Alabenson
2014-12-14, 08:44 PM
The Ascetic
Wandering throughout the land bringing hope and healing to those who need it, ascetics are holy men and women who have dedicated their lives to aiding others as part of their pursuit of enlightenment. However, ascetics also recognize that the world at large is often unkind to the selfless. Therefore, ascetics supplement their magic with training as martial adepts, and those who mistake the ascetic’s lack of armaments and devotion to others for weakness are in for an unpleasant and potentially fatal surprise.
Adventures: Ascetics predominately see adventuring as a way to further their physical and spiritual training. Furthermore, although they typically have little interest in material wealth per se, few ascetics will pass up an opportunity to acquire magic that can augment their abilities.
Characteristics: Ascetics have a nearly unparalleled mastery of curative magic, able to heal injuries and ward their allies more effectively than almost any other spellcaster. However, this mastery comes at the expense of their magical versatility, and ascetics possess little magic that isn’t focused on curing ailments. That said, ascetics are far from helpless as they supplement their magic abilities with training in the Sublime Way. While an ascetic cannot hope to match the raw power or versatility of other martial adepts, they are more than capable of holding their own in close combat should they find it necessary.
Alignment: While the overwhelming majority of ascetics are of good alignment, there are a handful who are more interested in pursuing self-perfection than the welfare of others. That said, no truly evil individual would consider dedicating their lives to the wellbeing of others the way an ascetic does.
Religion: Ascetics tend to favor good aligned deities, particularly those dedicated to healing or protection. Alternatively, some ascetics, particularly those focused on their study of the Sublime Way, favor more martially inclined deities.
Background: The majority of ascetics develop their skills in secluded monasteries. Much like monks, ascetics take in children who were orphaned or otherwise couldn’t be taken care of by their parents and train them in their physical and spiritual arts. However, a small number of ascetics are taken in by individual wanderers at a young age and learn their abilities in a master-apprentice relationship.
Races: As ascetic monasteries are most commonly found in human lands, humans and half-elves make up the majority of ascetics, possessing aptitudes for both the magical and martial aspects of the class. Half-orcs, often abandoned on the doorsteps of the ascetic’s monasteries, make up a substantial minority of ascetics, often focusing heavily on the martial side of the class.
Other Classes: Thanks to their mastery of curative magic, ascetics are often welcomed by other classes, even those with clashing philosophies. The most notable exception to this rule are certain swordsages who are critical of the ascetic’s lack of focus on the Sublime Way.
Role: An ascetic’s greatest asset is their mastery of healing magic, allowing them to ensure that their companions survive encounters that would otherwise be certain death. Furthermore, ascetics still possess impressive skill in melee combat thanks to their training in the Sublime Way, although they can’t hope to match the versatility of swordsages or the raw power of crusaders.
GAME RULE INFORMATION
Ascetics have the following game statistics
Abilities: Wisdom is very important for ascetics, as it determines how powerful a spell an ascetic can cast, how many spells he can cast per day, and how hard those spells are to resist. Furthermore, Wisdom also determines how often ascetics can use many of their special abilities. Additionally, as ascetics are often on the front lines, the additional hit points Constitution provides are invaluable.
