolls are based on Intelligence, and their damage rolls add their Charisma modifier. However, they suffer a -2 penalty on Thoughtfist attack and damage rolls if wearing heavy armour, and an additional -2 penalty if using a shield. This ability counts as Weapon Finesse qualifies for Psionic feats with Dexterity or Strength requirements, such as Psionic Fist, using her Intelligence and Charisma score.
Thoughtfist is almost impossible to use in an antimagic or antipsionic field. To do so, they must make a level check against the antimagic effect’s caster level. A success allows them to freely use their Thoughtfist ability for a number of rounds equal to half their class level.
Psionic Talent: An Ascetic is a psionic character. They gain the Wild Talent feat as a bonus feat.
He has no power points per level, but has a manifester level equal to his class level, and gains bonus power points for a high Intelligence score, although he has no use for them until fifth level.
Scorn Earth (Su): An Ascetic’s feet can lift from the ground. From now on, she can float a foot above the ground instead of walking she glides along, unconcerned with the hard earth or difficult terrain. As long as she remains within one foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). She may not rise higher than one foot higher than a surface, and still exerts a reduced weight upon it. Reduce her effective weight on the ground by dividing it by two for each class level she possesses. At seventh level, she exerts no weight on the ground.
Finally, this ability renders them immune to falling damage as per a constant Feather Fall effect.
Psychic Shift (Su): An Ascetic may not be agile, but they can push themselves out of the way of their foes attacks with psychic might. An Ascetic of at least second level gains a deflection bonus to AC equal to one plus a third of their Ascetic level. This benefit is halved while in heavy armour.
Strategic Thoughts: An Ascetic of third level has learnt to use their mental ‘hands’ in a more delicate way. They may use Thoughtfist attacks to grapple, disarm, trip, sunder or feint, using their Charisma modifier in place of their strength modifier, and their Intelligence modifier in place of their dexterity modifier. They cannot be pinned, tripped, disarmed or anything similar in response unless the target is within five foot.
In addition, they can duplicate the effects of Mage Hand at will by using a move action.
Racing Thoughts: An Ascetic’s weapons are his thoughts, and he must learn to use them as rapidly as he can. At 3rd level, he may make an additional attack at his full BAB whenever he could make a normal attack. (This includes attacks of opportunity, attacks made as standard actions, and charge attacks) All attacks made in an attack routine using this ability must be Thoughtfist attacks, and they suffer a -2 penalty on attack rolls. This penalty is reduced by one at 8th level, and disappears at 14th.
Thought Cascade
At 16th level, an Ascetic gains a second attack from this ability.
In addition, as opposed to launching a normal full attack, an Ascetic can use a Thought Cascade. If they do, they make a single attack at their full attack bonus. If it hits and does at least one point of damage, they make a second attack at a -1 penalty to hit and damage compared to the first attack. If it hits and does damage, they make a third attack with a -2 penalty. This continues until they either miss or deal no damage.
Fortress of Mind (Ex) An Ascetic’s mind is stronger than any fortification. When an Ascetic of at least fourth level is affected by any effect that allows a will save for a reduced effect, a successful save negates the entire effect.
Improved Fortress of Mind
At tenth level, this ability upgrades. While the Ascetic still negates all effects on a successful will saving throw against attacks, she may sometimes take a reduced effect even when she fails. Against an effect that deals damage, she takes half damage if she fails. This applies even if the effect usually does not have a reduced effect, such as Mind Thrust. While it will halve the damage, it will not negate the slow from Chaos Hammer unless she passes, and she will still be slain by Recall Death if she cannot pass her save.
Understandings (Ps): At fifth level, an Ascetic becomes capable of using some limited psionic abilities, called Understandings.
An Understanding is similar to a Psi-like Ability, and is usable at will, generally as a standard action. They use Charisma to determine save DCs and other similar affects. Like a Psi-like Ability, Understandings are automatically Augmented, but they are augmented only to the maximum of four less than the Ascetic's class level. Like a Psi-like Ability, these power points are not taken from the Ascetic's pool. However, she may further augment them to her own level using the points that she does have.
A Minor Understanding is considered a first or second level power. A Major Understanding is third or fourth level. A Greater Understanding is fifth or sixth level, and a Deep Understanding is seventh or eight level.
An Ascetic learns one Understanding at fifth level, which must be a Minor Understanding. He learns another at each odd level thereafter. At 9th level, he may choose Minor or Major Understandings. At 13th level, he may instead choose a Greater Understanding, and at 17th level Deep Understandings become available.
Epic
An Ascetic continues to improve their use of Understandings throughout their Epic Levels. They may learn an additional Understanding at 23rd level, and another each fourth level thereafter.
An Ascetic cannot use the same understanding repeatedly; After using an Understanding, they cannot use the same Understanding for 1d4 rounds.
Understandings
Minor Understandings
Deceive the Senses
Level: 1
Save: Will disbelief
This Understanding functions as the spell Silent Image, other than being a psionic effect.
Augmentation: At 4pp, this Understanding may instead function as Minor Image. At 6pp, it may mimic Major Image, and at 10pp, it may have the effects of Persistent Image. The saving throw for these abilities is increased by one for each second PP spent on it after two. (Giving it a save DC of 20+Charisma modifier at 20pp)
Sense Intelligence
Level: 2
Range: 1 mile/ML or 60ft cone
Duration: 1 minute per level.
Save: Will negates; see Detect Thoughts
Using this Understanding, the user can tell if there are intelligent creatures around, and where they are, loosely. Over a few hours, they can narrow down search a forest for bandits, or they can unerringly find a city hidden in the desert.
In addition, at shorter range, this Understanding mimics the effects of the spell Detect Thoughts.
