Waker
2014-01-09, 09:16 AM
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Aspirants are a rare breed of Incarnum masters. While the majority of those who wield essentia prefer to utilize it through the shaping of soulmelds, these seekers of perfection instead channel their raw spiritual energy through advanced martial arts techniques.
Alignment: Any
Class Skills:The aspirant's class skills (and the key ability for each skill) are Autohypnosis (Wis; Trained Only), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Hit Die: D8
Aspirant
\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\n\tEssentia\n\tUnarmed Damage\n\tAC Bonus
[/TD]\n\n\n\t1st\n\t
+0\n\t
+2\n\t
+2\n\t
+2\n\tAC Bonus, Worldy Forms, Unarmed Strike, Psychic Awakening\n\t1\n\t1d6\n\t+0
\n\n\n\t2nd\n\t
+1\n\t
+3\n\t
+3\n\t
+3\n\tRelease Technique (Mongoose), Collective Experience\n\t2\n\t1d6\n\t+0
\n\n\n\t3rd\n\t
+2\n\t
+3\n\t
+3\n\t
+3\n\tEmpty Body, Release Technique (Boar)\n\t3\n\t1d6\n\t+0
\n\n\n\t4th\n\t
+3\n\t
+4\n\t
+4\n\t
+4\n\tBonus Feat, Release Technique (Shrike)\n\t4\n\t1d8\n\t+0
\n\n\n\t5th\n\t
+3\n\t
+4\n\t
+4\n\t
+4\n\tMaster Form, Uncanny Dodge\n\t5\n\t1d8\n\t+1
\n\n\n\t6th\n\t
+4\n\t
+5\n\t
+5\n\t
+5\n\tRelease Technique (Asura)\n\t6\n\t1d8\n\t+1
\n\n\n\t7th\n\t
+5\n\t
+5\n\t
+5\n\t
+5\n\tRelease Technique (Unimpeded Step), Collective Experience, Sudden Release (Intercepting Strike)\n\t7\n\t1d8\n\t+1
\n\n\n\t8th\n\t
+6/+1\n\t
+6\n\t
+6\n\t
+6\n\tBonus Feat, Release Technique (Empty Strike), Empty Body, Flowing Spirit\n\t8\n\t1d10\n\t+1
\n\n\n\t9th\n\t
+6/+1\n\t
+6\n\t
+6\n\t
+6\n\tImproved Uncanny Dodge, Partitioned Mind\n\t9\n\t1d10\n\t+1
\n\n\n\t10th\n\t
+7/+2\n\t
+7\n\t
+7\n\t
+7\n\tHeavenly Forms\n\t10\n\t1d10\n\t+2
\n\n\n\t11th\n\t
+8/+3\n\t
+7\n\t
+7\n\t
+7\n\tSudden Release (Piercing Sight)\n\t11\n\t1d10\n\t+2
\n\n\n\t12th\n\t
+9/+4\n\t
+8\n\t
+8\n\t
+8\n\tBonus Feat, Collective Experience\n\t12\n\t2d6\n\t+2
\n\n\n\t13th\n\t
+9/+4\n\t
+8\n\t
+8\n\t
+8\n\tPerfect Form, Empty Body\n\t13\n\t2d6\n\t+2
\n\n\n\t14th\n\t
+10/+5\n\t
+9\n\t
+9\n\t
+9\n\tRelease Technique (Bodiless Step)\n\t14\n\t2d6\n\t+2
\n\n\n\t15th\n\t
+11/+6/+1\n\t
+9\n\t
+9\n\t
+9\n\tFlowing Spirit\n\t15\n\t2d6\n\t+3
\n\n\n\t16th\n\t
+12/+7/+2\n\t
+10\n\t
+10\n\t
+10\n\tBonus Feat, Sudden Release (Flash Step)\n\t16\n\t2d8\n\t+3
\n\n\n\t17th\n\t
+12/+7/+2\n\t
+10\n\t
+10\n\t
+10\n\tCollective Experience\n\t17\n\t2d8\n\t+3
\n\n\n\t18th\n\t
+13/+8/+3\n\t
+11\n\t
+11\n\t
+11\n\tEmpty Body\n\t18\n\t2d8\n\t+3
\n\n\n\t19th\n\t
+14/+9/+4\n\t
+11\n\t
+11\n\t
+11\n\tPartitioned Mind\n\t19\n\t2d8\n\t+3
\n\n\n\t20th\n\t
+15/+10/+5\n\t
+12\n\t
+12\n\t
+12\n\tBonus Feat, Incarnum Perfection\n\t20\n\t2d10\n\t+4\n\n
Class Features
All of the following are class features of the aspirant.