Alignment: Any nonevil
Hit Die: D8
Starting Age: As cleric
Starting Gold: As druid
Class Skills:
Balance, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (local), Knowledge (religion), Profession, Sense Motive, Spellcraft, Tumble
Skill Points at 1st level: (2 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 2 + Intelligence Modifier
LevelBABFortRefWillSpecialManeuvers Known Maneuvers Readied Stances Known 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st+0+0+2+2 Healing Edge, Overhealing, Quick to Act +1 5 514 3 -- -- -- -- -- -- -- --
2nd+1+0+3+3 AC bonus, Bonus Feat 5 51 4 4 -- -- -- -- -- -- -- --
3rd+2+1+3+3 Evasion 6 51 5 4 3 -- -- -- -- -- -- --
4th+3+1+4+4 Augmented Healing (AC) 6 51 5 4 4 -- -- -- -- -- -- --
5th+3+1+4+4 Sacred Strikes 7 51 5 5 4 3 -- -- -- -- -- --
6th+4+2+5+5 Bonus Feat 7 52 5 5 4 4 -- -- -- -- -- --
7th+5+2+5+5 Metamagic Healing (Reach) 8 52 6 5 5 4 3 -- -- -- -- --
8th+6+2+6+6 Augmented Healing (Attack) 8 52 6 5 5 4 4 -- -- -- -- --
9th+6 +3+6 +6 Quick to Act +2
9 52 6 6 5 5 4 3 -- -- -- --
10th+7+3+7+7 Bonus Feat 9 62 6 6 5 5 4 4 -- -- -- --
11th+8+3+7+7 Metamagic Healing (Empower) 10 63 6 6 6 5 5 4 3 -- -- --
12th+9+4+8+8 Augmented Healing (Damage) 10 63 6 6 6 5 5 4 4 -- -- --
13th+9+4+8+8 Improved Evasion 11 63 6 6 6 6 5 5 4 3 -- --
14th+10+4+9+9 Bonus Feat 11 63 6 6 6 6 5 5 4 4 -- --
15th+11+5+9+9 Metamagic Healing (Maximize) 12 63 6 6 6 6 6 5 5 4 3 --
16th+12+5+10+10 Augmented Healing (Saves) 12 64 6 6 6 6 6 5 5 4 4 --
17th+12+5+10+10 Quick to Act +3 13 64 6 6 6 6 6 6 5 5 4 3
18th+13+6+11+11 Bonus Feat 13 64 6 6 6 6 6 6 5 5 4 4
19th+14+6+11+11 Metamagic Healing (Quicken) 14 64 6 6 6 6 6 6 6 5 5 4
20th+15+6+12+12 Augmented Healing (Revivify) 14 74 6 6 6 6 6 6 6 5 5 4
Weapon and Armor Proficiency:Ascetics are proficient with the club, crossbow (light and heavy), dagger, javelin, quarterstaff, shortspear, sickle, sling, and unarmed strike. They are not proficient with any type of armor, nor with shields.
Maneuvers: An ascetic begins with knowledge of five martial maneuvers. The disciplines available to him are Devoted Spirit, Diamond Mind, and Setting Sun.
Once he knows a maneuver, he must ready it before it can be used. A maneuver usable by ascetics is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
Upon reaching 4th level, and at every even-numbered ascetic level after that (6th, 8th, 10th, and so on), he can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver of any level he likes, as long as he observes the restriction on the highest level maneuvers he knows; he need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, he could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th level or lower, as long as he meets the prerequisite of the new maneuver. He can swap only a single maneuver at any given level.
Maneuvers Readied: An ascetic can ready all five of the maneuvers he knows at 1st level, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and exercising for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes in practice, he can change his readied maneuvers.
He begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until he recovers them, as described below).
An ascetic can recover all expended maneuvers by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If the ascetic completes this meditation, all of his maneuvers become available for use in the subsequent round.
Stances Known: An ascetic begins play with knowledge of one 1st-level stance from any discipline open to him. At 6th, 11th and 16th level, an acetic can choose additional stances. Unlike maneuvers, stances are not expended, and they do not need to be readied. All the stances an ascetic knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Spells: An ascetic casts divine spells, which are drawn from the ascetic spell list given below. When an ascetic gains access to a new level of spells, he automatically knows all the spells for that level on the ascetic’s spell list. An ascetic can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list.
To cast an ascetic spell, an ascetic must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against an ascetic’s spell is 10 + the spell’s level + the ascetic’s Wis modifier. Like other spellcasters, an ascetic can cast only a certain number of spells of each spell level per day, given on their class table. In addition, an ascetic receives bonus spells for a high Wisdom score.
An ascetic need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Healing Edge (Ex): Whenever an ascetic casts a spell that cures hit point damage, he adds his Wisdom modifier to the amount of damage healed. For instance, if a 5th-level ascetic with an 18 Wisdom casts cure light wounds, he cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to his Wisdom bonus. This bonus applies only to spell of the healing subschool that he casts as an ascetic, not to those that he may have by virtue of levels in another class. If a spell heals for more than 1 round, it only heals the extra damage on the first round.
Overhealing (Su): Whenever an ascetic casts a spell or initiates a maneuver that cures hit point damage and would heal the target beyond their maximum hit points, the target receives the extra healing as temporary hit points. These temporary hit points persist for 1 round per two class levels (rounded up) before fading. Temporary hit points granted through this ability supersede (do not stack with) temporary hit points granted from any other source.
Quick to Act (Ex): An ascetic gains a +1 bonus on initiative checks. This bonus increases by 1 at 9th and 17th level.
AC Bonus: Starting at 2nd level, an ascetic can add their Wisdom modifier as a bonus to their Armor Class, so long as they are unarmored and unencumbered. This bonus to AC applies even against touch attacks or when the ascetic 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.