Augmentation: The saving throw for Detect Thoughts part of this Understanding is increased by one for each second PP spent on it after four. (Giving it a save DC of 20+Charisma modifier at 20pp)
Shockwave
Leve: 1
Range: Close (25ft+5ft/2 levels)
Area: 5ft+ 5ft/2 manifesting levels burst
Duration: Instant
Save: Reflex and Fortitude negate
This Understanding causes a powerful concussive force in the directed area, knocking all beings there save the manifester to the ground. Firstly, this Understanding deals damage to all creatures within its effect, other than the manifester, equal to the number of PP spent on it. A successful Reflex save negates this effect. Secondly, unless they can make a Fortitude save, they are knocked prone.
Augmentation: As well as increasing the damage of this effect directly, if seven or more PP are spent, it deals 1d3 damage per power point, and if fifteen or more are spent, it deals 1d6 per power point. Finally, both saving throws are increased by one for each second PP spent on it after four. (Giving it a save DC of 20+Charisma modifier at 20pp)
Epic
Increase the die size of the Understanding's damage by one for each eighth PP after fifteen.
Mental Reinforcement
Level: 2
Target: One person
Range: Touch
Duration: 24 hours
The user hones the power of their mind, defending it from attack, using it to strengthen their body, or sharpening their reflexes. They gain an enhancement bonus to any one saving throw equal to their charisma modifier. You can’t use this ability if a previous use is still active, and this bonus cannot exceed your class level.
Major Understandings
Mind Unparalleled
Level: 3
Target: Self
Duration: 24 hours
The user concentrates every piece of knowledge he has, every mote of willpower and every instinct forced to operate as one, vastly increasing their potential.
They gain a +2 enhancement bonus to Intelligence, Wisdom and Charisma.
Augmentation: If ten or more PP are spent to manifest this understanding, it provides a +4 bonus. If fifteen or more PP are spent, the bonus is instead +6.
Epic
At twenty-five PP, this increases to a +8 bonus. At forty PP, +10, at sixty, +12, and etcetera.
Psionic Blast
Level: 4
Range: 30ft cone
Duration: Instant
Save: Will negates
The user launches a mental blast that stuns those in range for one round. A will save negates this effect.
Augmentation: If ten or more PP are spent to manifest this understanding, those within range are stunned for 1d2 rounds. If fifteen or more PP are spent, they are stunned for 1d4 rounds. For each two PP spent beyond eight, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Epic
At twenty-one PP, and at each eight PP beyond that, increase the die size of the stun duration by one.
Sight Without Sight
Level: 4
Range: 10ft/PP
Duration: 24 hours
The user gains blindsight, with a range equal to 10ft for each power point used to manifest this Understanding.
Augmentation: Spending more power points increases the range of the blindsight given by this Understanding.
Wind’s Gift
Level: 3
Range: Touch
Duration: 1 minute/pp
The target gains a flight speed of 30ft (Average), held aloft by the power of the mind.
Should the duration expire while the subject is still aloft, the effect fades slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling an Understanding effectively ends it, the subject also descends in this way if it is dispelled, but not if it is negated by an antimagic field.
A single Ascetic may not use this Understanding again until the first has ended.
Augmentation: If fifteen or more PP are spent to manifest this understanding, it grants a fly speed of 60ft (Perfect) instead.
Greater Understandings
In The Blink Of An Eye
Level: 5
This Understanding tears and twists space, allowing the Ascetic to travel massive distances at will. This functions as the spell Teleport.
Augmentation: If fifteen or more PP are spent to manifest this understanding, it instead functions as Greater Teleport.
Plane of Force
Level: 5
This Understanding forms a wall of pure force, capable of blocking almost any assault.
This functions as the spell Wall of Force.
A single Ascetic cannot have more Planes of Force active at once than a quarter of his Ascetic level.
Strength of Mind, Strength of Flesh
Level: 6
Range: Touch
Duration: 24 hours
This Understanding reinforces the user’s body with the strength of their mind.
They gain DR/- and resistance to acid, cold, electricity and fire equal to half the PP spent on manifesting this Understanding, and Fast Healing equal to half that number.
Augmentation: Spending more PP increases the effect of this Understanding.
Trick the Mind
Level: 6
Saving Throw: Will disbelief
This Understanding creates a pseudo-real illusion, powerful enough that those taken in are affected as if it is real.
This Understanding can mimic a single conjuration (Creation or Summoning) or Evocation spell of no greater than fifth level.
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to this Understanding, rather than their normal level.
Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to this Understanding, rather than their normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Augmentation: For each three PP spent beyond twelve, choose ONE of the following:
Increase maximum level of spell mimicked by one. (So spending 18PP and choosing this option twice allows the mimicking of 7th level spells)
Increase percentage realism of effect by fifteen. (So spending 18pp and choosing this option twice makes the effect 50% real.)
For each two PP spent beyond twelve, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Epic
Beyond more PP, this Understanding does not increase in power at Epic Level. However, if they know metamagic feats, they may use them to cast spells of a higher level than normal, if they use the required PP
Deep Understandings
Localised Control
Level: 8
This Understanding manipulates events on a massive scale, causing identical effects to any one of the following spells: Control Weather, Earthquake, Whirlwind.
This Understanding may only be used once an hour.
Augmentation: For each two PP spent beyond sixteen, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Lockdown
Level: 7
Area: 10ft emanation
Duration: 24h
Save: Will negates
This Understanding clamps down on the mind of all those around, slowing their mind to a crawl, negating all their power.
This Understanding mimics the effects of Antimagic Field. However, anyone within the area except you is entitled to a will saving throw to ignore its effects (You are automatically subject to its effects, although you can still attempt to use Thoughtfists). A success allows them to ignore the antimagic field for its duration, although a new antimagic field requires a new save. A failure means they cannot try again with this antimagic effect.
If they enter another antimagic effect, that one takes precedence in all areas where it overlaps.
Augmentation: For each two PP spent beyond fourteen, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Mental Onslaught
Level: 7
Range: 25ft +5ft/2 levels
Target: One creature
Save: Will halves
This Understanding launches a massive telepathic assault on a single foe. It deals 1d12 damage for each power point used in Manifesting it. A will save halves this damage.
