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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.

EdroGrimshell
2011-12-11, 09:45 PM
Augments

Augment Critical: You can increase the Critical Threat range of a weapon (natural, manufactured, or unarmed strike) to 19-20 at the cost of two power points. You can increase the Critical Threat Range to 18-20 for an additional two points (or two points if it was 19-20). You can increase the Critical Threat Range to 17-20 for an additional four points (or four points if it was 18-20). You can increase the Critical Threat Range to 16-20 for an additional six points (or six points if it was 17-20). This increase stacks with other effects that increase the Critical Threat Range such as the Keen special property or the Improved Critical feat but is not doubled by the effect. This increase lasts for a number of minutes equal to the Ascetic's Wis Mod.

Body Augmentation: You can spend power points to gain an morale bonus to your Strength, Dexterity, or Constitution by half the number of spent power points. This augment lasts for a number of minutes equal to twice your Wis mod. You can spend ten power points that don't count towards increasing the enhancement bonus to make this augment last for 24 hours. You can only increase one ability score at a time with this Augment. Prerequisites: Ascetic Level 4

Critical Strike: You can increase the Critical Multiplier of a weapon (natural, manufactured, or unarmed strike) to x3 at the cost of four power points. You can increase the Critical Multiplier to x4 for an additional five power points (or five points if it was x3). You can increase the Critical Multiplier to x5 for an additional seven power points (or seven points if it was x4). This increase stacks with other effects that increase the Critical Multiplier. This increase lasts for a number of minutes equal to the Ascetic's Wis Mod. Prerequisites: Augment Critical.

Empowered Athleticism: You can spend power points to gain an enhancement bonus on all Str-, Dex-, and Con-based Ability and Skill checks equal to half the power points spent. This Augment lasts for a number of minutes equal to your Wis mod. You can spend ten power points that don't count towards increasing the bonus to make this Augment last for 24 hours. Prerequisites: Psionic Body OR Focused Skill User

Enhanced Body: You can use Body Augmentation on more than one ability score at a time. Prerequisites: Body Augmentation, Ascetic Level 10

Enhance Healing: You can spend two power points to gain fast healing 1 for a number of minutes equal to your Wis mod. For every two additional power points you spend you can increase the rate of healing by 1. By spending ten power points you can make this Augment last for 24 hours. Prerequisites: Psionic Body OR Rapid Metabolism

Harden Skin: You can spend power points to gain a Natural Armor bonus equal to half the number of power points spent. This Augment lasts for a number of minutes equal to your Wis mod. You can spend ten power points that don't count towards increasing your natural armor to make this augment last for 24 hours. Prerequisites: Psionic Body

Metapsychic Fist: While psionically focused your unarmed strikes are constantly charged with psionic energy dealing an additional 1d6 points of damage. This damage increases to 2d6 additional points if you possess the Greater Psionic Fist feat. Additionally, you can spend two power points to use the Psionic Fist feat without expending your psionic focus. You must expend two power points plus an additional number of power point equal to the number of previous attacks made in the round that you applied the damage from Psionic Fist to. This augment is used as part of an attack action. Prerequisites: Psionic Fist.

Metapsychic Shot: While psionically focused any ranged weapon you wield is constantly charged with psionic energy dealing an additional 1d6 points of damage. This damage increases to 2d6 additional points if you possess the Greater Psionic Shot feat. Additionally, you can spend two power points to use the Psionic Shot feat without expending your psionic focus. You must expend two power points plus an additional number of power point equal to the number of previous attacks made in the round that you applied the damage from Psionic Shot to. This augment is used as part of an attack action. Prerequisites: Psionic Shot.

Metapsychic Weapon: While psionically focused any melee weapon you wield is constantly charged with psionic energy dealing an additional 1d6 points of damage. This damage increases to 2d6 additional points if you possess the Greater Psionic Weapon feat. Additionally, you can spend two power points to use the Psionic Weapon feat without expending your psionic focus. You must expend two power points plus an additional number of power point equal to the number of previous attacks made in the round that you applied the damage from Psionic Weapon to. This augment is used as part of an attack action. Prerequisites: Psionic Weapon.

Mindsight: You can spend power points to gain the ability to sense nearby creatures. You gain Blindsense out to 10ft per power point spent and Blindsight at half that distance. This Augment lasts for a number of minutes equal to your Wis mod. You can spend ten power points that don't count towards increasing the Blindsense and Blindsight to make this augment last for 24 hours. Prerequisites: Ascetic Level 10

Psychic Celerity: You can spend eight power points to make an additional attack at your highest base attack bonus this turn. For an additional eight power points you can make two extra attacks at your highest base attack bonus instead of one. This Augment must be used before you attack. At the cost of four power points you can make this augment last a number of rounds equal to your Wis mod. Prerequisites: Ascetic Level 8, Speed of Thought, Psychic Speed