Bonus Feats: At 2nd level and every 4 levels thereafter (6th, 10th, 14th and 18th) the ascetic may select a bonus feat from the following list. The ascetic must meet all the prerequisites of a feat in order to select it.
Blind Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Devoted Bulwark, Dodge, Falling Sun Attack, Great Fortitude, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Snap Kick, Snatch Arrows, Spring Attack, Stunning Fist, Superior Unarmed Strike, Unnerving Calm
Evasion (Ex): At 3rd level and higher, an ascetic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the ascetic is wearing light or no armor. A helpless ascetic (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Augmented Healing (Su): Beginning at 4th level, an ascetic can imbue their healing magic with additional effects, strengthening and protecting their allies.
Whenever an ascetic casts a conjuration (healing) spell on an ally, he can choose to imbue the spell with a secondary effect as described below. The ascetic can use this ability once per round, up to a total number of times per day equal to 3 + their Wisdom modifier. In each case, the secondary effect lasts for a number of rounds equal to the ascetic’s Wisdom modifier. Only one secondary effect can be imbued into any single spell.
At 4th level, the ascetic can imbue a healing spell with protective ward which provides the target with a sacred bonus to their AC equal to the level of the spell cast
At 8th level, the ascetic can imbue the target of their healing spells with holy fervor, granting them a sacred bonus to all of their attack rolls equal to the level of the spell cast.
At 12th level, the ascetic can grant the target of their healing spells a sacred bonus to all weapon damage rolls equal to 2 per level of the spell cast.
At 16th level, the ascetic can imbue a healing spell with a potent protection against unconventional threats, granting the target a sacred bonus to all saving throws equal to the level of the spell cast.
At 20th level, the ascetic can grant the target of their healing spells protection against death itself. If the target of their healing spell is killed while this augment is in effect, they immediately receive the benefit of a revivify spell.
Sacred Strikes (Su): Whenever an ascetic of 5th level or higher wields a simple melee weapon, they receive a sacred bonus to their attack rolls equal to their Wisdom modifier (if positive)
Metamagic Healing (Su): At 7th level, an ascetic gains the ability to augment his healing spells with metamagic effects without using higher level spell slots. Whenever the ascetic casts a conjuration (healing) spell, he may choose to apply the Reach Spell metamagic effect without expending a higher level spell slot. The ascetic may use this ability a number of times per day equal to 3 + his Wisdom modifier.
At 11th level, an ascetic may expend a use of this ability to apply the Empower Spell metamagic effect to a conjuration (healing) spell.
At 15th level, an ascetic may expend a use of this ability to apply the Maximize Spell metamagic effect to a conjuration (healing) spell.
At 19th level, an ascetic may expend a use of this ability to apply the Quicken Spell metamagic effect to a conjuration (healing) spell.
The ascetic may not use this ability to modify a spell that has been also enhanced by their Augmented Healing ability.
Improved Evasion (Ex): At 13th level, an ascetic’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless ascetic (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
0: create water, cure minor wounds, detect magic, detect poison, light, mending, purify food and drink, read magic
1: bless, bless water, cure light wounds, goodberry, healthful rest, protection from evil, remove fear, remove paralysis, resist planar alignment, resurgence, sanctuary, shield of faith, speak with animals, vigor, lesser
2: aid, calm emotions, close wounds, cure moderate wounds, delay poison, divine protection, gentle repose, remove blindness/deafness, remove disease, resist energy, restoration, lesser
3: aid, mass, create food and water, cure serious wounds, neutralize poison, protection from energy, remove curse, resist energy, mass, restoration, status, vigor, vigor, mass lesser
4: contingent energy resistance, cure critical wounds, cure light wounds, mass, death ward, delay death, freedom of movement, panacea, planar tolerance, positive energy aura, revenance, sheltered vitality, shield of faith, mass
5: atonement, break enchantment, cure moderate wounds, mass, life’s grace, plane shift, raise dead, revivify, sanctuary, mass, stone to flesh, true seeing, vigor, greater
6: cure serious wounds, mass, energy immunity, heal, hero’s feast, regenerate, restoration, greater, revive outsider, vigorous circle
7: cure critical wounds, mass, fortunate fate, planar bubble, plane shift, greater, renewal pact, repulsion, restoration, mass, resurrection
8: death pact, death ward, mass, discern location, heal, mass, holy aura, visions of the future, word of recall
9: end to strife, foresight, freedom, refuge, sublime revelry, true resurrection
Wandering throughout the land bringing hope and healing to those who need it, ascetics are holy men and women who have dedicated their lives to aiding others as part of their pursuit of enlightenment. However, ascetics also recognize that the world at large is often unkind to the selfless. Therefore, ascetics supplement their magic with training as martial adepts, and those who mistake the ascetic’s lack of armaments and devotion to others for weakness are in for an unpleasant and potentially fatal surprise.