Augmentation: Spending extra PP increases this Understanding’s damage. In addition, for each two PP spent beyond fourteen, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Travel Beyond Eternity
Level: 7
With this Understanding, the Ascetic splits reality, travelling through the tear to a far off place.
This Understanding mimics the effects of Plane Shift.
Inflamed Blast: At 6th level, an Ascetic can infuse their Thoughtfist with elemental power. By treating their Ascetic Level as four levels lower for the purposes of Thoughtfist damage, they can deal energy damage. At 6th level, and each third level thereafter, they may choose a single energy type not associated with any special effects. (Such as Acid, Fire, Electricity, or Cold).
At 9th level, they may add Sonic to the list of choices. At 12th level, they may choose Force damage, and at 15th and beyond, other energy types with special effects are available.
Scorn the Surface (Su): At 7th level, an Ascetic gains even stronger control over their movement. They gain the ability to float. Effectively, they gain a 30ft flight speed, with average manoeuvrability.
In addition, at this level, their Scorn Earth ability becomes (Ex), meaning it applies even in an antimagic field.
Embrace the Sky
By 15th level, an Ascetic’s control has reached its peak. Their flight speed increases to 60ft, with perfect manoeuvrability.
Perfected Thoughttouch (Su): An Ascetic of 8th level has near perfect dexterity with their mental touch, often far surpassing their ‘real’ hands. At the same range as their Thoughtfist, they may take any action they could perform with their hands at touch range, other than deliver touch range spells. As with Thoughtfist, they replace their Str mod with their Cha mod, and their Dex mod with their Int mod.
What’s more, they can split their attention with ease. For each fourth level above eighth, the Ascetic may perform a second set of actions. For example, a 12th level Ascetic could attempt to knock a door down, while tying someone up. This does allow them to carry several people's worth of items. At twentieth level, they are capable of lifting four sets of items, each with a strength equal to their Charisma score.
This ability cannot be used during combat, except to manipulate a single object at a time. (No, they cannot use this ability to wield another weapon and attack again, or to activate a wand. Simple skill checks and lifting are essentially all this ability can do during combat.) If they do so, they reduce their Charisma and Intelligence by four for the purposes of this ability and Thoughtfist. This penalty is reduced to -2 at level 12, and to nothing at level 16.
Thoughts of Metal: An Ascetic of 9th level can make their thoughtfists penetrate DR as if they were made of Cold Iron OR of Silver. (Although never both at once) Changing their choice requires a swift action.
Deny The World (Su): At 11th level, an Ascetic can use their mental power to ignore and replace the requirements of their body. They do not need to eat or drink, and need only half the sleep/rest, and suffer no penalties for this lack.
Epic
A 21st level Ascetic no longer needs to sleep or rest.
I Need Not Words (Su): At 12th level, an Ascetic can speak using Telepathy to those nearby. They have a range equal to 10ft per point of Charisma and intelligence modifier. (So with Int 16 and Cha 18, they would have a range of 70ft) This communication does not rely on language.
Thoughts Of Belief: A 13th level Ascetic treats their Thoughtfists as aligned to any alignment they possess.
Spirit Strike: At 14th level, an Ascetic can use their powers to attack people’s minds, rather than their bodies. By reducing their Ascetic level by five for the purposes of Thoughtfist damage, they may deal 1d4 of either Intelligence, Wisdom, or Charisma damage. A successful will save reduces this to one point per 1d4 damage they would have dealt.
Thoughts of Might: At 18th level, an Ascetic learns the secrets of the greatest of metals-Adamantine. Their Thoughtfists are treated as being made of Adamantine, as well as penetrating DR as if Cold Iron or Silver. In addition, they add one to their critical strike range, stacking with but applied after any other modifications.
Irresistible Force: An Ascetic of 19th level strikes with the force of something far greater. Her attacks ignore all DR except Epic. In addition, any DR that she could penetrate without this class ability (such as those penetrated by previous class abilities) takes an additional 2d6 damage. In the case of material based DR, this is the same type as the rest of her damage. In the case of alignment based DR, the additional damage is aligned to her alignment.
Choose The Path: An Ascetic of 20th level makes a choice: Either they give up on the pathetic needs of their body, or they bind themselves even more tightly to it.
Path of the Spirit: This path grants the Ascetic the Incorporeal type.
The incorporeal type grants her the following benefits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, un/holy water can affect incorporeal creatures of the opposing alignment, but a hit with un/holy water has a 50% chance of not affecting an incorporeal creature. They have no natural armour bonus, but a deflection bonus equal to their charisma modifier, which explicitly stacks with that granted by Psychic Shift.
As a full round action, the Ascetic can lose the incorporeal subtype. Another full round action allows them to regain it.
Path of the Flesh: This path focuses on reuniting the power of their mind and body, shoring up the latter with the former. An adherent of this path may use her will save instead of her fortitude or reflex save at any time. They may use their Intelligence modifier in place of their dexterity modifier at any time, and their charisma modifier instead of their strength modifier. Their genuine unarmed strike becomes equal to their Thoughtfists in every way, and they can use their Mental BAB in every situation. They may ignore the penalties imposed by heavy armour and shields on their class abilities. They may retroactively increase their hit die to d12. They gain regeneration equal to a quarter of their class level, and are dealt normal damage only by cold iron, which disrupts the forces they use to reknit themselves. (If they know the Understanding Strength of Mind, Strength of Flesh, they may double the gained fast healing, although it does not stack with their regneration.) Finally, an Ascetic with a nonmagical debility such as a broken or missing limb, a deformity, muteness, deafness, blindness, or even a true full body paraplegic is utterly cured on taking this path, even one otherwise curable only with a spell such as Wish or Miracle.
Epic
Progression: Ascetic class abilities based on their level, such as Perfected Thoughttouch, Psionic Shift, or the damage of their Thoughtfists continue to grow in power.
Bonus Feats: Ascetics may gain a thematic psionic or 'unarmed' bonus feat at 22nd level, and another at each fourth level thereafter. As a special note, they qualify for Keen Strike with Cha/Int 23, Thoughts of Might, and Improved Critical (Thoughtfists.) Consider adjusting similar feats to have more fitting prerequisites.