Psychic Purge: You can spend power points to purge your system of negative effects. You can heal one point of ability damage for every two power points you spend. You can heal one point of ability drain for every five power points you spend. You can heal one negative level for every ten power points you spend. Additionally, you can spend power points to negate certain conditions as shown on the table below. Prerequisites: Psionic Body OR Mind Over Matter (the feat)
{table=head]PP Cost|Conditions
2|Dazzled, Fatigued, Shaken, Sickened
5|Exhausted, Frightened, Nauseated, Dazed
10|Blinded, Deafened, Panicked, Stunned
15|Confused, Paralyzed
20|Petrified[/table]

Psychic Speed: You can spend two power points to gain a +10ft enhancement bonus to your movement speed. For each additional two power points you expend the bonus granted by this augment increases by 10ft. This Augment lasts for a number of minutes equal to your Wis mod. You can spend ten power points that don't count towards increasing the enhancement bonus to make this augment last for 24 hours. Prerequisites: Speed of Thought

Psychokinetic Strike: You can spend two power points to make a melee attack to a single target within 10ft, essentially gaining reach for that one attack. By spending an additional two power points you can instead attack a target within 30ft. By spending an additional four power points you can attack a target within close (25ft + 5ft/2 manifester levels) range instead. By spending an additional eight power points you can attack a target within medium (100ft + 10ft/manifester level) range. This Augment is used as part of the attack action. Prerequisite: Psionic Fist and Metapsychic Fist OR Psionic Weapon and Metapsychic Weapon.

Resilience: You can spend power points to gain Damage Reduction/-- equal to half the number of power points spent. This Augment lasts for a number of minutes equal to your Wis mod. You can spend ten power points that don't count towards increasing your damage reduction to make this augment last for 24 hours. Prerequisites: Psionic Body

Store Foci: You can store additional foci in your subconscious or psicrystal. You can spend two power points to make a Concentration check to gain psionic focus to store an additional focus in your subconcious mind or psicrystal. Each focus after the first costs two additional power points for each other stored focus (two points for the first, four for the second, six for the third, etc.). The DC to gain this additional focus is 30 and increases by five for each additional focus to be stored. Prerequisites: Subconscious Containment OR Psicrystal Containment

Swift Focus: You can spend 6 power points to meditate to gain psionic focus as part of the Swift Action to use this Augment. Prerequisites: Psionic Meditation OR Autohypnosis and Concentration 9

EdroGrimshell
2011-12-11, 09:46 PM
Extra Augment [Psionic]
Prerequisites: Augment Class Feature
Benefits: You gain one additional augment that you meet the prerequisites for.

Improved Focused Mind [Psionic]
Prerequisites: Focused Mind +2
Benefits: You can apply the bonus granted by Focused Mind to your choice of two of the following; attack rolls, damage rolls, AC, or saves.
Normal: You can only select one of the following to gain the bonus from Focused Mind; attack rolls, damage rolls, AC, or saves

Greater Focused Mind [Psionic]
Prerequisites: Improved Focused Mind, Focused Mind +3
Benefits: You apply the bonus granted by Focused Mind to attack rolls, damage rolls, AC, and saves.
Normal: You can only select one of the following to gain the bonus from Focused Mind; attack rolls, damage rolls, AC, or saves

Psychic Empowerment [Psionic]
Prerequisites: Manifester Level 5th, one of the following Augments: Metapsychic Fist, Metapsychic Weapon, Metapsychic Shot
Benefits: You gain the Psychic enchantment (Magic Item Compendium pg41) on certain attacks while psionically focused based on the Augments you possess. If you have Metapsychic Fist, your Unarmed Strikes and Natural Attacks gain the Psychic enchantment as long as you are psionically focused. If you have Metapsychic Shot, your Ranged Weapon Attacks gain the Psychic enchantment as long as you are psionically focused. If you have Metapsychic Weapon, your Melee Weapon Attacks gain the Psychic enchantment as long as you are psionically focused.

Persistant Augmentation [Psionic]
Prerequisites: Manifester Level 12th, Augments Class Feature
Benefits: You can spend 5 power points that don't count towards the benefits of the augment to make it last for a number of hours equal to the number of minutes it would normally last.

Favored Augmentation [Psionic]
Prerequisites: Manifester Level 4th
Benefits: Choose one Augment you know. You may exceed the normal limits of that Augment. You may expend a total number of power points on the chosen Augment equal to 1.5 x your manifester level.
(Note: This feat can only be taken once)


I'm a little worried on the capstone ability, so i'd like to know what everyone thinks of it.

bobthe6th
2011-12-11, 10:12 PM
its ok... though if he gets into a meta concert it may get out of hand. seems ok though... also, just make it outsider with the native subtype. make life alot easier

EdroGrimshell
2011-12-11, 10:18 PM
its ok... though if he gets into a meta concert it may get out of hand. seems ok though... also, just make it outsider with the native subtype. make life alot easier

I just copied that part from the monk and got rid of the damage reduction. But that does make more sense.