Adventures: Ascetics predominately see adventuring as a way to further their physical and spiritual training. Furthermore, although they typically have little interest in material wealth per se, few ascetics will pass up an opportunity to acquire magic that can augment their abilities.
Characteristics: Ascetics have a nearly unparalleled mastery of curative magic, able to heal injuries and ward their allies more effectively than almost any other spellcaster. However, this mastery comes at the expense of their magical versatility, and ascetics possess little magic that isn’t focused on curing ailments. That said, ascetics are far from helpless as they supplement their magic abilities with training in the Sublime Way. While an ascetic cannot hope to match the raw power or versatility of other martial adepts, they are more than capable of holding their own in close combat should they find it necessary.
Alignment: While the overwhelming majority of ascetics are of good alignment, there are a handful who are more interested in pursuing self-perfection than the welfare of others. That said, no truly evil individual would consider dedicating their lives to the wellbeing of others the way an ascetic does.
Religion: Ascetics tend to favor good aligned deities, particularly those dedicated to healing or protection. Alternatively, some ascetics, particularly those focused on their study of the Sublime Way, favor more martially inclined deities.
Background: The majority of ascetics develop their skills in secluded monasteries. Much like monks, ascetics take in children who were orphaned or otherwise couldn’t be taken care of by their parents and train them in their physical and spiritual arts. However, a small number of ascetics are taken in by individual wanderers at a young age and learn their abilities in a master-apprentice relationship.
Races: As ascetic monasteries are most commonly found in human lands, humans and half-elves make up the majority of ascetics, possessing aptitudes for both the magical and martial aspects of the class. Half-orcs, often abandoned on the doorsteps of the ascetic’s monasteries, make up a substantial minority of ascetics, often focusing heavily on the martial side of the class.
Other Classes: Thanks to their mastery of curative magic, ascetics are often welcomed by other classes, even those with clashing philosophies. The most notable exception to this rule are certain swordsages who are critical of the ascetic’s lack of focus on the Sublime Way.
Role: An ascetic’s greatest asset is their mastery of healing magic, allowing them to ensure that their companions survive encounters that would otherwise be certain death. Furthermore, ascetics still possess impressive skill in melee combat thanks to their training in the Sublime Way, although they can’t hope to match the versatility of swordsages or the raw power of crusaders.
GAME RULE INFORMATION
Ascetics have the following game statistics
Abilities: Wisdom is very important for ascetics, as it determines how powerful a spell an ascetic can cast, how many spells he can cast per day, and how hard those spells are to resist. Furthermore, Wisdom also determines how often ascetics can use many of their special abilities. Additionally, as ascetics are often on the front lines, the additional hit points Constitution provides are invaluable.
Alignment: Any nonevil
Hit Die: D8
Starting Age: As cleric
Starting Gold: As druid
Class Skills:
Balance, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (local), Knowledge (religion), Profession, Sense Motive, Spellcraft, Tumble
Skill Points at 1st level: (2 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 2 + Intelligence Modifier
LevelBABFortRefWillSpecialManeuvers Known Maneuvers Readied Stances Known 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st+0+0+2+2 Healing Edge, Overhealing, Quick to Act +1 5 514 3 -- -- -- -- -- -- -- --
2nd+1+0+3+3 AC bonus, Bonus Feat 5 51 4 4 -- -- -- -- -- -- -- --
3rd+2+1+3+3 Evasion 6 51 5 4 3 -- -- -- -- -- -- --
4th+3+1+4+4 Augmented Healing (AC) 6 51 5 4 4 -- -- -- -- -- -- --
5th+3+1+4+4 Sacred Strikes 7 51 5 5 4 3 -- -- -- -- -- --
6th+4+2+5+5 Bonus Feat 7 52 5 5 4 4 -- -- -- -- -- --
7th+5+2+5+5 Metamagic Healing (Reach) 8 52 6 5 5 4 3 -- -- -- -- --
8th+6+2+6+6 Augmented Healing (Attack) 8 52 6 5 5 4 4 -- -- -- -- --
9th+6 +3+6 +6 Quick to Act +2
9 52 6 6 5 5 4 3 -- -- -- --
10th+7+3+7+7 Bonus Feat 9 62 6 6 5 5 4 4 -- -- -- --
11th+8+3+7+7 Metamagic Healing (Empower) 10 63 6 6 6 5 5 4 3 -- -- --
12th+9+4+8+8 Augmented Healing (Damage) 10 63 6 6 6 5 5 4 4 -- -- --
13th+9+4+8+8 Improved Evasion 11 63 6 6 6 6 5 5 4 3 -- --