Ascetics also qualify for Epic Expanded Knowledge after their 21st class level, although they may only choose powers of a level that could be used by a Psion of 2/3 their class level. (7th at level 21.)
Feats
Alternate Path
Prerequisites:About to or already have taken first level of Ascetic
Benefit: The Ascetic relies not on intelligence and charisma, smarts and force of will to power their class abilities, but some other combination. They may replace EITHER Charisma OR Intelligence in all class abilities with Wisdom. In addition, they may reverse Charisma and Intelligence. (So Charisma would determine attack rolls, and Intelligence damage.)
(The Charisma modifier to AC gained as part of the Path of Spirit is not a class feature for the purposes of this feat-it is part of their subtype.)
Normal: You aim with your brain and hurt with your force of will.
Special: I don’t care how you abuse the system, this feat alone cannot make both necessary mental attributes the same.
Weapons of the Mind
Prerequisites: Thoughtfist class ability.
Benefit: The Ascetic’s Thoughtfists can take the shape of weapons. They may take the form of any weapon (whether natural or manufactured) that the Ascetic is proficient with and, if the weapon has higher damage than the Ascetic’s unarmed attacks, they use the higher damage rating.
Alternatively, they can wield physical weapons that they are proficient with at range. Mechanically this works the same way, but they may use the higher enhancement bonus of their attacks and the wielded weapon, and may apply whichever set of weapon abilities they like, but not both.
Rapid Knowledge
Prerequisites: At least one Understanding
Benefit: Instead of 1d4 rounds, the user must wait only one round after using an Understanding before using it again.
Equipment
Bracers of the Ascetic
These gauntlets allow a skilled enchanter to bind magical weapon enhancements to them, which then apply to the unarmed attacks of any wielder, as long as they possess Improved Unarmed Strike.
They cost 600gp for an unenchanted pair, and are enchanted as a normal masterwork weapon. They apply their enhancement bonus and abilities to the wielder's Thoughtfist attacks.
The enhancement bonus does not stack with that applied by class abilities; use the higher bonus.
Alternate Class Feature
Destruction Through Will
Prerequisites: About to take first level of Ascetic
Lost: An Ascetic with this feature does not receive the ability to grapple, disarm, trip, sunder or feint with Strategic Thoughts.
Benefit: An Ascetic with this ability does not make attack rolls to use his Thoughtfists. Instead, the foe makes a will save. The DC is equal to 10+1/2 Ascetic's class level+Intelligence modifier. However, the DC is reduced by half the penalty that would be levied on their attacks.
If they succeed, they negate the damage of the attack. If they fail, they are struck, and damage is resolved as normal for a Thoughfist.
Otherwise, the Thoughtfists function normally.
{Scrubbed - Copyrighted Image Used Without Permission}
Background: An Ascetic is one who, for whatever reason, resents their reliance on their own body. Most commonly, they are those who are in some way injured or paralysed, who seek to unlock enough of their own power to become self sufficient.
Races: Ascetics tend to come from all paths and races. Both from physical races who have lost their health and wish to regain it, and mental races who seek a power different from their colleagues.
Other Classes: Ascetics find similarity with Soulknives, due to their shared usage of their mind as a weapon. They have a lot in common with monks, and sometimes try to share their insights with each other.
Role: An Ascetic has the unique role of a ranged melee character. They are fragile, but hit hard, and thus have a similar role to an archer or a blaster.
Ascetics in the World: In the street, a weaker ascetic draws barely any attention. A more powerful one, floating along under their own power, often draws attention, whether it be admiration or terror.
Inspiration: Not sure. The idea of punching at range is cool?
Alignment: Ascetics can come in any alignment. Some resent the world around them, but others desire to be a part of it.
Hit Die: d6
Starting Gold: As Sorcerer
Starting Age: As Bard
Class Skills-The Ascetic’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Psionics, the Planes), Listen (Wis), Open Lock (Dex), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4+ Int Modifier
Ascetic
Level
Base Attack Bonus
Mental Attack Bonus
Fort Save
Ref Save
Will Save
Special
Thoughtfist Unarmed Damage
1st
+0
+1
+0
+0
+2
Mental Prowess, Thoughtfist +0, Psionic Talent, Scorn Earth
1d4
2nd
+1
+2
+0
+0
+3
Psychic Shift
1d4
3rd
+1
+3
+1
+1
+3
Racing Thoughts, Strategic Thoughts
1d4
4th
+2
+4
+1
+1
+4
Fortress of Mind
1d6
5th
+2
+5
+1
+1
+4
Understandings (Minor), Thoughtfist +1
1d6
6th
+3
+6/+1
+2
+2
+5
Inflamed Blast
1d6
7th
+3
+7/+2
+2
+2
+5
Scorn the Surface
1d6
8th
+4
+8/+3
+2
+2
+6
Perfected Thoughtouch
1d8
9th
+4
+9/+4
+3
+3
+6
Understandings (Major), Thoughts of Metal, Thoughtfist +2
1d8
10th
+5
+10/+5
+3
+3
+7
Improved Fortress of Mind
1d8
11th
+5
+11/+6/+1
+3
+3
+7
Deny The World
1d8
12th
+6/+1
+12/+7/+2
+4
+4
+8
I Need No Words
2d6
13th
+6/+1
+13/+8/+3
+4
+4
+8
Understandings (Greater), Thoughts of Belief, Thoughtfist +3
2d6
14th
+7/+2
+14/+9/+4
+4
+4
+9
Spirit Strike
2d6
15th
+7/+2
+15/+10/+5
+5
+5
+9
Embrace the Sky
2d6
16th
+8/+3
+16/+11/+6/+1
+5
+5
+10
Thought Cascade
3d6
17th
+8/+3
+17/+12/+7/+2
+5
+5
+10
Understandings (Deep), Thoughtfist +4
3d6
18th
+9/+4
+18/+13/+8/+3
+6
+6
+11
Thoughts Of Might
3d6
19th
+9/+4
+19/+14/+9/+4
+6
+6
+11
Irresistable Force
3d6
20th
+10/+5
+20/+15/+10/+5
+6
+6
+12
Choose the Path
4d6
Weapon and Armour Proficiency: An Ascetic is proficient with unarmed strikes and all simple weapons, light armour, and any abilities they get from class levels. They are not proficient with medium or heavy armour, or shields. Heavy armour and shields can conflict with some of their class abilities.