Weapon and Armor Proficiency
Aspirants are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling and unarmed strikes.
Aspirants are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a aspirant loses his AC bonus.
Aspirant Weapons
When using any release techniques, an aspirant may attack only with unarmed strikes, special monk weapons or natural weapons. Weapons not from the above list also do not gain any benefit from worldly form (fire).
Unarmed Strike
At 1st level, an aspirant gains Improved Unarmed Strike as a bonus feat. A aspirant’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an aspirant may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a aspirant striking unarmed. A aspirant may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a aspirant’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
An aspirant’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
An aspirant also deals more damage with his unarmed strikes than a normal person would, the table above assumes a Medium aspirant. A Small aspirant deals less damage than the amount given there with his unarmed attacks, while a Large aspirant deals more damage; see table below.
Level
Damage (Small Aspirant)
Damage (Large Aspirant)
1-3rd
1d4
1d8
4-7
1d6
2d6
8-11
1d8
2d8
12-15
1d10
3d6
16-19
2d6
3d8
20
2d8
4d8
AC Bonus (Ex)
When unarmored and unencumbered, the aspirant adds his Wisdom bonus (if any) to his AC. In addition, an aspirant gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five aspirant levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the aspirant is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Psychic Awakening (Ex)
After years of meditation, an aspirant accesses portions of the mind that many are unaware exist. An aspirant gains one Power Point, allowing them to gain Psionic Focus.
Worldly Forms (Su): The body is the house of the spirit and the aspirant seek to perfect their physical form. An aspirant has access to four techniques, known as the Worldly Forms. These elements comprise the physical body and through the use of essentia, they can empower their various attributes. A Worldly Form is always active as long as the aspirant is conscious and has at least one point of essentia invested into it.
Fire: For each point of essentia invested in this form, attacks made with manufactured weapons, natural weapons or unarmed strike benefit from a +1 enhancement bonus.
If the aspirant has at least 3 points of essentia invested in this form, their attacks are considered to have the Cold Iron/Silver properties for the purposes of overcoming Damage Reduction.
If the aspirant has at least 4 points of essentia invested in this form, their attacks are considered to have the Adamantine property for the purposes of overcoming Damage Reduction.
If the aspirant has at least 5 points of essentia invested in this form, their attacks gain an alignment quality matching their own for the purposes of overcoming Damage Reduction.
Earth: For each point of essentia invested in this form, the aspirant gains an equal insight bonus to AC.
If the aspirant has at least 2 points of essentia invested in this form, they are considered to have Mettle of the Body. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
If the aspirant has at least 5 points invested in this form, Improved Mettle of the Body. He still negates attacks that allow a reduced effect on a successful Fortitude save, but henceforth he still reduces the effect on a failed save.
Air: For each point of essentia invested the aspirant gains a +10 enhancement bonus to his movement speed and a +1 to his initiative checks. In addition he no longer takes damage from falling, though he may still incur damage from dangerous terrain such as a spiked floor.
If the aspirant has at least 2 points of essentia invested in this form, he is treated as having the Evasion special ability.
If the aspirant has at least 5 points of essentia invested in this ability, he is treated as having the Improved Evasion special ability.
Water:For each point of essentia invested in this form, the aspirant gains a +2 competence bonus to Bullrush, Disarm, Grapple, Overrun, Sunder and Trip attempts used by or against him.
If the aspirant has at least 2 points of essentia invested in this form, he is treated as having the Mettle of the Mind ability. If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect.
At least 5 points, Improved Mettle of the Mind. He still negates attacks that allow a reduced effect on a successful Will save, but henceforth he still reduces the effect on a failed save.
Release Techniques : Core to the fighting style of the aspirant is the use of release techniques. By entering into a serene state of focus they can unleash amazing abilities that baffle mundane combatants. In order to use a release technique, an aspirant must first gain psionic focus. At any time afterwards they choose one of the available techniques they know and use it with a standard action, expending the psionic focus. An aspirant can further modify these techniques by investing essentia in their release pool at any point after gaining psionic focus but before the technique is activated. When investing essentia, the points aren't tied to a specific technique, rather all invested essentia is focused on whichever technique the aspirant uses. When a release technique is used, all invested essentia is placed back into the general essentia pool.