I don't really see how metaconcert would be all that bad with this guy other than after he gets to 20th level if he picks the pp regeneration ability

Tacitus
2011-12-11, 11:27 PM
I'd take the auto-focus long before PR, if PP regen wasn't on the list. PP regen seems fairly good, though I'm too tired to think about the math on how long it would take an average ascetic to be ready for full on nova from running on fumes. Then again, auto-focus would be super useful if you're meta- focused...

but, your ML is 1/2 class level and you've got a limited number of powers known (the number of which doesn't seem to be listed), so running out of PP isn't super likely unless you're in for a long haul with no rest.

>.> Sorry, stream of consciousness typing and finding new bits as I read. I find it a little strange that you have full PP, but only half ML. Yeah, two places to spend them, but still...

Enhance Healing doesn't have the 10pp doesn't count to augment limit clause.

Body Augmentation can only net you +5 Enh to a stat at level 20?

I might have more to say later. Brain started wandering.

EdroGrimshell
2011-12-12, 12:17 AM
I'd take the auto-focus long before PR, if PP regen wasn't on the list. PP regen seems fairly good, though I'm too tired to think about the math on how long it would take an average ascetic to be ready for full on nova from running on fumes. Then again, auto-focus would be super useful if you're meta- focused...

but, your ML is 1/2 class level and you've got a limited number of powers known (the number of which doesn't seem to be listed), so running out of PP isn't super likely unless you're in for a long haul with no rest.

>.> Sorry, stream of consciousness typing and finding new bits as I read. I find it a little strange that you have full PP, but only half ML. Yeah, two places to spend them, but still...

Enhance Healing doesn't have the 10pp doesn't count to augment limit clause.

Body Augmentation can only net you +5 Enh to a stat at level 20?

I might have more to say later. Brain started wandering.

Actually manifester level is supposed to equal Ascetic level, which will be fixed shortly

Acidic_Cakes
2011-12-12, 12:19 AM
Hmm, I do admittedly rather like the idea of taking a dip in Fighter or PsiWarrior for Martial Weapons Proficiency, and then running around with a 16-20x5 Keen Scythe.:smallbiggrin:

EdroGrimshell
2011-12-12, 12:50 AM
Hmm, I do admittedly rather like the idea of taking a dip in Fighter or PsiWarrior for Martial Weapons Proficiency, and then running around with a 16-20x5 Keen Scythe.:smallbiggrin:

The keen enhancement would only bring it up to 15-20, i did put in that clause that it stacks but is not doubled

silver spectre
2011-12-12, 12:21 PM
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.

If the Ascetic chooses the 24 hour duration (like body augmentation) for one of his augments, does he still have the option of boosting the ability for the short term, or must he dismiss the 24 hour augment first?

If an Ascetic takes a prestige class that imrpoves power points gained and powers known, would he gain new augments known?



--The Ascetic constantly generates psionic energy, regaining a number of power points every minute equal to his Wis mod.

I like this. If the Ascetic spends about an hour (or less) at the start of the day, he begins with all his 24 hour augments and full power point pool.



--The Ascetic is more resilient to psionic powers, gaining power resistance equal to 11 + his class level.

A little late in the game for PR, and it doesn't seem on par with the other two abilities.



--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.

Usefull for an unavoidable strike (and the like) used with spring attack.


Overall I like this.

EdroGrimshell
2011-12-12, 01:10 PM
If the Ascetic chooses the 24 hour duration (like body augmentation) for one of his augments, does he still have the option of boosting the ability for the short term, or must he dismiss the 24 hour augment first?

Yes, but the boost overlaps so you have to pay for the 24-hour boost you already have (minus the 10 to keep it active) then pay for the rest to even get a higher bonus.


If an Ascetic takes a prestige class that imrpoves power points gained and powers known, would he gain new augments known?

Augments are not powers, not sure ATM if they should be advanced or not, but for right now i'm going to say they are not advanced.


I like this. If the Ascetic spends about an hour (or less) at the start of the day, he begins with all his 24 hour augments and full power point pool.

Usefull for an unavoidable strike (and the like) used with spring attack.

Heh, i was worried they'd be too powerful. Actually i filched the PP regen from a friend of mine's Metamind Redux homebrew for a compaign he's in.


A little late in the game for PR, and it doesn't seem on par with the other two abilities.

Yea, i was looking for something that'd be for a more defensive Ascetic> Maybe if I add in that if a power doesn't overcome the PR half it's PP (rounded down) are added to the Ascetic's PP Pool?


Overall I like this.

Thanks

silver spectre
2011-12-12, 01:31 PM
Yea, i was looking for something that'd be for a more defensive Ascetic> Maybe if I add in that if a power doesn't overcome the PR half it's PP (rounded down) are added to the Ascetic's PP Pool?
How would that work with magic-psionic transparency?

Regardless, if we assume most encounters will be equivalent (or nearly so) CR, it will rarely be of use even in a high psionic campaign.

I'm pretty much at a loss on how to make PR/SR a usefull capstone.

Maybe allowing a swift action countermanifesting check versus the power to gain immunity to the specific power (and its augmentations) for a set duration?