EdroGrimshell
2011-12-11, 09:43 PM
Ascetic
An Ascetic is not like most psionicists, where most rely on the mind for external effects in specific patterns, the Ascetic uses the raw power of the mind to augment internal functions of their body or focus the raw power into offensive maneuvers. They are more like a combination of monk abd soulknife than a standard psionicist.
Adventures: An ascetic is likely to travel to test his abilities and expand his horizons, finding new ways to utilize his augments and mental abilities and pushing them to their absolute limit and testing them in various situations they would normally not encounter.
Characteristics: Ascetics are mentally strong individuals that rapidly augment their physical abilities with their minds, increasing their power and making them adept fighters. Additionally, the raw psionics used for their augments makes them seem far more mystical than they are.
Alignment: Ascetics tend to be lawful neutral, highly disciplined and focused to their art, however, a few are chaotic, using wild, psionically enhanced instinct to augment their bodies rather than strict discipline. Most ascetics tend towards neutrality on the axis of good and evil, with more good than evil.
Religion: Much like monks, ascetics are more dedicated to their bodies and minds as well as their own physical perfection rather than a deity.
Background: Most ascetics start their training in a monastary or apprenticed to another ascetic or monk with psionic talents. They train until body and mind sync and then start to fine tune what they know, rapidly advancing their skills after the initial syncing.
Races: Humans are the most common ascetic, followed by the githzerai and half-giants. Elves often benefit from the mental aspect of the ascetic and dwarves often augment their resilience with the power of the ascetic. Halfling ascetics, while rare, are incredibly skilled athletes and thieves.
Other Classes: Ascetics tend to work well with other warriors as well as psionicists. They have much in common with the monk and psychic warrior. They can get along with rogues, rangers, and scouts as they can lend much needed insight and perception to them.
Role: Ascetics are natural warriors, accustomed to the front-line. They're choice of augments and feats also decide on their role in a party, whether it's as an archer or sniper, a front-line fighter and tank, or a skilled scout and sneak.
Hit Die: d8
Class Skill: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points: 4 + Int Mod (x4 at 1st level)
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
PP
Augments
1st
+0
+0
+0
+2
AC Bonus, Unarmed Strike
2
0
2nd
+1
+0
+0
+3
Focused Mind (+1)
6
1
3rd
+2
+1
+1
+3
Bonus Feat
11
1
4th
+3
+1
+1
+4
Mind Over Matter (Skills)
17
2
5th
+3
+1
+1
+4
Bonus Feat
25
2
6th
+4
+2
+2
+5
Focused Mind (+2)
35
3
7th
+5
+2
+2
+5
Bonus Feat
46
3
8th
+6
+2
+2
+6
Mind Over Matter (Saves)
58
4
9th
+6
+3
+3
+6
Bonus Feat
72
4
10th
+7
+3
+3
+7
Focused Mind (+3)
88
5
11th
+8
+3
+3
+7
Bonus Feat
106
5
12th
+9
+4
+4
+8
Mind Over Matter (Combat)
126
6
13th
+9
+4
+4
+8
Bonus Feat
147
6
14th
+10
+4
+4
+9
Focused Mind (+4)
170
7
15th
+11
+5
+5
+9
Bonus Feat
195
7
16th
+12
+5
+5
+10
Mind Over Matter (Body)
221
8
17th
+12
+5
+5
+10
Bonus Feat
250
8
18th
+13
+6
+6
+11
Focused Mind (+5)
280
9
19th
+14
+6
+6
+11
Bonus Feat
311
9
20th
+15
+6
+6
+12
Perfect Mind
343
10
Wpn/Arm Prof: A Ascetic is proficient with simple weapons and light armor but not with shields.
Power Point/Day: A Ascetic has a reserve of power points, from which they can augment themselves or manifest a limited number of powers. Their base daily allotment of power points is given on the above table. In addition, they receives bonus power points per day if they have a high Wisdom score (see Table:[/B] Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items. An Ascetic’s manifester level is equal to their class level. An Ascetic can spend only a total number of points on any class ability that uses power points equal to their manifester level.
Bonus Feats: At every odd level except first level a Ascetic gains a bonus psionic feat. He must meet the prerequisites for the bonus feat. Additionally, the Ascetic can take Expanded Power Knowledge to gain a single psionic power of a certain level based on his Ascetic level. At 3rd level he can select 1st level powers, at 7th level he can select 2nd level powers, at 11th level he can select 3rd level powers, at 15th level he can select 4th level powers, and at 19th level he can select 5th level powers.