As a full-round action, an aspirant may use a release technique at the end of a charge.
Release techniques cannot be used with ranged weapons.
Mongoose (Ex)(2nd): The aspirant may make one attack, plus an additional attack for each point of essentia invested in their release pool. These attacks are made at your highest base attack bonus.
Boar (Ex)(3rd): The aspirant may make a special bullrush attack. The aspirant must first make a melee attack against opponent and follow the normal rules for a bullrush, except that the aspirant does not need to move as part of the attack. For each point of essentia invested in their release pool, they gain a +2 insight bonus to the bullrush attempt.
Shrike (Su)(4th): The aspirant may make a ranged attack against a target within 20ft. This attack deals the same amount and type of damage as the aspirants unarmed attack or held weapon, whichever is used to initiate the attack. If the aspirant has an ability to augment their attack, such as with Stunning Fist, it can be used in tandem with Shrike Release. If the attack would normally be a touch attack, the Shrike Release still needs to hit the targets normal AC. For each point of essentia invested in this technique, the range increased by 5ft.
Asura (Ex)(6th): The aspirant may make a single attack against each enemy within reach. For each point of essentia invested in their release pool, the aspirant's critical threat range increases by 1. This latter ability is not multiplied by effects such as Keen or Improved Critical and is added after such effects if applicable.
Unimpeded Step (Su)(7th): The aspirant may make a short-range teleport to an area to which they have line of sight. The range of this ability is 10ft+10ft per each essentia invested.
Empty Strike (Su)(8th):The aspirant may make a special dispel attack against an enemy. If the aspirant successfully strikes a target, they may make a dispel check (1d20+ aspirant level). You make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. For each point of essentia invested in your pool, you gain a +2 insight bonus to your dispel check.
Bodiless Step (Su)(14th): The aspirant may temporarily shed their worldly self and become pure incarnum, gaining the incorporeal incorporeal subtype. The aspirant loses all physical attacks and gains the ability to make a touch attack (1d6+ Wisdom modifer). While under the effects of this technique, the aspirant cannot use any Release or Sudden Release techniques. This effect lasts for 1 round+1 round per essentia invested. After this technique ends, the aspirant cannot use Bodiless Step again for 10 minutes.
Collective Experience (Su): Tapping into the vast current of incarnum that permeates the universe allows the aspirant to glimpse bits of knowledge from other lives. At the start of each morning, the aspirant can choose two skills to gain a +2 competence bonus. Furthermore he can invest essentia to increase that bonus an additional +2 for each skill per essentia invested. If the skill is trained only, he must still have ranks in the skill in order to use it.
At level 7, the aspirant may choose an additional skill to which he may apply his Collective Experience. This increases again at level 12 and 17.
Empty Body (Ex): The aspirant feels the flow of energy in battle, relying on intuition more than brute strength. At 3rd level, an aspirant adds his Wisdom modifier to any checks to Bullrush, Disarm, Grapple, Overrun, Sunder or Trip used by or against him. At 8th level, the aspirant is considered to be one size category larger than normal for the purposes of using grapple, overrun or trip . This does not bestow any numeric benefits, but it does allow the aspirant to target enemies with these attacks who are otherwise too large. At level 13th, he counts as two size categories larger and at 18th he is three categories larger.
Bonus Feat: At 4th level and every four levels after, an aspirant gains access to a bonus feat. The feat can be any feat with the tag or chosen from this list: Deep Vision, Focused Perception, Focused Skill User, Focused Sunder, Ghost Attack, Instinctive Consummator, Mental Juggernaut, Mental Leap, Narrow Mind, Psionic Charge, Psionic Dodge, Psionic Fist, Psionic Meditation, Psionic Shot, Psionic Weapon, Return Shot, Speed of Thought, Unavoidable Strike, Up the Walls, Wounding Attack. The aspirant must meet all the requirements of this feat.
Uncanny Dodge (Ex): Starting at 4th level, an aspirant can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If an aspirant already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Master Form: Dedication has borne fruit for the aspirant, allowing greater amounts of incarnum to flow through their body. The essentia limits on all of their Worldly Forms are increased by 1.
