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View Full Version : D&D 3.x Class The Ascetic - A E10 Revised Monk PEACH



Clementx
2020-03-16, 01:40 AM
Ascetic
Hit Die: d8. Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana, history, religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble, and Use Rope. Skill Points: 4 + Int modifier (4x at 1st lvl).
Weapon and Armor Proficiency: Ascetics are proficient with simple weapons, flails, kamas, whips, normal and composite long- and shortbows, bolas, and shuriken. They are proficient in light armor. However, an ascetic who wears armor, uses a shield, or carries a medium or heavy load loses many special abilities, and can suffer from arcane spell failure. An ascetic who chooses the Hard Defensive Style can ignore some of these restrictions.



Level
BAB
FORT
REFLEX
WILL
Special
Spell
Slots








1st
2nd


1st
+0
+2
+2
+2
Defensive Style, Empty Hand, Flurry of Blows, Stunning Fist
-
-


2nd
+1
+3
+3
+3
Lotus Style, Fast Movement +10ft
-
-


3rd
+2
+3
+3
+3
Perfect the Self +1, Sneak Attack 1d6
-
-


4th
+3
+4
+4
+4
Spellcasting, Improved Defense
1
-


5th
+3
+4
+4
+4
Fast Movement +20ft
1
-


6th
+4
+5
+5
+5
Perfect the Self +2
2
-


7th
+5
+5
+5
+5
Sneak Attack +2d6
2
-


8th
+6/+1
+6
+6
+6
Greater Flurry, Fast Movement +30ft
2
1


9th
+6/+1
+6
+6
+6
Perfect the Self +3, Improved Lotus
2
1


10th
+7/+2
+7
+7
+7
Empty Body
2
2



Defensive Style/Improved Defense (Ex): At lvl1, an ascetic chooses one of the following styles:
Soft - He gains a +1 armor bonus to AC while unarmored. At lvl4 and 8, this bonus increases by one. If the ascetic gains proficiency in medium or heavy armor, he increases this bonus by one per armor category proficiency. At lvl4, he adds his Con modifier to his AC. He loses this bonus if immobilized.
Hard - He can use ascetic abilities limited to wearing no armor in light armor, and ignores arcane spell failure for ascetic spells from light armor. At lvl4, he gains proficiency in shields, and can use his ascetic abilities and spells without restriction while using one.

Empty Hand (Ex): At lvl1, an ascetic gains Improved Unarmed Strike as a bonus feat, even if he does not meet the prerequisites. His unarmed strike damage increases to 1d4 at lvl1, 1d6 at lvl4, and 1d8 at lvl8 (for medium ascetics). His unarmed strike counts as both a manufactured and natural weapon for spells and effects which enhance it.

Flurry of Blows (Ex): At lvl1, an ascetic can make an additional unarmed attack as part of a full attack action. This is at his full BAB and deals his unarmed strike damage plus his Str modifier. He can instead use it to make a melee touch attack to deliver a touch spell or perform a maneuver. The extra attack stacks with two-weapon fighting, natural weapons, and haste. An ascetic wearing armor, using a shield, or carrying a medium or heavy load loses this ability.

Stunning Fist (Ex): At lvl1, an ascetic can attempt to stun an opponent with his unarmed strike once per day per ascetic level. He must declare this as a free action before making an attack. A living creature damaged by his unarmed strike must make a Fortitude save (DC10 + one-half his ascetic level + his Wis modifier) or be stunned for one round. Failing to damage the target wastes the attempt.

Lotus Style/Improved Lotus (Ex): At lvl2, an ascetic chooses one of the following styles:
Internal - He gains a +3 bonus to saves against disease, enchantment, and poison. At lvl9, these bonuses increase to +6.
External - He gains Evasion, as the Rogue ability. At lvl9, he gains Improved Evasion. A monk wearing armor or carrying a medium or heavy load loses these abilities.

Fast Movement (Ex): At lvl2, an ascetic gains a +10ft enhancement bonus to his base movement speed, (improving his Jump modifier accordingly). At lvl5 and lvl8, this increases by 10ft. In addition, he can waive this bonus speed for the round to move that distance as a swift action. This allows him to move twice in a round while still taking a standard action, or even between attack actions during a full attack. A monk wearing armor, using a shield, or carrying a medium or heavy load loses this ability.