Mental Prowess (Ex): An Ascetic’s skill is not in the physical, but the mental. For purposes of qualifying for psionic feats, using any (Su) abilities gained from Ascetic levels, and making any psionic attacks, they use the Mental BAB column in the above table.
Thoughtfist (Su): An Ascetic’s body is weak, but their mind is strong. With simple concentration, they can form attacks with their mind, striking their foes with fists of psychic energy. Most Ascetics choose to manifest these in the form of fists, but others use claws, tentacles from the ground, or simple blasts of psychic energy. They all use the same damage rating. (The damage given in the above table is for a Medium sized Ascetic.
An Ascetic may make unarmed standard melee attacks at a range of 30ft, plus an additional five feet per class level. They may make iterative attacks. All damage dealt is bludgeoning damage, but deals half damage against incorporeal targets. As a full round action, they may change this to deal either piercing or slashing damage. At will, they can use this ability to instead deal nonlethal damage at no penalty. Either way, it is a psionic attack, so pierces DR/Psionic or Magic. They gain an enhancement bonus to these attacks equal to the listed number, which increases at every fourth level after 1st. In addition, their mental unarmed attacks do more damage than most, similarly to a Monk, as shown in the above table. This class feature counts as Improved Unarmed Strike for purposes of unarmed strike, and is improved by feats and abilities that improve it. Abilities, feats and items that increase your effective monk level apply to your Ascetic Level for the purposes of Thoughtfist damage. (And, in a campaign where Monks have other abilities increased by these feats and powers, the Ascetic may increase any similar abilities-for example, if using a Monk fix that grants an enhancement bonus to unarmed strikes, and allowing a Monk's Belt to enhance that, the enhancement bonus of Thoughtfist would be increased by it too.)
This ability is considered a natural weapon. For the purposes of Attacks of Opportunity, they have reach to a number of squares equal to the lower of their Charisma and Intelligence modifiers. (So with Cha 14 and Int 18, they have 10ft reach, and with both scores at 16, they have 15ft reach.) Obviously, their reach cannot be greater than their range.
A character has as many 'thoughtfist' attacks as they have natural weapons or unarmed strikes (two for most PC races), and can be used to TWF (Or Multiweapon Fight for creatures with enough limbs) with the appropriate penalties. Due to a lack of finesse, they may not make trip attacks, disarm attacks, or any other advanced combat maneuver.
Finally, the Ascetic’s attacks rely not on muscle and speed, but thought and will. Instead of Strength or Dexterity, their attack rolls are based on Intelligence, and their damage rolls add their Charisma modifier. However, they suffer a -2 penalty on Thoughtfist attack and damage rolls if wearing heavy armour, and an additional -2 penalty if using a shield. This ability counts as Weapon Finesse qualifies for Psionic feats with Dexterity or Strength requirements, such as Psionic Fist, using her Intelligence and Charisma score.
Thoughtfist is almost impossible to use in an antimagic or antipsionic field. To do so, they must make a level check against the antimagic effect’s caster level. A success allows them to freely use their Thoughtfist ability for a number of rounds equal to half their class level.
Psionic Talent: An Ascetic is a psionic character. They gain the Wild Talent feat as a bonus feat.
He has no power points per level, but has a manifester level equal to his class level, and gains bonus power points for a high Intelligence score, although he has no use for them until fifth level.
Scorn Earth (Su): An Ascetic’s feet can lift from the ground. From now on, she can float a foot above the ground instead of walking she glides along, unconcerned with the hard earth or difficult terrain. As long as she remains within one foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). She may not rise higher than one foot higher than a surface, and still exerts a reduced weight upon it. Reduce her effective weight on the ground by dividing it by two for each class level she possesses. At seventh level, she exerts no weight on the ground.
Finally, this ability renders them immune to falling damage as per a constant Feather Fall effect.
Psychic Shift (Su): An Ascetic may not be agile, but they can push themselves out of the way of their foes attacks with psychic might. An Ascetic of at least second level gains a deflection bonus to AC equal to one plus a third of their Ascetic level. This benefit is halved while in heavy armour.
Strategic Thoughts: An Ascetic of third level has learnt to use their mental ‘hands’ in a more delicate way. They may use Thoughtfist attacks to grapple, disarm, trip, sunder or feint, using their Charisma modifier in place of their strength modifier, and their Intelligence modifier in place of their dexterity modifier. They cannot be pinned, tripped, disarmed or anything similar in response unless the target is within five foot.
In addition, they can duplicate the effects of Mage Hand at will by using a move action.
Racing Thoughts: An Ascetic’s weapons are his thoughts, and he must learn to use them as rapidly as he can. At 3rd level, he may make an additional attack at his full BAB whenever he could make a normal attack. (This includes attacks of opportunity, attacks made as standard actions, and charge attacks) All attacks made in an attack routine using this ability must be Thoughtfist attacks, and they suffer a -2 penalty on attack rolls. This penalty is reduced by one at 8th level, and disappears at 14th.
Thought Cascade
At 16th level, an Ascetic gains a second attack from this ability.
In addition, as opposed to launching a normal full attack, an Ascetic can use a Thought Cascade. If they do, they make a single attack at their full attack bonus. If it hits and does at least one point of damage, they make a second attack at a -1 penalty to hit and damage compared to the first attack. If it hits and does damage, they make a third attack with a -2 penalty. This continues until they either miss or deal no damage.