Sudden Release: Hours of practice have enable the aspirant to unlock a new form of release techniques that can be unleashed in the blink of an eye. Sudden Release Techniques follow the normal rules for release techniques with the exception that they require an immediate action to activate.
[i]Intercepting Strike (Ex)(7th): When a foe that the aspirant threatens makes a melee attack, the aspirant may make a counter attack. Intercepting Strike occurs simultaneously with the opponents attack. This attack deals double the damage, though any precision damage that the aspirant may have such as sneak attack is not doubled. If the attack is a critical hit, it instead increases the critical multiplier one step (X2 to X3, X3 to X4, etc.) For each point of essentia invested, the aspirant deals an extra 2 damage after the damage is multiplied.
Piercing Sight (Su)(11th): The aspirant floods their senses with incarnum, casting aside all falsehoods. When the aspirant activates Piercing Sight, all illusions within 10ft are treated as having been interacted with. The aspirant also has True Seeing, but only for illusory effects that were within range at the activation of this technique, this effect has no duration. In addition, he gains Blindsight 10ft for one round. For each point of essentia invested, the range of both abilities increases by 10ft.
Flash Step (Ex)(16th): The aspirant may move up to double their movement speed. This does provoke attacks of opportunity as normal. For each point of essentia invested, the aspirant gains a +2 dodge bonus to his ac for one round.
Flowing Spirit: The life of an aspirant is not spent simply meditating. Hours upon hours of repetitive training has taught him to unblock the channels of energy that flow in his body. At 8th level, the aspirant learns how to increase the essentia capacity of his release techniques. At the start of the day, choose one release or sudden release technique. The essentia capacity for that technique increases by 1 for 24 hours.
At level 15, the capacity increases to 2. He additionally may choose a second technique to increase the capacity by 1.
Improved Uncanny Dodge (Ex): An aspirant of 9th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the aspirant's level.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Partitioned Mind: Through deep meditation, the aspirant has learned to segment his mind, allowing him to store to separate reserves of will. At level 9, the aspirant learns how to store two different psionic foci. This allows him to create two pools of essentia for using his release techniques. This does not reduce the amount of actions needed to gain focus, he must acquire each through separate concentration checks.
At level 19, he learns to create a third psionic focus.
Heavenly Forms (Su): The wise aspirant knows that while the worldly forms encompass the body, the heavenly forms shape the spirit. At level 10, the aspirant gains two new forms, Void and Ideal.
Void: For each point of essentia invested in this form, he gains 5 SR.
If the aspirant has at least 3 points of essentia invested in this form, he is immune to ability damage.
If the aspirant has at least 5 points of essentia invested in this form, he is immune to energy drain.
Ideal: For each point of essentia invested in this form, he gains 5 resistance against Acid ,Fire, Cold and Electricity damage.
If the aspirant has at least 3 points of essentia invested in this form, he is immune to diseases and poisons of all kinds.
If the aspirant has at least 5 points of essentia invested in this form, he do not need to breath.
Perfect Form: Few have reached the level of mastery that the aspirant has found themselves at. Their Worldy Forms now have their essentia limits increased by 2 and their Heavenly Forms by 1. This ability replaces Master Form.
Incarnum Perfection: The aspirant has reached the culmination of a lifetimes worth of devotion. Pure incarnum flows through his body and changes the aspirant forever. Henceforth the aspirant is immune to any affects that would damage his essentia.
The aspirants Worldy Forms essentia limit increases by 3 and their Heavenly Forms by 2. This ability replaces Perfect Form.
Lastly the aspirant may revive themselves upon death once per week. This ability functions like True Resurrection, except that the aspirant can choose an area within one mile of the location where they died or if his body still exists, he may revive there.
Note on Aspirants and their interaction with Monks
The Aspirant is designed with the intent to replace the Monk base class. Therefore any items, feats, prestige classes and other effects that reference Monk can interact with the Aspirant instead. For the purposes of interacting with such abilities, consider Mongoose Release to count as Flurry of Blows. Item's like the Monk's Belt for instance would increase the Aspirant's ac and unarmed strike damage as if they were five levels higher. The feat Ascetic Mage would allow your levels of Aspirant and Sorcerer to stack for the purposes of determining your AC.