Perfect the Self (Su): At lvl3, an ascetic can use meditation and ritual supplies to magically fortify his body, similar to using an item creation feat. He can imbue his unarmed strike with a +1 enhancement bonus to attack and damage rolls, making it a magic weapon. This is permanent, makes the ascetic radiate the appropriate magic aura, and does not take up a magic item slot. At lvl6, he can improve the bonus to +2. At lvl9, he can improve the bonus to +3. He can perform the same ritual to gain a +1 to +3 enhancement bonus to his natural armor (a creature without natural armor is treated as having a +0 natural bonus to AC). These rituals take the same time, experience points, and gold as creating a magic weapon or natural armor item (1000gp, 80xp and 16 hours for a +1 bonus, for example).

Sneak Attack (Ex): At lv3, an ascetic deals an extra 1d6 damage to enemies he flanks or are denied their Dex bonus to AC, as the Rogue ability. At lvl7, this increases to 2d6.

Spellcasting: Beginning at 4th level, an ascetic gains the ability to cast a small number of arcane spells, which are drawn from the ascetic spell list. He can cast any spell he knows without preparing it ahead of time. Every ascetic spell has a somatic component (hand signs, poses or katas). They cannot be removed with the Still Spell metamagic feat. To learn or cast a spell, an ascetic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an ascetic’s spell is 10 + the spell level + the ascetic’s Wisdom modifier.
Like other spellcasters, an ascetic can cast only a certain number of spells of each spell level per day, as on the table. In addition, he receives bonus spells per day if he has a high Wisdom score. An ascetic regains spell slots like a bard, requiring 8 hours of rest followed by 15 minutes of mediation and kata.
The ascetic’s selection of spells is extremely limited. An ascetic begins play with no spells, but gains one or more new spells at the levels indicated. Unlike spells per day, the number of spells known is not affected by his Wisdom score. Through 3rd level, an ascetic has no caster level. At 4th level and higher, his caster level is one-half his ascetic level.

Ascetic Spells Known


Ascetic Lvl
1st
2nd


4th
2
-


5th
3
-


6th
3
-


7th
4
-


8th
4
2


9th
4
3


10th
4
3



-Ascetic Spell List
Lvl1: alarm, benign transposition, climb, critical strike, cure light wounds, endure elements, feather fall, jump, sanctuary, shield, spirit worm, swim, true strike
Lvl2: alter self [note: assume no abuse through other changes], bull’s strength, cat’s grace, cure moderate wounds, fell the greatest foe, healing sting, levitate, owl’s wisdom, protection from arrows, resist energy, see invisibility, swift invisibility

Greater Flurry (Ex): At lvl8, an ascetic can make an additional iterative unarmed attack at his BAB-5 when he uses Flurry of Blows.

Empty Body (Su): At lvl10, an ascetic can assume an insubstantial form. This functions as gaseous form, except it can only affect himself and items he wears or carries, up to his maximum load. He can use Empty Body ten times per day. While gaseous, he can expend an additional use to refresh the duration as a free action. Otherwise, he reverts back to his normal form after one minute or when dismissed as a standard action. If he lacks the space to materialize, he is shunted to the nearest open area and takes 1d6 damage per 10ft he travels.
A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through cracks, but it can’t pass through solid or liquid matter. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can’t disperse or damage them. They can’t run but can fly (10ft speed and perfect maneuverability). They can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities except for the ability to assume gaseous form. Creatures in gaseous form have damage reduction 10/magic, do not need to breathe, and are immune to critical hits and poison. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply. Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check. Creatures in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

E10 Epic Feats
Abundant Step [Epic] Prereq: Ascetic lvl6. You gain the ability to teleport short distances as a spell-like ability. This function as dimension door, except you can only teleport yourself and up to your maximum load in items. You can teleport up to 100ft per ascetic level per day, and can divide the distance among multiple uses. You consume at least 100ft per use. Your caster level equals your ascetic level.

Diamond Soul[Epic] Prereq: Ascetic lvl8. You gain spell resistance equal to 10 + your ascetic level.