Fortress of Mind (Ex) An Ascetic’s mind is stronger than any fortification. When an Ascetic of at least fourth level is affected by any effect that allows a will save for a reduced effect, a successful save negates the entire effect.
Improved Fortress of Mind
At tenth level, this ability upgrades. While the Ascetic still negates all effects on a successful will saving throw against attacks, she may sometimes take a reduced effect even when she fails. Against an effect that deals damage, she takes half damage if she fails. This applies even if the effect usually does not have a reduced effect, such as Mind Thrust. While it will halve the damage, it will not negate the slow from Chaos Hammer unless she passes, and she will still be slain by Recall Death if she cannot pass her save.
Understandings (Ps): At fifth level, an Ascetic becomes capable of using some limited psionic abilities, called Understandings.
An Understanding is similar to a Psi-like Ability, and is usable at will, generally as a standard action. They use Charisma to determine save DCs and other similar affects. Like a Psi-like Ability, Understandings are automatically Augmented, but they are augmented only to the maximum of four less than the Ascetic's class level. Like a Psi-like Ability, these power points are not taken from the Ascetic's pool. However, she may further augment them to her own level using the points that she does have.
A Minor Understanding is considered a first or second level power. A Major Understanding is third or fourth level. A Greater Understanding is fifth or sixth level, and a Deep Understanding is seventh or eight level.
An Ascetic learns one Understanding at fifth level, which must be a Minor Understanding. He learns another at each odd level thereafter. At 9th level, he may choose Minor or Major Understandings. At 13th level, he may instead choose a Greater Understanding, and at 17th level Deep Understandings become available.
Epic
An Ascetic continues to improve their use of Understandings throughout their Epic Levels. They may learn an additional Understanding at 23rd level, and another each fourth level thereafter.
An Ascetic cannot use the same understanding repeatedly; After using an Understanding, they cannot use the same Understanding for 1d4 rounds.
Understandings
Minor Understandings
Deceive the Senses
Level: 1
Save: Will disbelief
This Understanding functions as the spell Silent Image, other than being a psionic effect.
Augmentation: At 4pp, this Understanding may instead function as Minor Image. At 6pp, it may mimic Major Image, and at 10pp, it may have the effects of Persistent Image. The saving throw for these abilities is increased by one for each second PP spent on it after two. (Giving it a save DC of 20+Charisma modifier at 20pp)
Sense Intelligence
Level: 2
Range: 1 mile/ML or 60ft cone
Duration: 1 minute per level.
Save: Will negates; see Detect Thoughts
Using this Understanding, the user can tell if there are intelligent creatures around, and where they are, loosely. Over a few hours, they can narrow down search a forest for bandits, or they can unerringly find a city hidden in the desert.
In addition, at shorter range, this Understanding mimics the effects of the spell Detect Thoughts.
Augmentation: The saving throw for Detect Thoughts part of this Understanding is increased by one for each second PP spent on it after four. (Giving it a save DC of 20+Charisma modifier at 20pp)
Shockwave
Leve: 1
Range: Close (25ft+5ft/2 levels)
Area: 5ft+ 5ft/2 manifesting levels burst
Duration: Instant
Save: Reflex and Fortitude negate
This Understanding causes a powerful concussive force in the directed area, knocking all beings there save the manifester to the ground. Firstly, this Understanding deals damage to all creatures within its effect, other than the manifester, equal to the number of PP spent on it. A successful Reflex save negates this effect. Secondly, unless they can make a Fortitude save, they are knocked prone.
Augmentation: As well as increasing the damage of this effect directly, if seven or more PP are spent, it deals 1d3 damage per power point, and if fifteen or more are spent, it deals 1d6 per power point. Finally, both saving throws are increased by one for each second PP spent on it after four. (Giving it a save DC of 20+Charisma modifier at 20pp)
Epic
Increase the die size of the Understanding's damage by one for each eighth PP after fifteen.
Mental Reinforcement
Level: 2
Target: One person
Range: Touch
Duration: 24 hours
The user hones the power of their mind, defending it from attack, using it to strengthen their body, or sharpening their reflexes. They gain an enhancement bonus to any one saving throw equal to their charisma modifier. You can’t use this ability if a previous use is still active, and this bonus cannot exceed your class level.
Major Understandings
Mind Unparalleled
Level: 3
Target: Self
Duration: 24 hours
The user concentrates every piece of knowledge he has, every mote of willpower and every instinct forced to operate as one, vastly increasing their potential.
They gain a +2 enhancement bonus to Intelligence, Wisdom and Charisma.
Augmentation: If ten or more PP are spent to manifest this understanding, it provides a +4 bonus. If fifteen or more PP are spent, the bonus is instead +6.
Epic
At twenty-five PP, this increases to a +8 bonus. At forty PP, +10, at sixty, +12, and etcetera.
Psionic Blast
Level: 4
Range: 30ft cone
Duration: Instant
Save: Will negates
The user launches a mental blast that stuns those in range for one round. A will save negates this effect.
Augmentation: If ten or more PP are spent to manifest this understanding, those within range are stunned for 1d2 rounds. If fifteen or more PP are spent, they are stunned for 1d4 rounds. For each two PP spent beyond eight, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Epic
At twenty-one PP, and at each eight PP beyond that, increase the die size of the stun duration by one.
Sight Without Sight
Level: 4
Range: 10ft/PP
Duration: 24 hours
The user gains blindsight, with a range equal to 10ft for each power point used to manifest this Understanding.
Augmentation: Spending more power points increases the range of the blindsight given by this Understanding.
Wind’s Gift
Level: 3
Range: Touch
Duration: 1 minute/pp
The target gains a flight speed of 30ft (Average), held aloft by the power of the mind.
Should the duration expire while the subject is still aloft, the effect fades slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling an Understanding effectively ends it, the subject also descends in this way if it is dispelled, but not if it is negated by an antimagic field.
A single Ascetic may not use this Understanding again until the first has ended.