14th+10+4+9+9 Bonus Feat 11 63 6 6 6 6 5 5 4 4 -- --
15th+11+5+9+9 Metamagic Healing (Maximize) 12 63 6 6 6 6 6 5 5 4 3 --
16th+12+5+10+10 Augmented Healing (Saves) 12 64 6 6 6 6 6 5 5 4 4 --
17th+12+5+10+10 Quick to Act +3 13 64 6 6 6 6 6 6 5 5 4 3
18th+13+6+11+11 Bonus Feat 13 64 6 6 6 6 6 6 5 5 4 4
19th+14+6+11+11 Metamagic Healing (Quicken) 14 64 6 6 6 6 6 6 6 5 5 4
20th+15+6+12+12 Augmented Healing (Revivify) 14 74 6 6 6 6 6 6 6 5 5 4
Weapon and Armor Proficiency:Ascetics are proficient with the club, crossbow (light and heavy), dagger, javelin, quarterstaff, shortspear, sickle, sling, and unarmed strike. They are not proficient with any type of armor, nor with shields.
Maneuvers: An ascetic begins with knowledge of five martial maneuvers. The disciplines available to him are Devoted Spirit, Diamond Mind, and Setting Sun.
Once he knows a maneuver, he must ready it before it can be used. A maneuver usable by ascetics is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
Upon reaching 4th level, and at every even-numbered ascetic level after that (6th, 8th, 10th, and so on), he can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver of any level he likes, as long as he observes the restriction on the highest level maneuvers he knows; he need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, he could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th level or lower, as long as he meets the prerequisite of the new maneuver. He can swap only a single maneuver at any given level.
Maneuvers Readied: An ascetic can ready all five of the maneuvers he knows at 1st level, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and exercising for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes in practice, he can change his readied maneuvers.
He begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until he recovers them, as described below).
An ascetic can recover all expended maneuvers by using a full round action to quickly meditate. Doing this does not provoke attacks of opportunity. If the ascetic completes this meditation, all of his maneuvers become available for use in the subsequent round.
Stances Known: An ascetic begins play with knowledge of one 1st-level stance from any discipline open to him. At 6th, 11th and 16th level, an acetic can choose additional stances. Unlike maneuvers, stances are not expended, and they do not need to be readied. All the stances an ascetic knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Spells: An ascetic casts divine spells, which are drawn from the ascetic spell list given below. When an ascetic gains access to a new level of spells, he automatically knows all the spells for that level on the ascetic’s spell list. An ascetic can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list.
To cast an ascetic spell, an ascetic must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against an ascetic’s spell is 10 + the spell’s level + the ascetic’s Wis modifier. Like other spellcasters, an ascetic can cast only a certain number of spells of each spell level per day, given on their class table. In addition, an ascetic receives bonus spells for a high Wisdom score.
An ascetic need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Healing Edge (Ex): Whenever an ascetic casts a spell that cures hit point damage, he adds his Wisdom modifier to the amount of damage healed. For instance, if a 5th-level ascetic with an 18 Wisdom casts cure light wounds, he cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to his Wisdom bonus. This bonus applies only to spell of the healing subschool that he casts as an ascetic, not to those that he may have by virtue of levels in another class. If a spell heals for more than 1 round, it only heals the extra damage on the first round.
Overhealing (Su): Whenever an ascetic casts a spell or initiates a maneuver that cures hit point damage and would heal the target beyond their maximum hit points, the target receives the extra healing as temporary hit points. These temporary hit points persist for 1 round per two class levels (rounded up) before fading. Temporary hit points granted through this ability supersede (do not stack with) temporary hit points granted from any other source.
Quick to Act (Ex): An ascetic gains a +1 bonus on initiative checks. This bonus increases by 1 at 9th and 17th level.
AC Bonus: Starting at 2nd level, an ascetic can add their Wisdom modifier as a bonus to their Armor Class, so long as they are unarmored and unencumbered. This bonus to AC applies even against touch attacks or when the ascetic 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.