Aspirants are a rare breed of Incarnum masters. While the majority of those who wield essentia prefer to utilize it through the shaping of soulmelds, these seekers of perfection instead channel their raw spiritual energy through advanced martial arts techniques.
Alignment: Any
Class Skills:The aspirant's class skills (and the key ability for each skill) are Autohypnosis (Wis; Trained Only), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Hit Die: D8
Aspirant
\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\n\tEssentia\n\tUnarmed Damage\n\tAC Bonus
[/TD]\n\n\n\t1st\n\t
+0\n\t
+2\n\t
+2\n\t
+2\n\tAC Bonus, Worldy Forms, Unarmed Strike, Psychic Awakening\n\t1\n\t1d6\n\t+0
\n\n\n\t2nd\n\t
+1\n\t
+3\n\t
+3\n\t
+3\n\tRelease Technique (Mongoose), Collective Experience\n\t2\n\t1d6\n\t+0
\n\n\n\t3rd\n\t
+2\n\t
+3\n\t
+3\n\t
+3\n\tEmpty Body, Release Technique (Boar)\n\t3\n\t1d6\n\t+0
\n\n\n\t4th\n\t
+3\n\t
+4\n\t
+4\n\t
+4\n\tBonus Feat, Release Technique (Shrike)\n\t4\n\t1d8\n\t+0
\n\n\n\t5th\n\t
+3\n\t
+4\n\t
+4\n\t
+4\n\tMaster Form, Uncanny Dodge\n\t5\n\t1d8\n\t+1
\n\n\n\t6th\n\t
+4\n\t
+5\n\t
+5\n\t
+5\n\tRelease Technique (Asura)\n\t6\n\t1d8\n\t+1
\n\n\n\t7th\n\t
+5\n\t
+5\n\t
+5\n\t
+5\n\tRelease Technique (Unimpeded Step), Collective Experience, Sudden Release (Intercepting Strike)\n\t7\n\t1d8\n\t+1
\n\n\n\t8th\n\t
+6/+1\n\t
+6\n\t
+6\n\t
+6\n\tBonus Feat, Release Technique (Empty Strike), Empty Body, Flowing Spirit\n\t8\n\t1d10\n\t+1
\n\n\n\t9th\n\t
+6/+1\n\t
+6\n\t
+6\n\t
+6\n\tImproved Uncanny Dodge, Partitioned Mind\n\t9\n\t1d10\n\t+1
\n\n\n\t10th\n\t
+7/+2\n\t
+7\n\t
+7\n\t
+7\n\tHeavenly Forms\n\t10\n\t1d10\n\t+2
\n\n\n\t11th\n\t
+8/+3\n\t
+7\n\t
+7\n\t
+7\n\tSudden Release (Piercing Sight)\n\t11\n\t1d10\n\t+2
\n\n\n\t12th\n\t
+9/+4\n\t
+8\n\t
+8\n\t
+8\n\tBonus Feat, Collective Experience\n\t12\n\t2d6\n\t+2
\n\n\n\t13th\n\t
+9/+4\n\t
+8\n\t
+8\n\t
+8\n\tPerfect Form, Empty Body\n\t13\n\t2d6\n\t+2
\n\n\n\t14th\n\t
+10/+5\n\t
+9\n\t
+9\n\t
+9\n\tRelease Technique (Bodiless Step)\n\t14\n\t2d6\n\t+2
\n\n\n\t15th\n\t
+11/+6/+1\n\t
+9\n\t
+9\n\t
+9\n\tFlowing Spirit\n\t15\n\t2d6\n\t+3
\n\n\n\t16th\n\t
+12/+7/+2\n\t
+10\n\t
+10\n\t
+10\n\tBonus Feat, Sudden Release (Flash Step)\n\t16\n\t2d8\n\t+3
\n\n\n\t17th\n\t
+12/+7/+2\n\t
+10\n\t
+10\n\t
+10\n\tCollective Experience\n\t17\n\t2d8\n\t+3
\n\n\n\t18th\n\t
+13/+8/+3\n\t
+11\n\t
+11\n\t
+11\n\tEmpty Body\n\t18\n\t2d8\n\t+3
\n\n\n\t19th\n\t
+14/+9/+4\n\t
+11\n\t
+11\n\t
+11\n\tPartitioned Mind\n\t19\n\t2d8\n\t+3
\n\n\n\t20th\n\t
+15/+10/+5\n\t
+12\n\t
+12\n\t
+12\n\tBonus Feat, Incarnum Perfection\n\t20\n\t2d10\n\t+4\n\n
Class Features
All of the following are class features of the aspirant.