AC Bonus (Ex): An Ascetic can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored or wearing light armor, are carrying no more than a light load, and are not using a shield. This bonus to AC applies even against touch attacks or when the Ascetic is flat-footed. They lose this bonus when they are immobilized or helpless. Furthermore, if the Ascetic is wearing light armor, they may only apply their Wisdom modifier up to the maximum Dexterity bonus of the armor.
Unarmed Strike (Ex): The Ascetic gains Improved Unarmed Strike and Superior Unarmed Strike even if he doesn't meet the prerequisites.
Focused Mind (Su): At second level, a Ascetic begins to benefit from a calm and focused mind. As long as they are psionically focused, an Ascetic gains a +1 insight bonus to attack rolls, damage rolls, AC, or saves, chosen when they become psionically focused. This bonus increases to +2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th level.
Augments: A Ascetic's key feature is their ability to augment their bodies using the power of their minds, starting at second level a Ascetic gains an augment every even level. The Ascetic must meet any prerequisites for an augment to select it. A Ascetic can only spend up to his manifester level in power points on an augment at any time. Augments take a Swift Action unless indicated otherwise.
Mind Over Matter (Ex): Starting at 4th level, a Ascetic augments his body using his mind in a more passive manner than his augments. At 4th level the Ascetic adds his Wis mod as an untyped bonus to all Str-, Dex-, and Con-based skill checks. At 8th level the Ascetic adds his Wis mod as an untyped bonus to all saving throws. At 12th level the Ascetic adds his Wis mod as an untyped bonus to attack and damage rolls. At 16th level the Ascetic adds its Wis mod x his level to his HP total.
Perfect Mind (Ex): At 20th level, a Ascetic's mind has reached a perfect level of synchronization with the body, allowing him to far exceed the normal limits of man. The Ascetic is forevermore treated as a native outsider rather than as a humanoid (or whatever the Ascetic’s creature type was) for the purpose of spells, powers, and magical or psionic effects. Additionally the Ascetic can select one of the following abilities as an additional benefit.
--The Ascetic constantly generates psionic energy, regaining a number of power points every minute equal to his Wis mod.
--The Ascetic is more resilient to psionic powers, gaining power resistance equal to 11 + his class level.
--The Ascetic automatically makes a Concentration check at the beginning of each turn to gain psionic focus if he isn't already psionically focused, requiring no action on the part of the Ascetic to do so.
Note: Any prestige class that advances powers known also progresses the number of Augments an Ascetic knows.
An Ascetic is not like most psionicists, where most rely on the mind for external effects in specific patterns, the Ascetic uses the raw power of the mind to augment internal functions of their body or focus the raw power into offensive maneuvers. They are more like a combination of monk abd soulknife than a standard psionicist.
Adventures: An ascetic is likely to travel to test his abilities and expand his horizons, finding new ways to utilize his augments and mental abilities and pushing them to their absolute limit and testing them in various situations they would normally not encounter.
Characteristics: Ascetics are mentally strong individuals that rapidly augment their physical abilities with their minds, increasing their power and making them adept fighters. Additionally, the raw psionics used for their augments makes them seem far more mystical than they are.
Alignment: Ascetics tend to be lawful neutral, highly disciplined and focused to their art, however, a few are chaotic, using wild, psionically enhanced instinct to augment their bodies rather than strict discipline. Most ascetics tend towards neutrality on the axis of good and evil, with more good than evil.
Religion: Much like monks, ascetics are more dedicated to their bodies and minds as well as their own physical perfection rather than a deity.
Background: Most ascetics start their training in a monastary or apprenticed to another ascetic or monk with psionic talents. They train until body and mind sync and then start to fine tune what they know, rapidly advancing their skills after the initial syncing.
Races: Humans are the most common ascetic, followed by the githzerai and half-giants. Elves often benefit from the mental aspect of the ascetic and dwarves often augment their resilience with the power of the ascetic. Halfling ascetics, while rare, are incredibly skilled athletes and thieves.
Other Classes: Ascetics tend to work well with other warriors as well as psionicists. They have much in common with the monk and psychic warrior. They can get along with rogues, rangers, and scouts as they can lend much needed insight and perception to them.
Role: Ascetics are natural warriors, accustomed to the front-line. They're choice of augments and feats also decide on their role in a party, whether it's as an archer or sniper, a front-line fighter and tank, or a skilled scout and sneak.