Augmentation: If fifteen or more PP are spent to manifest this understanding, it grants a fly speed of 60ft (Perfect) instead.
Greater Understandings
In The Blink Of An Eye
Level: 5
This Understanding tears and twists space, allowing the Ascetic to travel massive distances at will. This functions as the spell Teleport.
Augmentation: If fifteen or more PP are spent to manifest this understanding, it instead functions as Greater Teleport.
Plane of Force
Level: 5
This Understanding forms a wall of pure force, capable of blocking almost any assault.
This functions as the spell Wall of Force.
A single Ascetic cannot have more Planes of Force active at once than a quarter of his Ascetic level.
Strength of Mind, Strength of Flesh
Level: 6
Range: Touch
Duration: 24 hours
This Understanding reinforces the user’s body with the strength of their mind.
They gain DR/- and resistance to acid, cold, electricity and fire equal to half the PP spent on manifesting this Understanding, and Fast Healing equal to half that number.
Augmentation: Spending more PP increases the effect of this Understanding.
Trick the Mind
Level: 6
Saving Throw: Will disbelief
This Understanding creates a pseudo-real illusion, powerful enough that those taken in are affected as if it is real.
This Understanding can mimic a single conjuration (Creation or Summoning) or Evocation spell of no greater than fifth level.
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to this Understanding, rather than their normal level.
Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to this Understanding, rather than their normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Augmentation: For each three PP spent beyond twelve, choose ONE of the following:
Increase maximum level of spell mimicked by one. (So spending 18PP and choosing this option twice allows the mimicking of 7th level spells)
Increase percentage realism of effect by fifteen. (So spending 18pp and choosing this option twice makes the effect 50% real.)
For each two PP spent beyond twelve, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Epic
Beyond more PP, this Understanding does not increase in power at Epic Level. However, if they know metamagic feats, they may use them to cast spells of a higher level than normal, if they use the required PP
Deep Understandings
Localised Control
Level: 8
This Understanding manipulates events on a massive scale, causing identical effects to any one of the following spells: Control Weather, Earthquake, Whirlwind.
This Understanding may only be used once an hour.
Augmentation: For each two PP spent beyond sixteen, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Lockdown
Level: 7
Area: 10ft emanation
Duration: 24h
Save: Will negates
This Understanding clamps down on the mind of all those around, slowing their mind to a crawl, negating all their power.
This Understanding mimics the effects of Antimagic Field. However, anyone within the area except you is entitled to a will saving throw to ignore its effects (You are automatically subject to its effects, although you can still attempt to use Thoughtfists). A success allows them to ignore the antimagic field for its duration, although a new antimagic field requires a new save. A failure means they cannot try again with this antimagic effect.
If they enter another antimagic effect, that one takes precedence in all areas where it overlaps.
Augmentation: For each two PP spent beyond fourteen, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Mental Onslaught
Level: 7
Range: 25ft +5ft/2 levels
Target: One creature
Save: Will halves
This Understanding launches a massive telepathic assault on a single foe. It deals 1d12 damage for each power point used in Manifesting it. A will save halves this damage.
Augmentation: Spending extra PP increases this Understanding’s damage. In addition, for each two PP spent beyond fourteen, the save DC is increased by one. (Giving it a save DC of 20+Charisma modifier at 20pp)
Travel Beyond Eternity
Level: 7
With this Understanding, the Ascetic splits reality, travelling through the tear to a far off place.
This Understanding mimics the effects of Plane Shift.
Inflamed Blast: At 6th level, an Ascetic can infuse their Thoughtfist with elemental power. By treating their Ascetic Level as four levels lower for the purposes of Thoughtfist damage, they can deal energy damage. At 6th level, and each third level thereafter, they may choose a single energy type not associated with any special effects. (Such as Acid, Fire, Electricity, or Cold).
At 9th level, they may add Sonic to the list of choices. At 12th level, they may choose Force damage, and at 15th and beyond, other energy types with special effects are available.
Scorn the Surface (Su): At 7th level, an Ascetic gains even stronger control over their movement. They gain the ability to float. Effectively, they gain a 30ft flight speed, with average manoeuvrability.
In addition, at this level, their Scorn Earth ability becomes (Ex), meaning it applies even in an antimagic field.
Embrace the Sky
By 15th level, an Ascetic’s control has reached its peak. Their flight speed increases to 60ft, with perfect manoeuvrability.
Perfected Thoughttouch (Su): An Ascetic of 8th level has near perfect dexterity with their mental touch, often far surpassing their ‘real’ hands. At the same range as their Thoughtfist, they may take any action they could perform with their hands at touch range, other than deliver touch range spells. As with Thoughtfist, they replace their Str mod with their Cha mod, and their Dex mod with their Int mod.
What’s more, they can split their attention with ease. For each fourth level above eighth, the Ascetic may perform a second set of actions. For example, a 12th level Ascetic could attempt to knock a door down, while tying someone up. This does allow them to carry several people's worth of items. At twentieth level, they are capable of lifting four sets of items, each with a strength equal to their Charisma score.
This ability cannot be used during combat, except to manipulate a single object at a time. (No, they cannot use this ability to wield another weapon and attack again, or to activate a wand. Simple skill checks and lifting are essentially all this ability can do during combat.) If they do so, they reduce their Charisma and Intelligence by four for the purposes of this ability and Thoughtfist. This penalty is reduced to -2 at level 12, and to nothing at level 16.
Thoughts of Metal: An Ascetic of 9th level can make their thoughtfists penetrate DR as if they were made of Cold Iron OR of Silver. (Although never both at once) Changing their choice requires a swift action.
Deny The World (Su): At 11th level, an Ascetic can use their mental power to ignore and replace the requirements of their body. They do not need to eat or drink, and need only half the sleep/rest, and suffer no penalties for this lack.
Epic
A 21st level Ascetic no longer needs to sleep or rest.
I Need Not Words (Su): At 12th level, an Ascetic can speak using Telepathy to those nearby. They have a range equal to 10ft per point of Charisma and intelligence modifier. (So with Int 16 and Cha 18, they would have a range of 70ft) This communication does not rely on language.