Weapon and Armor Proficiency
Aspirants are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling and unarmed strikes.
Aspirants are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a aspirant loses his AC bonus.
Aspirant Weapons
When using any release techniques, an aspirant may attack only with unarmed strikes, special monk weapons or natural weapons. Weapons not from the above list also do not gain any benefit from worldly form (fire).
Unarmed Strike
At 1st level, an aspirant gains Improved Unarmed Strike as a bonus feat. A aspirant’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an aspirant may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a aspirant striking unarmed. A aspirant may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a aspirant’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
An aspirant’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
An aspirant also deals more damage with his unarmed strikes than a normal person would, the table above assumes a Medium aspirant. A Small aspirant deals less damage than the amount given there with his unarmed attacks, while a Large aspirant deals more damage; see table below.
Level
Damage (Small Aspirant)
Damage (Large Aspirant)
1-3rd
1d4
1d8
4-7
1d6
2d6
8-11
1d8
2d8
12-15
1d10
3d6
16-19
2d6
3d8
20
2d8
4d8
AC Bonus (Ex)
When unarmored and unencumbered, the aspirant adds his Wisdom bonus (if any) to his AC. In addition, an aspirant gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five aspirant levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the aspirant is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Psychic Awakening (Ex)
After years of meditation, an aspirant accesses portions of the mind that many are unaware exist. An aspirant gains one Power Point, allowing them to gain Psionic Focus.
Worldly Forms (Su): The body is the house of the spirit and the aspirant seek to perfect their physical form. An aspirant has access to four techniques, known as the Worldly Forms. These elements comprise the physical body and through the use of essentia, they can empower their various attributes. A Worldly Form is always active as long as the aspirant is conscious and has at least one point of essentia invested into it.
Fire: For each point of essentia invested in this form, attacks made with manufactured weapons, natural weapons or unarmed strike benefit from a +1 enhancement bonus.
If the aspirant has at least 3 points of essentia invested in this form, their attacks are considered to have the Cold Iron/Silver properties for the purposes of overcoming Damage Reduction.
If the aspirant has at least 4 points of essentia invested in this form, their attacks are considered to have the Adamantine property for the purposes of overcoming Damage Reduction.
If the aspirant has at least 5 points of essentia invested in this form, their attacks gain an alignment quality matching their own for the purposes of overcoming Damage Reduction.
Earth: For each point of essentia invested in this form, the aspirant gains an equal insight bonus to AC.
If the aspirant has at least 2 points of essentia invested in this form, they are considered to have Mettle of the Body. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
If the aspirant has at least 5 points invested in this form, Improved Mettle of the Body. He still negates attacks that allow a reduced effect on a successful Fortitude save, but henceforth he still reduces the effect on a failed save.
Air: For each point of essentia invested the aspirant gains a +10 enhancement bonus to his movement speed and a +1 to his initiative checks. In addition he no longer takes damage from falling, though he may still incur damage from dangerous terrain such as a spiked floor.
If the aspirant has at least 2 points of essentia invested in this form, he is treated as having the Evasion special ability.
If the aspirant has at least 5 points of essentia invested in this ability, he is treated as having the Improved Evasion special ability.
Water:For each point of essentia invested in this form, the aspirant gains a +2 competence bonus to Bullrush, Disarm, Grapple, Overrun, Sunder and Trip attempts used by or against him.
If the aspirant has at least 2 points of essentia invested in this form, he is treated as having the Mettle of the Mind ability. If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect.
At least 5 points, Improved Mettle of the Mind. He still negates attacks that allow a reduced effect on a successful Will save, but henceforth he still reduces the effect on a failed save.
Release Techniques : Core to the fighting style of the aspirant is the use of release techniques. By entering into a serene state of focus they can unleash amazing abilities that baffle mundane combatants. In order to use a release technique, an aspirant must first gain psionic focus. At any time afterwards they choose one of the available techniques they know and use it with a standard action, expending the psionic focus. An aspirant can further modify these techniques by investing essentia in their release pool at any point after gaining psionic focus but before the technique is activated. When investing essentia, the points aren't tied to a specific technique, rather all invested essentia is focused on whichever technique the aspirant uses. When a release technique is used, all invested essentia is placed back into the general essentia pool.