Hit Die: d8
Class Skill: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points: 4 + Int Mod (x4 at 1st level)
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
PP
Augments
1st
+0
+0
+0
+2
AC Bonus, Unarmed Strike
2
0
2nd
+1
+0
+0
+3
Focused Mind (+1)
6
1
3rd
+2
+1
+1
+3
Bonus Feat
11
1
4th
+3
+1
+1
+4
Mind Over Matter (Skills)
17
2
5th
+3
+1
+1
+4
Bonus Feat
25
2
6th
+4
+2
+2
+5
Focused Mind (+2)
35
3
7th
+5
+2
+2
+5
Bonus Feat
46
3
8th
+6
+2
+2
+6
Mind Over Matter (Saves)
58
4
9th
+6
+3
+3
+6
Bonus Feat
72
4
10th
+7
+3
+3
+7
Focused Mind (+3)
88
5
11th
+8
+3
+3
+7
Bonus Feat
106
5
12th
+9
+4
+4
+8
Mind Over Matter (Combat)
126
6
13th
+9
+4
+4
+8
Bonus Feat
147
6
14th
+10
+4
+4
+9
Focused Mind (+4)
170
7
15th
+11
+5
+5
+9
Bonus Feat
195
7
16th
+12
+5
+5
+10
Mind Over Matter (Body)
221
8
17th
+12
+5
+5
+10
Bonus Feat
250
8
18th
+13
+6
+6
+11
Focused Mind (+5)
280
9
19th
+14
+6
+6
+11
Bonus Feat
311
9
20th
+15
+6
+6
+12
Perfect Mind
343
10
Wpn/Arm Prof: A Ascetic is proficient with simple weapons and light armor but not with shields.
Power Point/Day: A Ascetic has a reserve of power points, from which they can augment themselves or manifest a limited number of powers. Their base daily allotment of power points is given on the above table. In addition, they receives bonus power points per day if they have a high Wisdom score (see Table:[/B] Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items. An Ascetic’s manifester level is equal to their class level. An Ascetic can spend only a total number of points on any class ability that uses power points equal to their manifester level.
Bonus Feats: At every odd level except first level a Ascetic gains a bonus psionic feat. He must meet the prerequisites for the bonus feat. Additionally, the Ascetic can take Expanded Power Knowledge to gain a single psionic power of a certain level based on his Ascetic level. At 3rd level he can select 1st level powers, at 7th level he can select 2nd level powers, at 11th level he can select 3rd level powers, at 15th level he can select 4th level powers, and at 19th level he can select 5th level powers.
AC Bonus (Ex): An Ascetic can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored or wearing light armor, are carrying no more than a light load, and are not using a shield. This bonus to AC applies even against touch attacks or when the Ascetic is flat-footed. They lose this bonus when they are immobilized or helpless. Furthermore, if the Ascetic is wearing light armor, they may only apply their Wisdom modifier up to the maximum Dexterity bonus of the armor.
Unarmed Strike (Ex): The Ascetic gains Improved Unarmed Strike and Superior Unarmed Strike even if he doesn't meet the prerequisites.
Focused Mind (Su): At second level, a Ascetic begins to benefit from a calm and focused mind. As long as they are psionically focused, an Ascetic gains a +1 insight bonus to attack rolls, damage rolls, AC, or saves, chosen when they become psionically focused. This bonus increases to +2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th level.
Augments: A Ascetic's key feature is their ability to augment their bodies using the power of their minds, starting at second level a Ascetic gains an augment every even level. The Ascetic must meet any prerequisites for an augment to select it. A Ascetic can only spend up to his manifester level in power points on an augment at any time. Augments take a Swift Action unless indicated otherwise.
Mind Over Matter (Ex): Starting at 4th level, a Ascetic augments his body using his mind in a more passive manner than his augments. At 4th level the Ascetic adds his Wis mod as an untyped bonus to all Str-, Dex-, and Con-based skill checks. At 8th level the Ascetic adds his Wis mod as an untyped bonus to all saving throws. At 12th level the Ascetic adds his Wis mod as an untyped bonus to attack and damage rolls. At 16th level the Ascetic adds its Wis mod x his level to his HP total.
Perfect Mind (Ex): At 20th level, a Ascetic's mind has reached a perfect level of synchronization with the body, allowing him to far exceed the normal limits of man. The Ascetic is forevermore treated as a native outsider rather than as a humanoid (or whatever the Ascetic’s creature type was) for the purpose of spells, powers, and magical or psionic effects. Additionally the Ascetic can select one of the following abilities as an additional benefit.
--The Ascetic constantly generates psionic energy, regaining a number of power points every minute equal to his Wis mod.
--The Ascetic is more resilient to psionic powers, gaining power resistance equal to 11 + his class level.
--The Ascetic automatically makes a Concentration check at the beginning of each turn to gain psionic focus if he isn't already psionically focused, requiring no action on the part of the Ascetic to do so.
Note: Any prestige class that advances powers known also progresses the number of Augments an Ascetic knows.