Bonus Feats: At 2nd level and every 4 levels thereafter (6th, 10th, 14th and 18th) the ascetic may select a bonus feat from the following list. The ascetic must meet all the prerequisites of a feat in order to select it.
Blind Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Devoted Bulwark, Dodge, Falling Sun Attack, Great Fortitude, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Snap Kick, Snatch Arrows, Spring Attack, Stunning Fist, Superior Unarmed Strike, Unnerving Calm
Evasion (Ex): At 3rd level and higher, an ascetic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the ascetic is wearing light or no armor. A helpless ascetic (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Augmented Healing (Su): Beginning at 4th level, an ascetic can imbue their healing magic with additional effects, strengthening and protecting their allies.
Whenever an ascetic casts a conjuration (healing) spell on an ally, he can choose to imbue the spell with a secondary effect as described below. The ascetic can use this ability once per round, up to a total number of times per day equal to 3 + their Wisdom modifier. In each case, the secondary effect lasts for a number of rounds equal to the ascetic’s Wisdom modifier. Only one secondary effect can be imbued into any single spell.
At 4th level, the ascetic can imbue a healing spell with protective ward which provides the target with a sacred bonus to their AC equal to the level of the spell cast
At 8th level, the ascetic can imbue the target of their healing spells with holy fervor, granting them a sacred bonus to all of their attack rolls equal to the level of the spell cast.
At 12th level, the ascetic can grant the target of their healing spells a sacred bonus to all weapon damage rolls equal to 2 per level of the spell cast.
At 16th level, the ascetic can imbue a healing spell with a potent protection against unconventional threats, granting the target a sacred bonus to all saving throws equal to the level of the spell cast.
At 20th level, the ascetic can grant the target of their healing spells protection against death itself. If the target of their healing spell is killed while this augment is in effect, they immediately receive the benefit of a revivify spell.
Sacred Strikes (Su): Whenever an ascetic of 5th level or higher wields a simple melee weapon, they receive a sacred bonus to their attack rolls equal to their Wisdom modifier (if positive)
Metamagic Healing (Su): At 7th level, an ascetic gains the ability to augment his healing spells with metamagic effects without using higher level spell slots. Whenever the ascetic casts a conjuration (healing) spell, he may choose to apply the Reach Spell metamagic effect without expending a higher level spell slot. The ascetic may use this ability a number of times per day equal to 3 + his Wisdom modifier.
At 11th level, an ascetic may expend a use of this ability to apply the Empower Spell metamagic effect to a conjuration (healing) spell.
At 15th level, an ascetic may expend a use of this ability to apply the Maximize Spell metamagic effect to a conjuration (healing) spell.
At 19th level, an ascetic may expend a use of this ability to apply the Quicken Spell metamagic effect to a conjuration (healing) spell.
The ascetic may not use this ability to modify a spell that has been also enhanced by their Augmented Healing ability.
Improved Evasion (Ex): At 13th level, an ascetic’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless ascetic (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
0: create water, cure minor wounds, detect magic, detect poison, light, mending, purify food and drink, read magic
1: bless, bless water, cure light wounds, goodberry, healthful rest, protection from evil, remove fear, remove paralysis, resist planar alignment, resurgence, sanctuary, shield of faith, speak with animals, vigor, lesser
2: aid, calm emotions, close wounds, cure moderate wounds, delay poison, divine protection, gentle repose, remove blindness/deafness, remove disease, resist energy, restoration, lesser
3: aid, mass, create food and water, cure serious wounds, neutralize poison, protection from energy, remove curse, resist energy, mass, restoration, status, vigor, vigor, mass lesser
4: contingent energy resistance, cure critical wounds, cure light wounds, mass, death ward, delay death, freedom of movement, panacea, planar tolerance, positive energy aura, revenance, sheltered vitality, shield of faith, mass
5: atonement, break enchantment, cure moderate wounds, mass, life’s grace, plane shift, raise dead, revivify, sanctuary, mass, stone to flesh, true seeing, vigor, greater
6: cure serious wounds, mass, energy immunity, heal, hero’s feast, regenerate, restoration, greater, revive outsider, vigorous circle
7: cure critical wounds, mass, fortunate fate, planar bubble, plane shift, greater, renewal pact, repulsion, restoration, mass, resurrection
8: death pact, death ward, mass, discern location, heal, mass, holy aura, visions of the future, word of recall
9: end to strife, foresight, freedom, refuge, sublime revelry, true resurrection