As a full-round action, an aspirant may use a release technique at the end of a charge.
Release techniques cannot be used with ranged weapons.
Mongoose (Ex)(2nd): The aspirant may make one attack, plus an additional attack for each point of essentia invested in their release pool. These attacks are made at your highest base attack bonus.
Boar (Ex)(3rd): The aspirant may make a special bullrush attack. The aspirant must first make a melee attack against opponent and follow the normal rules for a bullrush, except that the aspirant does not need to move as part of the attack. For each point of essentia invested in their release pool, they gain a +2 insight bonus to the bullrush attempt.
Shrike (Su)(4th): The aspirant may make a ranged attack against a target within 20ft. This attack deals the same amount and type of damage as the aspirants unarmed attack or held weapon, whichever is used to initiate the attack. If the aspirant has an ability to augment their attack, such as with Stunning Fist, it can be used in tandem with Shrike Release. If the attack would normally be a touch attack, the Shrike Release still needs to hit the targets normal AC. For each point of essentia invested in this technique, the range increased by 5ft.
Asura (Ex)(6th): The aspirant may make a single attack against each enemy within reach. For each point of essentia invested in their release pool, the aspirant's critical threat range increases by 1. This latter ability is not multiplied by effects such as Keen or Improved Critical and is added after such effects if applicable.
Unimpeded Step (Su)(7th): The aspirant may make a short-range teleport to an area to which they have line of sight. The range of this ability is 10ft+10ft per each essentia invested.
Empty Strike (Su)(8th):The aspirant may make a special dispel attack against an enemy. If the aspirant successfully strikes a target, they may make a dispel check (1d20+ aspirant level). You make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. For each point of essentia invested in your pool, you gain a +2 insight bonus to your dispel check.
Bodiless Step (Su)(14th): The aspirant may temporarily shed their worldly self and become pure incarnum, gaining the incorporeal incorporeal subtype. The aspirant loses all physical attacks and gains the ability to make a touch attack (1d6+ Wisdom modifer). While under the effects of this technique, the aspirant cannot use any Release or Sudden Release techniques. This effect lasts for 1 round+1 round per essentia invested. After this technique ends, the aspirant cannot use Bodiless Step again for 10 minutes.
Collective Experience (Su): Tapping into the vast current of incarnum that permeates the universe allows the aspirant to glimpse bits of knowledge from other lives. At the start of each morning, the aspirant can choose two skills to gain a +2 competence bonus. Furthermore he can invest essentia to increase that bonus an additional +2 for each skill per essentia invested. If the skill is trained only, he must still have ranks in the skill in order to use it.
At level 7, the aspirant may choose an additional skill to which he may apply his Collective Experience. This increases again at level 12 and 17.
Empty Body (Ex): The aspirant feels the flow of energy in battle, relying on intuition more than brute strength. At 3rd level, an aspirant adds his Wisdom modifier to any checks to Bullrush, Disarm, Grapple, Overrun, Sunder or Trip used by or against him. At 8th level, the aspirant is considered to be one size category larger than normal for the purposes of using grapple, overrun or trip . This does not bestow any numeric benefits, but it does allow the aspirant to target enemies with these attacks who are otherwise too large. At level 13th, he counts as two size categories larger and at 18th he is three categories larger.
Bonus Feat: At 4th level and every four levels after, an aspirant gains access to a bonus feat. The feat can be any feat with the tag or chosen from this list: Deep Vision, Focused Perception, Focused Skill User, Focused Sunder, Ghost Attack, Instinctive Consummator, Mental Juggernaut, Mental Leap, Narrow Mind, Psionic Charge, Psionic Dodge, Psionic Fist, Psionic Meditation, Psionic Shot, Psionic Weapon, Return Shot, Speed of Thought, Unavoidable Strike, Up the Walls, Wounding Attack. The aspirant must meet all the requirements of this feat.
Uncanny Dodge (Ex): Starting at 4th level, an aspirant can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If an aspirant already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Master Form: Dedication has borne fruit for the aspirant, allowing greater amounts of incarnum to flow through their body. The essentia limits on all of their Worldly Forms are increased by 1.