Thoughts Of Belief: A 13th level Ascetic treats their Thoughtfists as aligned to any alignment they possess.
Spirit Strike: At 14th level, an Ascetic can use their powers to attack people’s minds, rather than their bodies. By reducing their Ascetic level by five for the purposes of Thoughtfist damage, they may deal 1d4 of either Intelligence, Wisdom, or Charisma damage. A successful will save reduces this to one point per 1d4 damage they would have dealt.
Thoughts of Might: At 18th level, an Ascetic learns the secrets of the greatest of metals-Adamantine. Their Thoughtfists are treated as being made of Adamantine, as well as penetrating DR as if Cold Iron or Silver. In addition, they add one to their critical strike range, stacking with but applied after any other modifications.
Irresistible Force: An Ascetic of 19th level strikes with the force of something far greater. Her attacks ignore all DR except Epic. In addition, any DR that she could penetrate without this class ability (such as those penetrated by previous class abilities) takes an additional 2d6 damage. In the case of material based DR, this is the same type as the rest of her damage. In the case of alignment based DR, the additional damage is aligned to her alignment.
Choose The Path: An Ascetic of 20th level makes a choice: Either they give up on the pathetic needs of their body, or they bind themselves even more tightly to it.
Path of the Spirit: This path grants the Ascetic the Incorporeal type.
The incorporeal type grants her the following benefits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, un/holy water can affect incorporeal creatures of the opposing alignment, but a hit with un/holy water has a 50% chance of not affecting an incorporeal creature. They have no natural armour bonus, but a deflection bonus equal to their charisma modifier, which explicitly stacks with that granted by Psychic Shift.
As a full round action, the Ascetic can lose the incorporeal subtype. Another full round action allows them to regain it.
Path of the Flesh: This path focuses on reuniting the power of their mind and body, shoring up the latter with the former. An adherent of this path may use her will save instead of her fortitude or reflex save at any time. They may use their Intelligence modifier in place of their dexterity modifier at any time, and their charisma modifier instead of their strength modifier. Their genuine unarmed strike becomes equal to their Thoughtfists in every way, and they can use their Mental BAB in every situation. They may ignore the penalties imposed by heavy armour and shields on their class abilities. They may retroactively increase their hit die to d12. They gain regeneration equal to a quarter of their class level, and are dealt normal damage only by cold iron, which disrupts the forces they use to reknit themselves. (If they know the Understanding Strength of Mind, Strength of Flesh, they may double the gained fast healing, although it does not stack with their regneration.) Finally, an Ascetic with a nonmagical debility such as a broken or missing limb, a deformity, muteness, deafness, blindness, or even a true full body paraplegic is utterly cured on taking this path, even one otherwise curable only with a spell such as Wish or Miracle.
Epic
Progression: Ascetic class abilities based on their level, such as Perfected Thoughttouch, Psionic Shift, or the damage of their Thoughtfists continue to grow in power.
Bonus Feats: Ascetics may gain a thematic psionic or 'unarmed' bonus feat at 22nd level, and another at each fourth level thereafter. As a special note, they qualify for Keen Strike with Cha/Int 23, Thoughts of Might, and Improved Critical (Thoughtfists.) Consider adjusting similar feats to have more fitting prerequisites.
Ascetics also qualify for Epic Expanded Knowledge after their 21st class level, although they may only choose powers of a level that could be used by a Psion of 2/3 their class level. (7th at level 21.)
Feats
Alternate Path
Prerequisites:About to or already have taken first level of Ascetic
Benefit: The Ascetic relies not on intelligence and charisma, smarts and force of will to power their class abilities, but some other combination. They may replace EITHER Charisma OR Intelligence in all class abilities with Wisdom. In addition, they may reverse Charisma and Intelligence. (So Charisma would determine attack rolls, and Intelligence damage.)
(The Charisma modifier to AC gained as part of the Path of Spirit is not a class feature for the purposes of this feat-it is part of their subtype.)
Normal: You aim with your brain and hurt with your force of will.
Special: I don’t care how you abuse the system, this feat alone cannot make both necessary mental attributes the same.
Weapons of the Mind
Prerequisites: Thoughtfist class ability.
Benefit: The Ascetic’s Thoughtfists can take the shape of weapons. They may take the form of any weapon (whether natural or manufactured) that the Ascetic is proficient with and, if the weapon has higher damage than the Ascetic’s unarmed attacks, they use the higher damage rating.
Alternatively, they can wield physical weapons that they are proficient with at range. Mechanically this works the same way, but they may use the higher enhancement bonus of their attacks and the wielded weapon, and may apply whichever set of weapon abilities they like, but not both.
Rapid Knowledge
Prerequisites: At least one Understanding
Benefit: Instead of 1d4 rounds, the user must wait only one round after using an Understanding before using it again.
Equipment
Bracers of the Ascetic
These gauntlets allow a skilled enchanter to bind magical weapon enhancements to them, which then apply to the unarmed attacks of any wielder, as long as they possess Improved Unarmed Strike.
They cost 600gp for an unenchanted pair, and are enchanted as a normal masterwork weapon. They apply their enhancement bonus and abilities to the wielder's Thoughtfist attacks.
The enhancement bonus does not stack with that applied by class abilities; use the higher bonus.
Alternate Class Feature
Destruction Through Will
Prerequisites: About to take first level of Ascetic
Lost: An Ascetic with this feature does not receive the ability to grapple, disarm, trip, sunder or feint with Strategic Thoughts.
Benefit: An Ascetic with this ability does not make attack rolls to use his Thoughtfists. Instead, the foe makes a will save. The DC is equal to 10+1/2 Ascetic's class level+Intelligence modifier. However, the DC is reduced by half the penalty that would be levied on their attacks.
If they succeed, they negate the damage of the attack. If they fail, they are struck, and damage is resolved as normal for a Thoughfist.
Otherwise, the Thoughtfists function normally.