Sudden Release: Hours of practice have enable the aspirant to unlock a new form of release techniques that can be unleashed in the blink of an eye. Sudden Release Techniques follow the normal rules for release techniques with the exception that they require an immediate action to activate.
[i]Intercepting Strike (Ex)(7th): When a foe that the aspirant threatens makes a melee attack, the aspirant may make a counter attack. Intercepting Strike occurs simultaneously with the opponents attack. This attack deals double the damage, though any precision damage that the aspirant may have such as sneak attack is not doubled. If the attack is a critical hit, it instead increases the critical multiplier one step (X2 to X3, X3 to X4, etc.) For each point of essentia invested, the aspirant deals an extra 2 damage after the damage is multiplied.
Piercing Sight (Su)(11th): The aspirant floods their senses with incarnum, casting aside all falsehoods. When the aspirant activates Piercing Sight, all illusions within 10ft are treated as having been interacted with. The aspirant also has True Seeing, but only for illusory effects that were within range at the activation of this technique, this effect has no duration. In addition, he gains Blindsight 10ft for one round. For each point of essentia invested, the range of both abilities increases by 10ft.
Flash Step (Ex)(16th): The aspirant may move up to double their movement speed. This does provoke attacks of opportunity as normal. For each point of essentia invested, the aspirant gains a +2 dodge bonus to his ac for one round.
Flowing Spirit: The life of an aspirant is not spent simply meditating. Hours upon hours of repetitive training has taught him to unblock the channels of energy that flow in his body. At 8th level, the aspirant learns how to increase the essentia capacity of his release techniques. At the start of the day, choose one release or sudden release technique. The essentia capacity for that technique increases by 1 for 24 hours.
At level 15, the capacity increases to 2. He additionally may choose a second technique to increase the capacity by 1.
Improved Uncanny Dodge (Ex): An aspirant of 9th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the aspirant's level.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Partitioned Mind: Through deep meditation, the aspirant has learned to segment his mind, allowing him to store to separate reserves of will. At level 9, the aspirant learns how to store two different psionic foci. This allows him to create two pools of essentia for using his release techniques. This does not reduce the amount of actions needed to gain focus, he must acquire each through separate concentration checks.
At level 19, he learns to create a third psionic focus.
Heavenly Forms (Su): The wise aspirant knows that while the worldly forms encompass the body, the heavenly forms shape the spirit. At level 10, the aspirant gains two new forms, Void and Ideal.
Void: For each point of essentia invested in this form, he gains 5 SR.
If the aspirant has at least 3 points of essentia invested in this form, he is immune to ability damage.
If the aspirant has at least 5 points of essentia invested in this form, he is immune to energy drain.
Ideal: For each point of essentia invested in this form, he gains 5 resistance against Acid ,Fire, Cold and Electricity damage.
If the aspirant has at least 3 points of essentia invested in this form, he is immune to diseases and poisons of all kinds.
If the aspirant has at least 5 points of essentia invested in this form, he do not need to breath.
Perfect Form: Few have reached the level of mastery that the aspirant has found themselves at. Their Worldy Forms now have their essentia limits increased by 2 and their Heavenly Forms by 1. This ability replaces Master Form.
Incarnum Perfection: The aspirant has reached the culmination of a lifetimes worth of devotion. Pure incarnum flows through his body and changes the aspirant forever. Henceforth the aspirant is immune to any affects that would damage his essentia.
The aspirants Worldy Forms essentia limit increases by 3 and their Heavenly Forms by 2. This ability replaces Perfect Form.
Lastly the aspirant may revive themselves upon death once per week. This ability functions like True Resurrection, except that the aspirant can choose an area within one mile of the location where they died or if his body still exists, he may revive there.
Note on Aspirants and their interaction with Monks
The Aspirant is designed with the intent to replace the Monk base class. Therefore any items, feats, prestige classes and other effects that reference Monk can interact with the Aspirant instead. For the purposes of interacting with such abilities, consider Mongoose Release to count as Flurry of Blows. Item's like the Monk's Belt for instance would increase the Aspirant's ac and unarmed strike damage as if they were five levels higher. The feat Ascetic Mage would allow your levels of Aspirant and Sorcerer to stack for the purposes of determining your AC.